Lambo's Bardic Inspiration

by LamboCryBaby

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Lambo's Bardic Inspiration

Preface

Lambo's Bardic Inspiration is a compendium of subclasses and spells created for the Bard. None of these have been play tested yet but that is hopefully the next step. If you decide you want to play one of these classes please feel free to let me know and send me a message at u/LamboCryBaby! I would love to hear how it goes.

The contents of this compendium are intended to be balanced for play in a regular Dungeons and Dragons Fifth Edition group.

Bardic Colleges

Special Thanks

I want to thank everyone who has commented and critiqued these subclasses. Hopefully I have done them justice. I also want to give a special shout out to u/BedrocksTheLimit for always being willing to help me Homebrew and balance all things 5e!

 

Other Formats

This book can be found in PDF format.

Discussion and feedback about the book can be found on Reddit.

College of Anguish

The bard that has studied the College of Anguish is never the one you want to see. They are the bearer of bad news and the one who plays a dirge when someone is laid to rest. The weight of death lays heavy on their shoulders and they can't help but bring sorrow with their presence.

Mourning Mortician

When you choose this college at 3rd level, you have been exposed to the dead and you have watched many pass away. You dance on the line of life and death. You learn the Spare the Dying and Toll of the Dead cantrips, which count as Bard spells and don't count against the number of bard cantrips you know.

Deep Despair

You are not the bard that spreads cheer and joy throughout your adventures. Instead of inspiring the ones you care for with courage and care your Bardic Inspiration now inspires deep despair in your enemies. At 3rd level, you use your inspiration to harm your enemies instead of support your allies. Other creatures can no longer expend your bardic inspiration, and you can stack as many dice equal to your proficiency bonus on any single creature. Your Bardic Inspiration now can do the following:”

Torment

As a reaction when a creature with a Bardic Inspiration rolls for an ability check, attack roll, or saving throw, you can expend the Bardic Inspiration the creature holds to try and alter the result. You roll a Bardic Inspiration and subtract the number from the roll.

Misery

As an action you may expend as many Bardic Inspiration that a creature has in order to hasten their death. Roll the amount of die that you have used and the creature takes necrotic damage equal to the amount rolled.

Reap

As a reaction when a creature’s hit points are reduced to 0 within 30 feet of you, you can regain the Bardic Inspirations they had on them and give an equal amount of bardic inspirations to another creature within 30 feet of you.

Dreadful Dirge

At 6th level, your sorrow is contagious. You seem to create a cloud of misfortune that follows you and you emit an aura of profound sadness. As an action, you can play your painful songs and make your aura tangible within a 15 ft radius around you. The area is heavy with sorrow and is considered difficult terrain and lasts for 1 minute. While playing your song when you give a creature Bardic Inspiration every creature within your aura gains a Bard Inspiration as well.

Once you use this feature, you can't do so again until you finish a short or long rest.

Doomed Demise

Also at 6th level as a reaction when a creature is dealt necrotic damage and it is holding a Despair Die you can add your charisma modifier to the damage dealt.

Grieves Guilt

At 14th level you have taken on and carried all the guilt and weight of your party, but you have begun to learn how to share the burden you bear. As an action you can imbue your Bardic Inspiration with some of your own agony. When you give a creature bardic inspiration, you can have them make a Constitution saving throw against your spell save DC or suffer a level of exhaustion. If a Bardic Inspiration that a creature holds is used by other features the creature immediately is invigorated and is no longer suffering from that level of exhaustion.

You can use this feature a number of times equal to your Proficiency Bonus, and regain all expended uses after a short or long rest.

College of Bewitchment

There have been many legends told about the Bards from the College of Bewitchment. Most of them involve charming a line of animals and creatures either in or out of town. Either way, the Bard knows how to use it's arcane connection to creatures in order to dominate a battle.

Animal Magnetism

When you join this college at 3rd level, you gain proficiency in the Animal Handling skill. If you are already proficient you may choose another proficiency instead.

You also learn the Summon Beast spell. It is considered a bard spell for you and it doesn't count against the number of your Bard spells known.

Pied Piper

Starting at 3rd level your music has a hypnotic quality that tends to bring creatures from different areas or even different planes to come and see you. As an action you may roll your Bardic Inspiration die (This does not expend a Bardic Inspiration) and magically summon incorporeal spirits of a small creature of your choice equal to the number rolled to empty spaces within 10 feet of you. They count as neither a creature nor an object, though they have a spectral appearance of the creatures they represent. They must all must be the same creature and the max amount of creatures you can have summoned at any given time can not exceed the highest number of your Bardic Inspiration die.

The summoned creatures can move up to 20 ft at the beginning of your turn and can occupy the same 5 ft space of any creature that is small and larger. You can choose for a Pied Piper creature to be considered difficult terrain to move through and if a creature is attacked while a Pied Piper creature is occupying their space once per turn you can choose to add your Charisma modifier to a damage roll dealt.

Finally, when you Cast a Spell with a range of touch, a Pied Piper creature can deliver the spell as if they had cast it. If the spell requires an Attack roll, you use your Attack modifier for the roll. Pied Piper creatures last for an hour and vanish if they are not within 60 ft of you.

You can summon creatures a number of times equal to your Charisma modifier, and regain all expended uses after a long rest.

Beguiling Beasts

At 6th level you learn the Conjure Animals and Charm Person spell, they are considered bard spells for you and they don't count against the number of Bard spells known.

Also if you cast Charm Person or Charm Monster you may choose to empower the spell in order to cast it on a number of creatures equal to your Charisma modifier that are currently in a space that is also occupied by a Pied Piper creature. If the spell is cast this way then the affected creature does not know they have been charmed when the spell ends.

Once you use this feature you may not use it again until you have completed a long rest.

Mesmerizing March

Once you reach 14th level creatures now have disadvantage on saving throws against being charmed by the Charm Person or Charm Monster spell when you cast it.

Also if a creature is currently charmed by you or is willing and they are occupying a space of one of your Pied Piper creatures on the Pied Piper creature's turn you can move your Pied Piper creature 10 ft and lure the creature whose space they occupied to move to the same location. If your pied Piper creature lures the creature to a spot occupied by another Pied Piper creature you can move the new Pied Piper creature and lure them another 10 ft.

You may use this feature a number of times equal to half your proficiency bonus and regain all uses on a long rest.

College of Fame

Being rich and attractive is not as easy as one would think. There is a large amount of skill and effort that goes into entertaining the masses, let alone looking good while you do it. The bard that has studied at the College of Fame has elevated being a celebrity to the point of art. They can draw on magic from the energy of a crowd and tend to perform better when all eyes are on them.

Aesthetic Appearance

Bards from the College of Fame are so attractive that enemies are often distracted by their beauty and grace during battle. It is even to the point where they struggle to focus when directly attacking a College of Fame Bard.

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.

Famous Faces

Starting at 3rd level you gain a pool of publicity dice equal to your proficiency bonus that increases as you take center stage and help your allies in battle. These dice are 1d4's. You regain all expended dice on a long rest.

When you make a charisma based skill check or charisma saving throw you may expend up to as many publicity dice as your proficiency bonus and add the result to the roll.

Also when a creature you can see within 30 feet of you expends a bardic inspiration that you have given them, you regain an expended publicity die.

Cheering Crowd

At level 6, when you attack a creature or are targeted by an attack, you may use your reaction to call for applause. When you call for applause, creatures you can see within 30 ft can choose to cheer you on. You may roll a number of publicity dice equal to the amount of people cheering you on up to your proficiency bonus, adding the amount rolled to the attack roll if you are attacking, or to your AC if you are being attacked until the end of your turn. If you are attacking you may call for applause after your roll but before you know the result.

You can use this feature as many times as your proficiency bonus and regain all uses once you finish a long rest.

Alluring Appeal

By level 14 you light up every room you walk into and you are the star of any show you perform in. Your celebrity status has increased to that of royalty or the elite. You now start to get recognized along your travels. Your publicity die go from 1d4's to 1d6's.

College of Greed

Bards have been praised as support spell casters and healers in parties. But there is the rare Bard who decides to take fate into their own hands and change the course of their life. The Bard from the College of Greed seeks riches, fame, and status. They have a deep hunger that urges the Bard to keep going forward and to find adventure wherever they go.

Keen Eye

When you join this college at 3rd level, you gain proficiency in the Perception and Sleight of Hand skills. If you are already proficient you may choose another proficiency instead.

Self-Centered

Also at 3rd level, you have only focused on yourself and this self reflection has led you to many profound truths. You can give yourself Bardic Inspiration and you have advantage on your Bardic Inspiration rolls when you use it on yourself. Roll the Bardic Inspiration die twice and take the higher result.


Self Preservation

When you reach the 6th level if you are the target for an attack you can use your reaction to duck behind a willing creature within 5ft of you and have them be the target of the roll instead.

Assertive Avarice

When you reach the 14th level your deep desires motivate you to go and take what is yours. When a creature within 60 ft of you starts their turn you may use your reaction to act before them. You can use an action, bonus action, and move up to your speed. When you do this, you cannot move or take actions and reactions on your next turn.

You can use this feature a number of times equal to half your proficiency bonus and you regain all uses after a long rest.

College of Inebriation

College of Inebriation Bards are the life of the party. They are the ones who are first to arrive and last to leave. If there are spirits and fun to be had you can bet that they will be there.

Iron Stomach

Starting at 3rd level you gain proficiency in Brewers Tools and Constitution saving throws.

Fuzzy Feeling

Also at 3rd level your Bardic Inspiration causes a warm fuzzy feeling. When a creature uses their Bardic Inspiration on an ability check if they roll below half your Bardic Inspiration die they can choose for the result to be half the die instead.

Drunk Casting

At 6th level when creature fails a saving throw against a spell you cast you can choose to empower the spell with arcane fermentation in order to make the creature dizzy. When a creature is dizzy and tries to move, they must roll a d20; on a roll of 9 or lower, the creature falls prone. When a creature ends its turn it can make a Constitution saving throw. On a successful save, they are no longer dizzy.

You can use this an amount of time equal to your Charisma modifier

Alcohol Poisoning

Once you reach 14th level every action you take is seeping with booze. The air around you is thick and heavy and people can become drunk around you just from contact alone.

As an action you can expend a use of Bardic Inspiration in order to make yourself pleasantly drunk for the next minute. While drunk you have advantage on all Saving throws and when you force a creature to make a Constitution saving throw they roll with disadvantage.

College of Inspection

Nothing escapes the sight of a Bard from the College of Inspection. They observe and take note of every small detail. If you have something you need to find then you have to look no further than the Bard from the College of Inspection.

Hidden Gems

Once you reach 3rd level your ability to track and find people, objects, and places is masterful. You gain proficiency in Perception and Investigation and Survival and you may use a compass as your spellcasting focus.

Hide and Seek

Also at 3rd level you learn the spell Locate object and it is considered a bard spell and it doesn't count against the number of Bard spells known. Locate Object is a ritual spell for you and when cast as a ritual it has a casting time of 10 minutes.

Active Foresight

Also at 6th level you can use your sharp eyes and your knowledge of people in order to focus on somebody and study their movements. As a reaction before a creature within 30 ft of you takes their movement you can make an attack and on a successful hit the creature’s movement speed goes to 0.

You can use this feature a number of times equal to half your proficiency bonus and you regain all uses on a short rest.

Deep Research

At 6th level you can feel the history of the world around you and you are able to tap into the stories that are being told on a profound level. If you study an object for more than an hour then you can cast the spell legend lore targeting that object and ignoring all spell requirements.

Once you use this feature you can not do so again until you have finished a short or long rest.

Well Kept Secrets

At 14th level there truly are no secrets to be hidden from you. When you are seeking you have keen eyes and you trust your gut instincts. As an action your eyes glow an arcane blue and you gain true sight for 1 minute.

Once you use this feature you can not do so again until you have finished a short or long rest.

College of Juggling

College of Juggling Bards are masters at focusing on multiple objectives at once. They strike hard and true and usually while the enemy is distracted. They are true performers at heart and always know how to entertain.

Professional Performer

Starting at 3rd level as a bonus action, you can start to juggle with a number of items equal to 1 + your proficiency bonus that you are carrying. They cannot weigh more than 5 lbs. While juggling, you are considered to be holding all of the items you are juggling, and can use them as normal. Also as a bonus action, you can add any number of items to your juggling pattern, up to max.) While juggling these effects take place:

  • You are proficient with improvised weapons.
  • As a bonus action, you can throw one of the objects you are holding. Make a ranged weapon attack against a creature within 30 feet of you. On a hit, the target takes 1d6 bludgeoning, piercing, or slashing damage. The damage increases to 1d8 at 10th level and 1d12 at 16th level

At the end of your turn while you are juggling you can choose an item you have thrown that is within 30 feet of you and weighs 5 lbs or less to magically return to your hands.

Double Throw

At 6th level when you take the attack action on your turn, you can make two attacks instead of one. Both of these attacks must be with thrown weapons

Unwilling Assistant

Also at 6th level When a creature attacks you with a ranged weapon attack, you can use your reaction to make a Dexterity saving throw. If the result of the save is higher than the attack roll, the attack misses, and if it weighs less than 5 lbs then you can add it to your juggling pattern.

You can do this a number of times equal to your Dexterity modifier and regain all uses after a long rest.

Master Entertainer

At 14th level You can now juggle objects that weigh 10 lbs. This increases to 15 lbs. at level 16th level and 20 lbs. at 18th level.

Grand Finale

Also at 14th level As an action you can attack all at once with every item you are currently juggling. They all use the same attack roll, but are otherwise separate attacks.

Once you have used this feature you can’t do so again until you have completed a short or long rest.


College of Lullabies

Lullabies are sacred pieces of music, and they hold a lot of power. The Bard that has studied lullabies understands that comfort and rest are vital. They are the guards of a good night's sleep. They will make sure that when the camp is made and the beds are unrolled, their allies will be able to take on anything that lies ahead.

Sweet Dreams

If you join this college at 3rd level you have studied the art of the lullaby. When you play an instrument that you are proficient in, your proficiency bonus is doubled for any ability check you make to play it.

Deep Sleep

Also at the 3rd level you learn the spell Sleep. It doesn't count against the number of bard spells known and you may cast it as many times equal to half your proficiency bonus rounded up without expending a spell slot. You regain all uses of Sleep back after a long rest.

When you cast the spell Sleep, you may expend a Bardic Inspiration to increase the hit points of creatures this spell can affect. Each Bardic Inspiration given adds 3d8 to the roll. You may use up to 2 Bardic Inspiration at level 5, 3 at level 9, 4 at level 15, and 5 at level 20.

Well Rested

Next, at 3rd level your ability to recover now not only applies to your body but also your bardic spirit. You are so refreshed and renewed that the amount of Bardic Inspiration you have now is equal to your Charisma modifier + your proficiency bonus.

Soothing Song

At 6th level, your ability to create a safe and comfortable atmosphere has increased to a supernatural levels. When you take a short rest, you may choose a number of friendly creatures equal to your Charisma modifier and sing them into a gentle sleep.

Each selected creature gains a Bardic Inspiration die without expending any of your Bardic Inspiration uses. A bardic inspiration given this way lasts up to 8 hours or until expended. Once you use this feature, you cannot use it again until you finish a long rest.

Slumber

At level 14 when you cast the Sleep spell, you can choose to empower it, putting the targets into a deep Slumber. Creatures put to sleep by the spell cannot be woken up by using an action. When a creature is in a Slumber and they take damage, they are then forced to make a Wisdom saving throw and only on a success do they wake up.

College of Nourishment

Food brings us joy, life, and good conversation. The College of Nourishment Bard understands this and studies the culinary arts with a healthy respect for what a chef can do. Creating meals for the ones you love is a great act of service and in that respect a Bard from the College of Nourishment serves us well.

Kitchen Preparation

When you join this college at 3rd level, you gain proficiency in Cook's utensils and you learn the Create Bonfire cantrip, which is considered a bard cantrip for you and doesn’t count against the number of bard cantrips you know.

Full-Bodied

Also starting at 3rd level your unnatural fortitude is increased as you learn how to listen and take care of your body.

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Hearty Meals

At 3rd level you have learned to pour your heart and soul into the food you make for the ones you love. With the use of your Cook’s utensils you can cook hearty meals for the adventure ahead. You may expend as many bardic inspiration as is equal to your Constitution modifier to create the same amount of hearty meals. The meals take an hour to cook and you must have access to an open flame.

As a bonus action a creature can consume a hearty Meal in combat and until the start of their next turn they can add your Constitution modifier to all attack rolls, melee damage rolls, or Constitution saving throws they make. Outside of combat the creature may add your Constitution to saving throws against ingested poisons for the next 8 hours.

Robust Endurance

At 6th level your studies have brought you to the point where your body can radiate with health and vitality.

As an bonus action you can access your robust endurance. For one minute, you have advantage on Constitution saving throws and whenever you take any damage, besides psychic damage, you can reduce the damage by your Constitution modifier.

Once you use this feature, you can't do so again until you finish a long rest

Chef's Kiss

At 14th level after a long rest if you have access to your Cook’s utensils and an open flame you can create a feast for a number of people equal to your proficiency bonus and bless them with some of the natural health and stamina that you seem to have.

For the next 8 hours the chosen creatures who joined your feast gain an extra hit die and their health point maximum is increased by your bard level.

Once you use this feature, you can't do so again until you finish a long rest

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College of Odds

High risk, high reward. This is the life a Bard from the College of Odds experiences. They are gamblers at heart and they love to roll the dice or play a game of cards in their free time. College of Odds Bard tends to be on the tip top of society or living in the gutters.

Gamblers Heart

When you join this college at 3rd level, you gain proficiency with a Gaming Set and your proficiency bonus is doubled for any ability check you make that uses it.

Give and Take

Also at 3rd level as a reaction when someone makes a ability check, attack roll, or saving throw you can choose any willing creature that currently has Bardic Inspiration that you have given them and you can choose to use their Bardic Inspiration on the current roll.

You can use this feature a number of times as is equal to your proficiency bonus and regain all uses after a long rest.

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Balanced Attacks

In addition at 3rd level you know how to level the playing field and you know when is the time to play it safe. When you deal damage to a creature if the damage dealt is lower then the average you can instead choose for the creature to take the average damage instead.

You can use this feature a number of times as is equal to your proficiency bonus and regain all uses after a long rest.

Play the Odds

Starting at 6th level when you make an ability check, attack roll, or saving throw you can increase the roll by a number equal to your Charisma Modifier or lower. However on your next roll you subtract the same amount you gave on the previous roll.

Tip the Scale

Once you reach 14th level you are able to play with the statistics, odds, and chance of the world and manipulate fate. When a creature within 60 ft makes a ability check, attack roll, or saving throw you can impose disadvantage on the roll.

You can use this feature a number of times as is equal to half your proficiency bonus and regain all uses after a short or long rest

College of Perfumes

The art of perfume making is an old and ancient craft that many have tried their hands at. A College of Perfume Bard learns how to manipulate your senses in order to achieve their goals. They work tirelessly on the quality of their fragrances and take pride in their perfumes.

Aromatic Supplies

At 3rd level you gain proficiency in Alchemist’s supplies and you have learned how to create a censer. A censer is a metal vessel hooked to a chain and made for burning incense or perfume in some solid form.

You can choose to wield your censer as your weapon when in battle. It is a finesse weapon and you are considered proficient with it. On a successful hit a censer does 1d6 bludgeoning damage + 1d4 fire damage. If you lose your censer you can create a new one over a long rest and with 10g worth of material.

Fragrant Combat

You must expend a Bardic Inspiration in order to activate your aroma. You can keep your different aroma’s activated for a minute (no matter if you switch) and it takes an action to switch aromas. An activated aroma is centered around you and has a radius of 10 ft. Creatures without a sense of smell are immune to aroma effects.

  • Sweet - Creatures who are within the range of the aroma have disadvantage on saving throws against being charmed.

  • Relaxing - The radius of your aroma is considered difficult terrain for everyone but you.

  • Burnt - You burn a thick and smoky incense that heavily obscures the aroma’s radius with dark gray smoke.

Scented Studies

At 6th level you have learned an additional 2 aromas.

  • Rancid - When a creature attempts to enter the radius of your aroma they must roll a constitution saving throw against your spell save DC or the stench overwhelms them and they can not enter. If a creature starts their turn inside the radius of the aroma they must make a Constitution saving throw against your spell save DC or they must use their movement to leave the area if possible. On a success a creature is immune to the smell for the next hour.
  • Invigorating - Any creature who starts their turn within your aroma’s radius gains temporary hit points equal to your proficiency modifier.

Discerning Nose

At 14th level your sense of smell is so refined and accurate that it eliminates the need for sight. You gain blindsight up to 30 ft and have advantage on all perception checks that rely on smell.

College of Remedies

The College of Remedies is a college dedicated to the health and wellbeing of the world and all its inhabitants. They seek to cure minor ailments whether by arcane means or by just good old fashioned medicine. A bard who has studied at the College of Remedies is dedicated to fighting the spread of disease and the enemies who attempt to weaponize pain and suffering.

Medical Studies

When you join this college at 3rd level, you gain proficiency in the Medicine skill. If you are already proficient you may choose another proficiency instead. You also learn the Spare the Dying cantrip. It is considered a bard spell and it doesn't count against the number of Bard cantrips known.

Medicinal Miracle

At 3rd level you are able to use your inspiring abilities in combination of your healing skills to keep your allies alive. As an action you may end the blinded, deafened, paralyzed, or poisoned condition on a creature that is within 5 ft. of you.

Once you use this feature, you can't do so again until you finish a short or long rest

Restorative Treatment

Also at 3rd level, you can employ your music to keep your party healthy and alive in the heat of battle. When a creature that currently has Bardic Inspiration that you have given them has their hit points restored, they may roll their bardic inspiration die and add the number to the total amount of hit points healed.

Bardic Resuscitation

At 6th level your medical studies have given you the skill set to perform emergency procedures to an ally in need of serious life saving treatment. When you are within 5 ft of a creature you can use your action in order to provide them with medical attention. Roll a Wisdom (Medicince) check to see how many hit points the creature recovers. If a creature is at 0 hit points then you have a +5 to the medicine check DC.

Medicine Check DC HP Recovery
5 1 hp
10 1d6
15 2d6
20 4d6
25 6d6
30 8d6

You can use this feature as many times as half your proficiency bonus and regain all uses once you finish a long rest.

Preemptive Prescription

Starting at 14th level whenever you give someone Bardic Inspiration you can also heal them a number of hit points equal to your Charisma modifier + your proficiency bonus. If the creature is at full hit points they become temporary hit points.

College of Slapstick

A student of the College of Slapstick has dedicated their lives to finding the humor in all things. Tragedy and Comedy are a thin line and a true student of this college knows how to tip toe around that knives edge to find the truth.

Expert Heckler

When you join this college at 3rd level, you learn the Vicious Mockery cantrip, which doesn’t count against the number of bard cantrips you know and you may cast it as a bonus action.

Miraculous Mistake

Also at 3rd level you are not afraid of making a fool of yourself and you know how to turn a bad situation in at least an entertaining one.

When you roll an ability check, attack roll, or saving throw and the roll is 5 or below, you can roll one of your Bardic Inspiration and add it to the result. This does not expend a use of your Bardic Inspiration

You can use this feature a number of times equal to your Charisma modifier and you regain all uses once you finish a long rest.

Klutzy Combat

At 6th level you have combined your slapstick comedy with your combat, creating opening in the mistakes of you and your enemy.

When you miss with a melee weapon attack against a creature within 5 ft of you or a creature within 5 ft misses an attack against you, the creature takes bludgeoning damage equal to your Charisma Modifier.

Pratt Falls

Also at 6th level you have fallen and picked yourself back up so many times it's considered unnatural by some. But you have studied and you know how to physically recover and roll with the punches where others could not.

After you move on your turn, you may move an additional number of feet equal to half your speed, then fall prone.

Failing Up

Once you reach 14th level you have learned that in order to succeed you must fail miserably. You have found the joke and joy in everything and this profound discovery has led to you creating incredible opportunities out of devastating losses. When you roll a 1 on the die it is instead treated as if you have rolled a 20.

College of Stitches

A College of Stitches Bard is the one in the background who makes everyone else look good. They mend the tears that come naturally while you are living life. They are master designers and their magic and inspiration comes from weaving our experiences into what will be.

Talented Designer

When you join this college at 3rd level, you gain proficiency with Weaving Tools. If you are already proficient you may choose another tool instead. You also learn the Mending cantrip. It is considered a bard spell and it doesn't count against the number of Bard cantrips known.

If you cast Mending on a piece of fabric or cloth the area you can repair increases to 10 ft.

Enhanced Appearance

Starting 3rd level over a short rest if you have the appropriate provisions you can create fashionable clothing in any style or design if you know their dimensions.

You may also take 1 hour to style a creature who is wearing fashionable clothing and shine their armor and tailor their clothes so they look sophisticated and presentable. For the next hour a styled creature can add your proficiency bonus to all Charisma based ability checks they make.

Once you use this feature, you can't do so again until you finish a long rest

Grand Entrance

Also at 3rd level when you enter battle you know how to help some make quite the entrance. When a creature within 30 ft rolls for initiative you can add your Charisma modifier to the roll.

Once you use this feature, you can't do so again until you finish a short or long rest.

Made with Love

At 6th level you start to see how spells and the tangible world work together and you can imbue you creations with fashionable arcane energy.

You can weave a spell with the range of touch into a piece of clothing. The process takes 10 minutes and you must expend the appropriate spell slot it takes to cast the spell that you are choosing to weave into the fabric.

As a bonus action the creature that is wearing the article of clothing you created can activate the spell you have woven into the clothes as if you had cast it on them. Once the spell is cast or you take a short rest the piece of clothing returns to a normal and is no longer holding magical power or the spell.

You may use this feature a number of times equal to half your proficiency bonus and regain all uses on a long rest.

Arcane Stitching

When you reach 14th level you learn how to stitch together the very fabric of reality and everyone withing it.

When a creature casts a spell or has a spell cast on them that targets themselves you can knit the arcane energy with a another creature. When a creature within 30 feet of you is targeted by a spell, you can use your reaction to cause the spell to also target another willing creature within 30 feet of you

You can use this feature a number of times equal to half you proficiency bonus and you regain all uses after a long rest.

College of Stories

The College of Stories is all about weaving a tall tale and using your arcane abilities in order to enhance your myths and legends. These bards are master storytellers who can make you believe in almost anything.

Gifted Storyteller

When you join this college at 3rd level, you gain proficiency in the Deception skill. If you are already proficient you may choose another proficiency instead. You also learn the Minor Illusion cantrip and it is considered a bard spell and it doesn't count against the number of Bard cantrips known.

Inspiring Image

Also at 3rd level, you craft images out of thin air to help invoke an empathetic response. You may learn an additional 1st level illusion spell of your choice it is considered a bard spell and it doesn't count against the number of Bard spells known. Also When you cast an illusion spell you can also give Bardic Inspiration as part of the same action.

Weaving Tales

Once you have reached 6th level you are able to make the impossible seem real. Creatures, locations, props; All these things are created in order to enhance your storytelling.

Your connection to the imaginary world allows you to cast an illusion spell that is of a level that you can cast. It can be from any spell list, and you still must expend a spell slot, as normal.

Once you use this feature, you can't do so again until you finish a short or long rest.

Limitless Imagination

You learn the spell Creation and it is considered a bard spell and it doesn't count against the number of Bard spells known. For you the casting time is 1 action.

In addition, you may cast creation without expending a spell slot. Once you do so, you may not doing it again until you finish a long rest. You may cast the spell using a spell slot, as normal.

College of Tactics

War is a game and a College of Tactics Bard likes to win. There are ways to assure that your side has a better chance of victory and it takes a keen eye in order to know how and when to strike. They help with the strategy and they can see a weak spot in the enemy lines with ease.

Battle Ready

You gain proficiency in medium armor and shields.

Battle Inspiration

Once you reach 3rd level you have hardened yourself to the battlefield and you are able to analyze and strategize the best way to defeat your enemies.

You may use an action to expend a Bardic Inspiration in order to encourage an ally to attack. They gain Bardic Inspiration and on their next turn, they can take an additional action, which must be used to either make the Attack action or cast a cantrip.

Once you use this feature you can not do so again until you have finished a short of long rest.

Empowered Strikes

At 6th level You inspire others with the art war and when they use your vivacious vigor for fighting your Bardic Inspiration has an added benefit.

When a creature uses your bardic inspiration for an attack roll they can roll your bardic inspiration die twice and take the higher result.

Call to Arms

When you reach 14th level you know how to rally and motivate your allies for the brutal battles that are to come. You are always prepared and your war tactics have led you down the path of victory.

When you and your allies roll for initiative you can add your Charisma modifier to your roll and to a number of friendly creatures roll equal to your proficiency bonus who are within 30 ft of you.

Once you use this feature you can not do so again until you have finished a short of long rest.


Art Credits

The End

Thank you so much for reading! This was a large passion project so I am glad to share it with you all. I hope you enjoyed it as much as I enjoyed making it.

 

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