Bardic Disciplines
for the Halfcaster Bard


Bardic Disciplines
Bards follow a great variety of disciplines to inspire and shape their artistic expression. Here are five new subclass options for the Halfcaster Bard Variant.
Lightweaver
Most bards seek different ways to embellish their performances and awe their audiences, some do this by learning to manipulate light itself, creating dazzling spectacles to accompany their stories and songs. These illustrious performers, known as Lightweavers, are notorious for bringing hope to the masses during times of desperation, shinning a light on the positive aspects of life.
Phantasmagoria of Light
3rd-level Lightweaver feature
You learn the dancing lights cantrip. If you already know this cantrip, you learn a different bard cantrip of your choice. This cantrip doesn’t count against your number of cantrips known.
When you cast the dancing lights cantrip you can freely change the shape and color of the lights, even taking the form of moving creatures or objects. However, the lights are distinctly magical, translucent and intangible. When divided, the dancing lights can’t be larger than 1 cubic foot. Together, they can occupy a space as big as a 5-foot cube.
Lightweaver Spells
3rd-level Lightweaver feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Lightweaver Spells table. These spells count as bard spells for you, but they don’t count against the number of bard spells you prepare.
Ligthweaver Spells
| Bard Level | Spell |
|---|---|
| 3rd | color spray, dancing lights, guiding bolt |
| 5th | healing spirit, moonbeam |
| 9th | daylight, hypnotic pattern |
| 13th | arcane eye, sickening radiance |
| 17th | arcane hand, dawn |
Rousing Wisps
3rd-level Lightweaver feature
Whenever you initiate your inspiring performance, you can weave the light around you into dancing wisps of radiant energy. You create a number of wisps equal to your Charisma modifier (minimum of one). The wisps emit dim light in a 5 feet radius, and they follow you. When you use this feature, or as a bonus action, you can distribute the wisps that follow you amongst allies that are within your performance radius.
A creature being followed by a wisp can spend it to gain any of the following effects
- Invigorating light. A creature can spend a wisp after making a saving throw, but before the DM says if it's a success or not, to roll an additional 1d4 and add the number rolled to their save.
- Protecting glare. When being hit with an attack, a creature can spend a wisp to roll 1d4 and add the number rolled to their AC against the provoking attack.
- Radiant strike. When hitting another creature with a melee attack, a creature can spend a wisp to deal an additional 1d4 radiant damage.
When you cast a Bard spell of 1st level or higher while your inspiring performance is active, you create an additional number of wisps equal to the spell’s level. You and your allies can be followed by a combined number of wisps up to your Charisma modifier + half your bard level, rounded down (minimum of one wisp). Any unspent wisp disappears once your performance ends.
Dazzling Mirage
5th-level Lightweaver feature
When a creature enters the area of your inspiring performance for the first time on a turn or starts its turn there, you can use your reaction to send a dazzling flash of light to blind them. The creature must succeed on a Constitution saving throw against your spell save DC or become blinded until the start of their next turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Radiant Performance
9th-level Lightweaver feature
Your inspiring tales illuminate those around you. When you initiate your inspiring performance, you can fill its area with dim light until the end of the performance. In addition, whenever a creature would roll 1d4 as part of one of the effects of your rousing wisps, they instead roll 1d6.
Reverie of Light
15th-level Lightweaver feature
You shine brightest in the darkest moments. As an action, you can become a being of pure inspiring light. For 1 minute, you gain the following benefits:
- You emit bright light in a 30-foot radius.
- You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
- You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.
- At the start of each of your turns, you create one rousing wisp.


Preacher
Not all followers of the gods are blessed with miraculous powers like clerics, some use the power of persuasion to spread the teachings of their faith. Through great conviction skills and a spark of divine inspiration, some bards become Preachers and journey through the land in a holy mission of evangelization. The performances of these holy men usually take the form of fables, psalms or prayers that raise the spirits of those around them, even the non-believers.
Spreader of the Word
3rd-level Preacher feature
Your great knowledge of holy scriptures allows you to commune with believers and skeptics alike. You learn one language of your choice. You also gain proficiency in the Religion and Persuasion skills. If you already have one of these proficiencies, you gain proficiency with one other skill of your choice.
Preacher Spells
3rd-level Preacher feature
You know the word of radiance cantrip. Additionally, you always have certain spells prepared after you reach particular levels in this class, as shown in the Preacher Spells table. These spells count as bard spells for you, but they don’t count against the number of bard spells you prepare.
Preacher Spells
| Bard Level | Spell |
|---|---|
| 3rd | ceremony, shield of faith, word or radiance |
| 5th | prayer of healing, warding bond |
| 9th | beacon of hope, spirit guardians |
| 13th | death ward, guardian of faith |
| 17th | dispel evil and good, holy weapon |
Inspire Empathy
3rd-level Preacher feature
When you begin your inspiring performance or as a bonus action while the performance is active, you can imbue empathy into one creature within the performance radius. The next time the target deals damage to another creature, it takes radiant damage equal to your Charisma modifier (minimum of 1).
Divine Sermon
5th-level Preacher feature
When you cast the word of radiance cantrip, you can choose to cast it with a range equal to your performance radius. You can cast it in this way a number times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Holy Words
9th-level Preacher feature
Everything you say shines with a spark of divine magic. Once per turn, when you cast a spell that deals radiant damage or restores hit points, you gain a bonus equal to one damage or healing roll of the spell equal to your Charisma modifier.
Apostle of Peace
15th-level Preacher feature
The lessons you spread dissuade others from harming you. While your inspiring performance is active, you are under the effect of a sanctuary spell. The spell uses your spell save DC.
Requiemist
Bards who believe in preserving the spirit of those who have passed away by creating performances inspired by their memories are known as Requiemists. These performances can take many forms, from a heartfelt eulogy to a melancholic dirge, or even a spiritual séance to commune with the dead. It is believed that, in return, the spirits grant Requiemists glimpses of their future from beyond the veil.
Whispers of the Departed
3rd-level Requiemist feature
The spirits of the dead grant you insight into future events. Before you roll an ability check, you can roll a d20 and decide whether you make the check or not. If you decide to make the check, you must use the result of the d20 as your roll. Once you use this feature you can't use it again until you finish a long rest.
Requiemist Spells
3rd-level Requiemist feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Requiemist Spells table. These spells count as bard spells for you, but they don’t count against the number of bard spells you prepare.
Requiemist Spells
| Bard Level | Spell |
|---|---|
| 3rd | detect evil and good, false life |
| 5th | augury, gentle repose |
| 9th | spirit shroud, summon undead |
| 13th | blight, divination |
| 17th | commune, danse macabre |
Song of Remembrance
3rd-level Requiemist feature
You call forth spirits of the dead to aid you and your allies. When you begin your inspiring performance, you summon one guiding spirit in an unoccupied space you can see within your performance radius. The spirit appears as a translucent and intangible humanoid that remains for the duration of your performance. It is immune to all damage types and conditions, but it can be affected by any spell or ability that affects undead such as the hallow spell or the turn undead option for channel divinity.
When you activate this ability, choose one type of spirit from the following options. When the spirit is summoned and as a bonus action while your performance is active, you can move the spirit up to 30 feet and activate its ability. A spirit cannot move outside your performance radius.
- Frightful Spirit Choose one creature within 5 feet of the spirit. The creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit until the start of your next turn.
- Guardian Spirit Choose one creature within 5 feet of the spirit. The next attack made against that creature until the start of your next turn is made with disadvantage.
- Sage Spirit Choose one creature within 5 feet of the spirit. The creature gains advantage on the next ability check it makes until the start of your next turn.
- Sentinel Spirit Choose one creature within 5 feet of the spirit. The creature gains advantage on the next saving throw it makes until the start of your next turn.
- Trickster Spirit Choose one creature within 5 feet of the spirit. The creature must succeed on a Dexterity saving throw against your spell save DC or be knocked prone.
-
Warrior Spirit Make a melee spell attack against one creature within 5 feet of the spirit. On a hit, the creature takes 1d8 necrotic damage.
Somber Embrace
5th-level Requiemist feature
By accepting death, you amplify the negative and positive emotions that manifest during the mourning process. When you roll necrotic damage or roll dice to heal a creature at 0 hit points, you can roll one additional die when determining the total.
Dead March
9th-level Requiemist feature
When a creature drops to 0 hit points within your performance radius, you can use your reaction to move yourself and your guiding spirit up to your speed. You can then activate the spirit's effect as part of the same reaction.
Spiritual Conduit
15th-level Requiemist feature
Your body acts as a vessel for the spirits of the departed to manifest in the physical world. As an action, you can become possessed by a spirit, gaining a number of temporary hit points equal to four times your bard level that last for one hour. While you have these hit points you gain the following benefits:
- You gain a flying speed equal to your walking speed and can hover.
- You have advantage on Charisma, Intelligence and Wisdom saving throws.
- When you deal damage to a creature with a bard spell, you can replace the damage type with necrotic damage.
- When you use your bonus action to activate the effects of your guiding spirits, you can activate an additional effect from your Song of Remembrance feature. This effect must target you or a creature within 5 feet of you.
Once you use this feature, you can’t use it again until you finish a long rest.
Stormcaller
The sound of a thundering storm is enough to strike most people with fear, but for a few bards this is an inspiration they seek to replicate with their art. These infamous Stormcallers embrace the tempest, composing songs with loud horns and thunderous drums. Some even employ electricity into their instruments to amplify their destructive nature. When a Stormcaller is passionate enough, they can channel the power of storms, filling their acts with violent winds and burning lightning.
Bonus Proficiencies
3rd-level Stormcaller feature
You gain proficiency with medium armor, and martial weapons.
Stormcaller Spells
3rd-level Stormcaller feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Stormcaller Spells table. These spells count as bard spells for you, but they don’t count against the number of bard spells you prepare.
Stormcaller Spells
| Bard Level | Spell |
|---|---|
| 3rd | armor of Agathys, thunderous smite |
| 5th | shatter, warding wind |
| 9th | call lightning, thunder step |
| 13th | control water, storm sphere |
| 17th | control winds, maelstrom |
Raging Winds
3rd-level Stormcaller feature
When you begin your Inspiring Performance or as a bonus action while the performance is active, you can send a gust of wind to push one creature you can see within your performance radius. The target must make a Strength saving throw against your spell save DC or be pushed 5 feet in one direction of your choice. Starting at 9th level, you can push a creature up to 10 feet with this feature.
Thunderous Strikes
5th-level Stormcaller feature
Once during your turn, when you hit a creature with a melee attack, or deal either lightning or thunder damage with a spell, you can deal an additional 1d8 of either lightning or thunder damage to one target.
Call of the Storm
9th-level Stormcaller feature
Your performance brings on a powerful storm. When you begin your inspiring performance you can command the wind within its radius to rush furiously, turning the area into difficult terrain. You and a number of allies equal to your Charisma modifier (minimum of one) can move through this difficult terrain without expending extra movement.
Tempestuous Performer
15th-level Stormcaller feature
You have become one with the storm, a herald of destruction. You gain resistance to thunder and lighting damage. Moreover, while your Inspiring Performance is active you gain a flying speed equal to your walking speed.
In addition, the extra damage of your Thunderous Strikes feature increases to 2d8.



Whisperer
The most powerful words aren’t always the loudest. Whisperers aren’t bombastic performers like most bards, in fact, they prefer to blend with the crowd, gathering information and spreading scandals through city markets and dark corners. Though they’re usually seen as criminals, powerful nobles often seek Whisperers for their skills at social manipulation and subtle propaganda.
Work from the Shadows
3rd-level Whisperer feature
You know how to blend in to gain important information without suspicion. Whenever you make a Dexterity (Stealth) check, you gain a bonus to the check equal to your Charisma modifier (minimum of +1).
Whisperer Spells
3rd-level Whisperer feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Whisperer Spells table. These spells count as bard spells for you, but they don’t count against the number of bard spells you prepare.
Whisperer Spells
| Bard Level | Spell |
|---|---|
| 3rd | disguise self, hex |
| 5th | detect thougths, pass without trace |
| 9th | blink, sending |
| 13th | arcane eye, phantasmal killer |
| 17th | modify memory, scrying |
Covert Influence
3rd-level Whisperer feature
Your will spreads through mere echoes. Creatures can be affected by your inspiring performance even if they can’t hear or see you. In addition, while your inspiring performance is active, you can take the Hide action as a bonus action.
Hearsay Hexing
5th-level Whisperer feature
Your magic moves through word of mouth in such a way that it can’t be traced back to you. When you cast a bard spell, you can choose one creature within your performance radius and cast the spell as though you were in their space. The target must succeed on a Charisma saving throw against your spell save DC or the spell appears to have been cast by them. A creature can willingly fail this saving throw.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Insidious Spellwork
9th-level Whisperer feature
If you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.
Conspiracy of Shadows
15th-level Whisperer feature
As an action, you attempt to manipulate a creature's perception of reality. You whisper a simple statement that only one creature of your choice within 30 feet of you can hear. The target must succeed on a Wisdom or Intelligence saving throw (its choice) against your spell save DC or become convinced for the next 24 hourse that the statement is true. On a successful save, the target knows someone tried to influence it, but doesn't know who. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you.
The statement can be about yourself, an organization, or a creature other than the target. For example, you may convince the target that its master is planning to betray it, or that the kingdom is being controlled by a cabal of lizardfolk. This belief cannot cause the target to put itself directly in harm's way, but it might push it to abandon a current course of action or try to convince others of their ideas.
Moreover, when you use this feature, you can spend a spell slot of second level or higher to target an additional number of creatures equal to half the level of the spell slot spent. (rounded up)
Once you use this feature, you can’t use it again until you finish a long rest.
Halfcaster
Bardic
Disciplines
Make your own inspiring adventurer with these additional options for the Halfcaster Bard Variant designed by SenorVilla.
Includes the bardic disciplines: Lightweaver, Preacher, Requiemist, Stormcaller and Whisperer.
Art credits:
Bard by Yan Pyo
Fiery Encore by Justyna Gil
Lucardus by Jorsch
Abject Violinist Beytrand by Xiaobotong
Bard - The daughter of the storm by Bruno Cesar
Constantinople Market Art by Ubisoft
Bard of the Diamond Inn by jjpeabody
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