Bard Unchained | A 2024 Bard Overhaul

by Smug Coffee Man

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Unchained Bard

Introduction

This document exists as one of several that is a way to completely overhault the way Dungeons & Dragons 2024 handles its progresssion and power level. The name comes from older editions of Dungeons & Dragons such as 3rd Edition and similar spinoff games, and aims to empower classes and make D&D 2024 a better feeling game to play for Players.

References to Other Documentation

The following abbreviations are used to reference official Dungeons & Dragons 5th Edition and 2024 expansion documents as well as other documents I have created.

  • AAG: Astral Adventurer's Guide
  • BMT: Book of Many Things
  • DMG14: Dungeon Master's Guide (2014)
  • DMG24: Dungeon Master's Guide 2024
  • EEPC: Elemental Evil Player's Companion
  • EFA: Eberron: Forge of the Artificer
  • EGW: Explorer's Guide to Wildemount
  • ERLW: Eberron: Rising From the Last War
  • FRHoF: Forgotten Realms: Heroes of Faerun
  • FTD: Fizzban's Treasury of Dragons
  • GGR: Guildmaster's Guide to Ravnica
  • IDRotF: Icewind Dale: Rime of the Frostmaiden
  • MCoC: Magniloth's Compendium of Changes
  • MOT: Mythic Odysseys of Theros
  • MPMM: Mordenkainen Presents: Monsters of the Multiverse
  • MM25: Monster Manual 2025
  • MTF: Mordenkainen's Tome of Foes
  • PHB14: Player's Handbook (2014)
  • PHB24: Player's Handbook 2024
  • SCAG: Sword Coast Adventurer's Guide
  • SCC: Strixhaven: A Curriculum of Chaos
  • SCoC: Smug's Compendium of Changes
  • SatO: Sigil and the Outlands
  • TCE: Tasha's Cauldron of Everything
  • TDSCR: Tal'Dorei Campaign Setting Reborn
  • UCR: Unchained Rules
  • VGM: Volo's Guide to Monsters
  • VRGR: Van Richten's Guide to Ravenloft
  • XGE: Xanathar's Guide to Everything
  • XUA25ApS: Unearthed Arcana 2025: Apocalyptic Subclasses
  • XUA25ArS: Unearthed Arcana 2025: Arcane Subclasses
  • XUA25P: Unearthed Arcana 2024: The Psion
  • XUA25PU: Unearthed Arcana 2025: The Psion Update
  • XUA25SU: Unearthed Arcana 2025: Subclasses Update

How to Use

To use this Document, simply use it in place of the normal Dungeons & Dragons 2024 Class this document is named after. Game Masters should increase the CR of all Encounters by +1 from the normal calculations to account for the greater power of these Classes.

Note that the Unchained Class documents do not include any of the Spells listed in their Spells appendix, should they have one. These are found in official documentation from Wizards of the Coast, their affliates, or within other Homebrew documents found on the References to Other Documentation list to the left. Purchase official products from Wizards of the Coast to gain access to that content if it is from an official source, or via other homebrew documents linked in that list.

If a document does not list an Unchained Class in the list of Classes or Subclasses that can learn or prepare that Spell, then the list found in the appropriate appendix in that Unchained Class's Document takes priority.

Unchained Bard

Invoking magic through music, dance, and verse, Unchained Bards are expert at inspiring others, soothing hurts, disheartening foes, and creating illusions. Unchained Bards believe the multiverse was spoken into existence and that remnants of its Words of Creation still resound and glimmer on every plane of existence. Bardic magic attempts to harness those words, which transcend any language.

Anything can inspire a new song or tale, so Unchained Bards are fascinated by almost everything. They become masters of many things, including performing music, working magic, and making jests.

An Unchained Bard's life is spent traveling, gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer. But Unchained Bards' depth of knowledge and mastery of magic sets them apart.

Art and Magic

In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The Unchained Bard is a master of song, speech, and the magic they contain. Not all Unchained Bards use music and song however; some use fluid brushstrokes to paint their magic into reality, while others might invoke words of power with sculptures of clay they have made inscribed with symbols of power.

While some Unchained Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos, others might describe the process as the gods creating a beautiful mural together, or perhaps shaping the races from clay from the very earth itself. The arts of Unchained Bards is an attempt to snatch and harness the creative flame left to the mortal races by the gods, subtly woven into their spells and powers.

The greatest strength of Unchained Bards is their sheer versatility. Many Unchained Bards prefer to stick to the sidelines in combat, using their magic to inspire their allies and hinder their foes from a distance. But Unchained Bards are capable of defending themselves in melee if necessary, using their magic to bolster their swords and armor. Their spells lean toward charms and illusions rather than blatantly destructive spells. They have a wide-ranging knowledge of many subjects and a natural aptitude that lets them do almost anything well. Unchained Bards become masters of the talents they set their minds to perfecting, from musical performance to esoteric knowledge.

Learning From Experience

True Unchained Bards are not common in the world. Not every minstrel singing in a tavern or jester cavorting in a royal court is an Unchained Bard. Discovering the magic hidden in art requires hard study and some measure of natural talent that most troubadours and jongleurs lack. It can be hard to spot the difference between these performers and true Unchained Bards, though. An Unchained Bard's life is spent wandering across the land gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer. But a depth of knowledge, a level of musical skill, and a touch of magic set Unchained Bards apart from their fellows.

Only rarely do Unchained Bards settle in one place for long, and their natural desire to travel—to find new tales to tell, new skills to learn, and new discoveries beyond the horizon—makes an adventuring career a natural calling. Every adventure is an opportunity to learn, practice a variety of skills, enter long-forgotten tombs, discover lost works of magic, decipher old tomes, travel to strange places, or encounter exotic creatures. Unchained Bards love to accompany heroes to witness their deeds firsthand. An Unchained Bard who can tell an awe-inspiring story from personal experience earns renown among other Unchained Bards. Indeed, after telling so many stories about heroes accomplishing mighty deeds, many Unchained Bards take these themes to heart and assume heroic roles themselves.

Joy of the Arts

Unchained Bards bring levity during grave times; they impart wisdom to offset ignorance; and they make the ridiculous seem sublime. Unchained Bards are preservers of ancient history, their songs and tales perpetuating the memory of great events down through time—knowledge so important that it is memorized and passed along as oral history or other unyielding artistic works, to survive even when no written record remains.

It is also the Unchained Bard's role to chronicle smaller and more contemporary events—the stories of today's heroes, including their feats of valor as well as their less than impressive failures.

Of course, the world has many people who can carry a tune or tell a good story, and there's much more to any adventuring Unchained Bard than a glib tongue and artistic talent. Yet what truly sets Unchained Bards apart from others—and from one another—are the style and substance of their arts.

Defining Work

Every successful Unchained Bard is renowned for at least one piece of art, typically a song or a painting that is popular with everyone who experiences it. These works are spoken about for years by those who witness them, and some spectators have had their lives forever changed because of the experience.

If your character is just starting out, your ultimate defining work is likely in the future. But in order to make any sort of living at your profession, chances are you already have a piece or two in your repertoire that have proven to be audience pleasers.

d6 Defining Work
1 "The Three Flambinis," a poem depicting the tale of a romantic tragedy
2 "Waltz of the Myconids," an upbeat tune that children in particular enjoy
3 "Asmodeus's Golden Arse," an abstract painting you claim was inspired by your personal visit to Avernus
4 "The Pirates of Luskan," your firsthand account of being kidnapped by sea reavers as a child
5 "A Hoop, Two Pigeons, and a Hell Hound," a subtle parody of an incompetent noble
6 "A Fool in the Abyss," a comedic poem about a jester's travels among demons

Artistic Tool

In an Unchained Bard's quest for the ultimate performance and the highest acclaim, one's tool is at least as important as one's ability. The tool's quality of manufacture is a critical factor, of course; the best ones make the best art, and some Unchained Bards are continually on the lookout for an improvement. Perhaps just as important, though, is the tool's own entertainment value; those that are bizarrely constructed or made of exotic materials are likely to leave a lasting impression on an audience.

d6 Tool
1 A masterfully crafted halfling fiddle
2 A set of paints made from the finest pigments and a brush made of manticore hair
3 A lute said to belong to a famous Unchained Bard from the past
4 An orcish drum
5 A fine set of calligrapher's supplies said to have been used to write the oldest elven laws
6 A tinker's harp of gnomish design

Embarrassment

Almost every Unchained Bard has suffered at least one bad experience in front of an audience, and chances are you're no exception. No one becomes famous right away, after all; perhaps you had a few small difficulties early in your career, or maybe it took you a while to restore your reputation after one agonizing night when the fates conspired to bring about your theatrical ruin.
The ways that a performance can go wrong are as varied as the fish in the sea. No matter what sort of disaster might occur, however, an Unchained Bard has the courage and the confidence to rebound from it—either pressing on with the show (if possible) or promising to come back tomorrow with a new performance that's guaranteed to please.

d6 Embarrassment
1 The time when your comedic song, "Big Tom's Hijinks"—which, by the way, you thought was brilliant—did not go over well with Big Tom
2 You once wrote a satire about a powerful noble that accidentally led to that noble being usurped.
3 A painting depicting a powerful religious figure consorting with devils that lead to you being branded a heretic.
4 The first and last public performance of "Mirt, Man about Town"
5 The time on stage when your wig caught fire and you threw it down—which set fire to the stage
6 When your opening song was your enthusiastic but universally hated rendition of "Song of the Froghemoth"

An Unchained Bard's Muse

Naturally, every Unchained Bard has a repertoire of songs or stories. Some Unchained Bards are generalists who can draw from a wide range of topics for each work of art, and who take pride in their versatility. Others adopt a more personal approach to their art, driven by their attachment to a muse—a particular concept that inspires much of what those Unchained Bards create for their audience.

An Unchained Bard who follows a muse generally does so to gain a deeper understanding of what that muse represents and how to best convey that understanding to others through their art.

If your Unchained Bard character has a muse, it could be one of the three described here, or one of your own devising.

Nature. You feel a kinship with the natural world, and its beauty and mystery inspire you. For you, a tree is deeply symbolic, its roots delving into the dark unknown to draw forth the power of the earth, while its branches reach toward the sun to nourish their flowers and fruit. Nature is the ancient witness who has seen every kingdom rise and fall, even those whose names have been forgotten and wait to be rediscovered. The gods of nature share their secrets with druids and sages, opening their hearts and minds to new ways of seeing, and as with those individuals, you find that your creativity blossoms while you wander in an open field of waving grass or walk in silent reverence through a grove of ancient oaks.
Love. You are on a quest to identify the essence of true love. Though you do not disdain the superficial love of flesh and form, the deeper form of love that can inspire thousands or bring joy to one's every moment is what you are interested in. Love of this sort takes on many forms, and you can see its presence everywhere—from the sparkling of a beautiful gem to the song of a simple fisher thanking the sea for its bounty. You are on the trail of love, that most precious and mysterious of emotions, and your search fills your stories and your art with vitality and passion.
Conflict. Drama embodies conflict, and the best stories have conflict as a key element. From the morning-after tale of a tavern brawl to the saga of an epic battle, from a lover's spat to a rift between powerful dynasties, conflict is what inspires tale-tellers like you to create your best work. Conflict can bring out the best in some people, causing their heroic nature to shine forth and transform the world, but it can cause others to gravitate toward darkness and fall under the sway of evil. You strive to experience or witness all forms of conflict, great and small, so as to study this eternal aspect of life and immortalize it in your art.

The Unchained Bard
Level Proficiency Bonus Features Bard Die Cantrips Known Spells Prepared 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Bardic Inspiration (d6), Spellcasting, Unchained Bard Subclass 1d6 2 4 2 - - - - - - - -
2nd +2 Expertise 1d6 2 5 3 - - - - - - - -
3rd +2 Font of Inspiration 1d6 2 6 4 2 - - - - - - -
4th +2 Ability Score Improvement 1d6 2 7 4 3 - - - - - - -
5th +3 Bardic Inspiration (d8), Subclass Feature 1d8 3 8 4 3 2 - - - - - -
6th +3 Encore 1d8 3 9 4 3 3 - - - - - -
7th +3 Countercharm 1d8 3 10 4 3 3 1 - - - - -
8th +3 Ability Score Improvement 1d8 3 11 4 3 3 2 - - - - -
9th +4 Expertise 1d8 3 12 4 3 3 3 1 - - - -
10th +4 Bardic Inspiration (d10), Subclass Feature 1d10 4 13 4 3 3 3 2 - - - -
11th +4 Magical Secrets 1d10 4 14 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement 1d10 4 15 4 3 3 3 2 1 - - -
13th +5 - 1d10 4 16 4 3 3 3 2 1 1 - -
14th +5 - 1d10 4 17 4 3 3 3 2 1 1 - -
15th +5 Bardic Inspiration (d12), Subclass Feature 1d12 4 18 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement 1d12 4 19 4 3 3 3 2 1 1 1 -
17th +6 - 1d12 4 20 4 3 3 3 2 1 1 1 1
18th +6 Superior Inspiration 1d12 4 21 4 3 3 3 3 1 1 1 1
19th +6 Epic Boon 1d12 4 22 4 3 3 3 3 2 1 1 1
20th +6 Master Performer, Words of Creation 1d12 4 22 4 3 3 3 3 2 2 1 1
Multiclassing

Ability Score Minimum(s): Charisma 13
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.
Armor: light armor
Tools: Choose one Musical Instrument.
Skills: Choose any skill.

Creating an Unchained Bard

Unchained Bards thrive on stories, whether those stories are true or not. Your character's background and motivations are not as important as the stories that he or she tells about them. Perhaps you had a secure and mundane childhood. There's no good story to be told about that, so you might paint yourself as an orphan raised by a hag in a dismal swamp. Or your childhood might be worthy of a story. Some Unchained Bards acquire their magical art through extraordinary means, including the inspiration of fey or other supernatural creatures.

Did you serve an apprenticeship, studying under a master, following the more experienced Unchained Bard until you were ready to strike out on your own? Or did you attend a college where you studied Bardic lore and practiced your artistic magic? Perhaps you were a young runaway or orphan, befriended by a wandering Unchained Bard who became your mentor. Or you might have been a spoiled noble child tutored by a master. Perhaps you stumbled into the clutches of a hag, making a bargain for an artistic gift in addition to your life and freedom, but at what cost?

Quick Build

You can make an Unchained Bard quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the entertainer background. Third, choose the dancing lights and vicious mockery cantrips, along with the following 1st-level spells: charm person, detect magic, healing word, and thunderwave.

Class Features

  • Hit dice: 1d8 per Unchained Bard level.
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 4) + your Constitution modifier per Unchained Bard level after 1st.

Proficiencies

Armor: none
Weapons: simple weapons
Tools: Any combination of three from the following list: musical instruments, painter's supplies, calligrapher's supplies.
Saving Throws: Dexterity, Charisma
Skills: Choose any 3.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) 2 Daggers, An instrument of your choice OR painter's supplies OR calligrapher's supplies, an Entertainer's Pack, and 11 GP.
  • (b) 80 GP

Bardic Inspiration

Starting at 1st level, you can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6.

Using Bardic Inspiration. As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time.

Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. An Bardic Inspiration die is expended when it's rolled.

Number of Uses. You can confer an Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

At Higher Levels. Your Bardic Inspiration die changes when you reach certain Unchained Bard levels, as shown in the Bardic Die column of the Revised Unchained Bard Features Table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15.

Spellcasting

At 1st level, you have learned to cast spells through your Bardic arts. See chapter 7 of the 2024 Player's Handbook for the rules on spellcasting. The information below details how you use those rules with Unchained Bard spells, which appear on the Unchained Bard spell list in the 2024 Player's Handbook.

Cantrips. You know two cantrips of your choice from the Unchained Bard spell list. Dancing Lights and Vicious Mockery are recommended.

Whenever you gain an Unchained Bard level, you can replace one of your cantrips with another cantrip of your choice from the Unchained Bard spell list.

When you reach Unchained Bard levels 4 and 10, you learn another cantrip of your choice from the Unchained Bard spell list, as shown in the Cantrips column of the Revised Unchained Bard Features Table.

Spell Slots. The Revised Unchained Bard Features Table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Unchained Bard spell list. Charm Person, Color Spray, Dissonant Whispers, and Healing Word are recommended.

The number of spells on your list increases as you gain Unchained Bard levels, as shown in the Prepared Spells column of the Revised Unchained Bard Features Table. Whenever that number increases, choose additional spells from the Unchained Bard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Unchained Bard, your list of prepared spells can include six spells of levels 1 and 2 in any combination.

If another Unchained Bard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Unchained Bard spells for you.

Changing Your Prepared Spells. Whenever you gain an Unchained Bard level, you can replace one spell on your list with another Unchained Bard spell for which you have spell slots.

Ritual Spells. You can cast any Unchained Bard spell you know as a ritual if that spell has the ritual tag.

Spellcasting Ability. Charisma is your spellcasting ability for your Unchained Bard spells.

Spellcasting Focus. You can use a musical instrument, calligrapher's supplies, or painter's supplies as a spellcasting focus for your Unchained Bard spells.

Unchained Bard Sucblass

At 1st level, you gain an Unchained Bard subclass of your choice. A subclass is a specialization that grants you features at certain Unchained Bard levels. For the rest of your career, you gain each of your subclass's features that are of your Unchained Bard level or lower.

Expertise

At 2nd level, you gain Expertise in two of your skill proficiencies of your choice. Performance and Persuasion are recommended if you have proficiency in them.

At Unchained Bard level 9, you gain Expertise in two more of your skill proficiencies of your choice.

When you gain a Level in the Unchained Bard Class, you can exchange your Expertise in one skill proficiency with Expertise in another of your skill proficiencies.

Font of Inspiration

At 3rd level, you now regain all your expended uses of Bardic Inspiration when you finish a Short or Long Rest.

In addition, you can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration.

Encore

At 6th level, when you finish a Short Rest, you can recover a Spell slot that is level 5 or lower for a level you have slots for by expending Bardic Inspiration Dice equal to that spell's level. Bardic Inspiration Dice expended in this way cannot be recovered until you finish a Long Rest.

Once you use this feature, you can't do so again until you finish a Long Rest.

Countercharm

At 7th level, you can use musical notes or words of power to disrupt mind-influencing effects. If you or a creature within 30 feet of you fails a saving throw against an effect that applies the Charmed or Frightened condition, you can take a Reaction to cause the save to be rerolled, and the new roll has Advantage.

Magical Secrets

At 10th level, you've learned secrets from various magical traditions. Whenever you reach an Unchained Bard level (including this level) and the Prepared Spells number in the Revised Unchained Bard Features Table increases, you can choose any of your new prepared spells from the Unchained Bard, Cleric, Druid, and Wizard spell lists, and the chosen spells count as Unchained Bard spells for you (see a class's section for its spell list). In addition, whenever you replace a spell prepared for this class, you can replace it with a spell from those lists.

Superior Inspiration

At 18th level, when you roll Initiative, you regain expended uses of Bardic Inspiration until you have two if you have fewer than that.

Epic Boon

At 19th level, you gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Spell Recall is recommended.

Master Peformer

At 20th level, you become a master performer. Your Charisma score increases by 4, to a maximum of 26.

Words of Creation

At 20th level, you have mastered two of the Words of Creation: the words of life and death. You therefore always have the Power Word Heal and Power Word Kill spells prepared. When you cast either spell, you can target a second creature with it if that creature is within 10 feet of the first target.

College of Creation

Unchained Bards believe the cosmos is a work of art-the creation of the first dragons and gods. That creative work included harmonies that continue to resound through existence today, a power known as the Song of Creation. The Unchained Bards of the College of Creation draw on that primeval song through dance, music, paintings, and poetry, and their teachers share this lesson:

"Before the sun and the moon, there was the Song, and its music awoke the first dawn. Its melodies so delighted the stones and trees that some of them gained a voice of their own. And now they sing too. Learn the Song, students, and you too can teach the mountains to sing and dance."

Dwarves and gnomes often encourage their Unchained Bards to become students of the Song of Creation. And among dragonborn, the Song of Creation is revered, for legends portray Bahamut and Tiamat-the greatest of dragons-as two of the song's first singers.

Creation Spells

At 1st level, and again when you reach an Unchained Bard level specified in the Creation Spells table, you thereafter always have the listed spells prepared.

Unchained Bard Level Spells
1st Create or Destroy Water
3rd Pyrotechnics (XGE)
5th Create Food and Water
7th Fabricate
9th Creation

Mote of Potential

At 1st level, whenever you give a creature an Bardic Inspiration die, you can utter a word from the Song of Creation to create a Tiny mote of potential, which orbits within 5 feet of that creature. The mote is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. The mote looks like a musical note, a star, a flower, or another symbol of art or life that you choose.

When the creature uses the Bardic Inspiration die, the mote provides an additional effect based on whether the die benefits an ability check, an attack roll, or a saving throw, as detailed below:

  • Ability Check. When the creature rolls the Bardic Inspiration die to add it to an ability check, the creature can roll the Bardic Inspiration die again and choose which roll to use, as the mote pops and emits colorful, harmless sparks for a moment.

  • Attack Roll. Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll against a target, the mote thunderously shatters. The target and each creature of your choice that you can see within 5 feet of it must succeed on a Constitution saving throw against your spell save DC or take thunder damage equal to the number rolled on the Bardic Inspiration die.

  • Saving Throw. Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw, the mote vanishes with the sound of soft music, causing the creature to gain temporary hit points equal to the number rolled on the Bardic Inspiration die plus your Charisma modifier (minimum of 1 temporary hit point).

Performance of Creation

At 1st level, as an action, you can channel the magic of the Song of Creation to create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can't be more than 20 times your Unchained Bard level, and the item must be Medium or smaller. The item glimmers softly, and a creature can faintly hear music when touching it. The created item disappears after a number of hours equal to your Charsima Modifier (minimum one hour). For examples of items you can create, see the equipment chapter of the Player's Handbook.

Once you create an item with this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to use this feature again. You can have only one item created by this feature at a time; if you use this action and already have an item from this feature, the first one immediately vanishes.

The size of the item you can create with this feature increases by one size category when you reach 6th level (Large) and 14th level (Huge).

Animating Performance

At 5th level, as an action, you can animate one Large or smaller nonmagical item within 30 feet of you that isn't being worn or carried.. The animate item uses the Dancing Item stat block, which uses your proficiency bonus (PB). The item is friendly to you and your companions and obeys your commands. It lives for 1 hour, until it is reduced to 0 hit points, or until you die.

In combat, the item shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the item can take any action of its choice, not just Dodge.

When you use your Bardic Inspiration feature, you can command the item as part of the same bonus action you use for Bardic Inspiration.

Once you animate an item with this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use this feature again. You can have only one item animated by this feature at a time; if you use this action and already have a dancing item from this feature, the first one immediately becomes inanimate.

Creative Crescendo

At 15th level, when you use your Performance of Creation feature, you can create more than one item at once. The number of items equals your Charisma modifier (minimum of two items). If you create an item that would exceed that number, you choose which of the previously created items disappears. Only one of these items can be of the maximum size you can create; the rest must be Small or Tiny.

You are no longer limited by gp value when creating items with Performance of Creation.


Dancing Item

Large or smaller Construct


  • Armor Class 11 + Your Charisma Modifier
  • Hit Points 10 + 5 times your Unchained Bard Level (the Item has a number of Hit Dice [d8s] equal to your Unchained Bard Level)
  • Speed 30 ft., fly 30ft. (hover)
  • Proficiency Bonus Equal to your Proficiency Bonus

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 4 (-3) 10 (0) 6 (-2)

  • Damage Immunities Poison, Psychic
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses Darkvision 60 ft., passive Perception 10
  • Languages understands the languages you speak.

Immutable Form. The item is immune to any spell or effect that would alter its form.

Irrepressible Dance. When any creature starts its turn within 10 feet of the item, the item can increase or decrease (your choice) the walking speed of that creature by 10 feet until the end of the turn, provided the item isn't incapacitated.

Actions

Force-Empowered Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + plus your Charisma modifier Force damage.

College of Dance

Unchained Bards of the College of Dance know that the Words of Creation can't be contained within speech or song; the words are uttered by the movements of celestial bodies and flow through the motions of the smallest creatures. These Unchained Bards practice a way of being in harmony with the whirling cosmos that emphasizes agility, speed, and grace.

Dance Spells

At 1st level, and again when you reach an Unchained Bard level specified in the Dance Spells table, you thereafter always have the listed spells prepared.

Unchained Bard Level Spells
1st Longstrider
3rd Kinetic Jaunt (SCC)
5th Ashardalon's Stride (FTD)
7th Freedom of Movement
9th Far Step

Dazzling Footwork

At 1st level, While you aren't wearing armor or wielding a Shield, you gain the following benefits.

Dance Virtuoso. You have Advantage on any Charisma (Performance) check you make that involves you dancing.

Unarmored Defense. Your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.

Agile Strikes. When you expend a use of your Bardic Inspiration as part of an action, a Bonus Action, or a Reaction, you can make one Unarmed Strike as part of that action, Bonus Action, or Reaction.

Bardic Damage. You can use Charisma instead of Strength for the attack rolls of your Unarmed Strikes. When you deal damage with an Unarmed Strike, you can deal Bludgeoning damage equal a roll of your Bardic Inspiration Die plus your Charisma Modifier. This roll doesn't expend the die.

Tandem Footwork

At 5th level, you add your Charisma Modifier (minimum +1) to all Initiative rolls you make.

Additionally, when you roll Initiative, you can expend one use of your Bardic Inspiration if you don't have the Incapacitated condition. When you do so, roll your Bardic Inspiration die; you and each ally within 30 feet of you who can see or hear you gains a bonus to Initiative equal to the number rolled.

Inspiring Movement

At 10th level, when an enemy you can see ends its turn within 5 feet of you, you can take a Reaction and expend one use of your Bardic Inspiration to move up to half your Speed. Then one ally of your choice within 30 feet of you can also move up to half their Speed using their Reaction.

None of this feature's movement provokes Opportunity Attacks.

Leading Evasion

At 15th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. If any creatures within 5 feet of you are making the same Dexterity saving throw, you can share this benefit with them for that save.

You can't use this feature if you have the Incapacitated condition.

College of Eloquence

Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken or well-written argument often proves more persuasive than facts. These Unchained Bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to appeal to the emotions of audiences.

Eloquence Spells

At 1st level, and again when you reach an Unchained Bard level specified in the Eloquence Spells table, you thereafter always have the listed spells prepared.

Unchained Bard Level Spells
1st Charm Person
3rd Suggestion (SCoC)
5th Antagonize (BMT)
7th Charm Monster
9th Modify Memory

Silver Tongue

At 1rd level, you are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.

Unsettling Words

Also at 1rd level, You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.

Unfailing Inspiration

At 5th level, your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.

Universal Speech

At 10th level, you have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma Modifier (minimum 1). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.

You have a number of uses of this Feature equal to your Charisma Modifier (minimum once), and regain all expended uses you finish a Short or Long Rest.

Infectious Inspiration

At 15th level, when you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it an Bardic Inspiration die without expending any of your Bardic Inspiration uses.

You can use this reaction a number of times equal to your Charisma Modifier (minimun once), and you regain all expended uses when you finish a long rest.

College of Glamour

The College of Glamour traces its origins to the beguiling magic of the Feywild. Unchained Bards who study this magic weave threads of beauty and terror into their songs and stories, and the mightiest among them can cloak themselves in otherworldly majesty. Their performances stir up wistful longing for forgotten innocence, evoke unconscious memories of long-held fears, and tug at the emotions of even the most hard-hearted listeners.

Glamour Spells

At 1st level, and again when you reach an Unchained Bard level specified in the Glamour Spells table, you thereafter always have the listed spells prepared.

Unchained Bard Level Spells
1st Disguise Self
3rd Mirror Image
5th Hypnotic Pattern
7th Compulsion
9th Seeming

Beguiling Magic

At 1st level, immediately after you cast an Enchantment or Illusion spell using a spell slot, you can cause a creature you can see within 60 feet of yourself to make a Wisdom saving throw against your spell save DC. On a failed save, the target has the Charmed or Frightened condition (your choice) for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.

Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending one use of your Bardic Inspiration (no action required).

Mantle of Inspiration

Starting at 5th level, You can weave fey magic into a song or dance to fill others with vigor. As a Bonus Action, you can expend a use of Bardic Inspiration, rolling an Bardic Inspiration die. When you do so, choose a number of other creatures within 60 feet of yourself, up to a number equal to your Charisma modifier (minimum of one creature). Each of those creatures gains a number of Temporary Hit Points equal to two times the number rolled on the Bardic Inspiration die, and then each can use its Reaction to move up to its Speed without provoking Opportunity Attacks.

Mantle of Majesty

At 10th level, you always have the Command spell prepared.

As a Bonus Action, you cast Command without expending a spell slot, and you take on an unearthly appearance for 1 minute or until your Concentration ends. During this time, you can cast Command as a Bonus Action without expending a spell slot.

Any creature Charmed by you automatically fails its saving throw against the Command you cast with this feature.

Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 3+ spell slot (no action required).

Unbreakable Majesty

At 14th level, as a Bonus Action, you can assume a magically majestic presence for 1 minute or until you have the Incapacitated condition. For the duration, whenever any creature hits you with an attack roll for the first time on a turn, the attacker must succeed on a Charisma saving throw against your spell save DC, or the attack misses instead, as the creature recoils from your majesty.

Once you assume this majestic presence, you can't do so again until you finish a Short or Long Rest.

College of Lore

Unchained Bards of the College of Lore collect spells and secrets from diverse sources, such as scholarly tomes, mystical rites, and peasant tales. The college's members gather in libraries and universities to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.

Lore Spells

At 1st level, and again when you reach an Unchained Bard level specified in the Lore Spells table, you thereafter always have the listed spells prepared.

Unchained Bard Level Spells
1st Comprehend Languages
3rd Borrowed Knowledge (SCC)
5th Tongues
7th Locate Creature
9th Legend Lore

Bonus Proficiencies

At 1st Level, You gain proficiency with three skills of your choice.

Bardic Knowledge

At 1st level, you add your Charisma Modifier (minimum +1) to any Intelligence (Arcana), Intelligence (History), or Wisdom (Nature) Skill Checks you make.

Magical Discoveries

At 5th level, You learn two spells of your choice. These spells can come from the Cleric, Druid, or Wizard spell list or any combination thereof (see a class's section for its spell list). A spell you choose must be a cantrip or a spell for which you have spell slots, as shown in the Revised Unchained Bard Features Table.

You always have the chosen spells prepared, and whenever you gain an Unchained Bard level, you can replace one of the spells with another spell that meets these requirements.

Cutting Words

At 10th level, you learn to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of yourself makes a damage roll or succeeds on an ability check or attack roll, you can take a Reaction to expend one use of your Bardic Inspiration; roll your Bardic Inspiration die, and subtract the number rolled plus your Charisma Modifier (minimum +1) from the creature's roll, reducing the damage or potentially turning the success into a failure.

Peerless Skill

Starting at 15th level, When you make an ability check or attack roll and fail, you can expend one use of Bardic Inspiration; roll the Bardic Inspiration die, and add the number rolled to the d20, potentially turning a failure into a success. On a failure, the Bardic Inspiration isn't expended.

College of the Moon

The College of the Moon traces its origins to the ancient druidic circles of the Moonshae Isles, who entrusted the first Unchained Bards of this tradition with chronicling the stories of the islands and their people. Unchained Bards of this college draw from the isles’ Fey magic and the primal power of the moonwells to bolster their allies, protect the natural world, and inspire their Bardic works. Such works tend to be based on well-known Moonshae myths such as the whimsy of fairy pranksters, the viciousness of the Beast, and the mysteries of the moonwells.

Moon Spells

At 1st level, and again when you reach an Unchained Bard level specified in the Moon Spells table, you thereafter always have the listed spells prepared.

Unchained Bard Level Spells
1st Guiding Bolt
3rd Moonbeam
5th Beacon of Hope
7th Fount of Moonlight
9th Hallow

Moon's Inspiration

At 1st level, As a Magic action, you can invoke the power of a folktale, imbuing yourself with primal magic until you use this feature again. When you use this feature, choose which of the following folktales you invoke; your choice gives you certain benefits while this magic is active.


Inspired Eclipse. When you take a Bonus Action to give a creature a Bardic Inspiration die, you can have the Invisible condition and teleport up to 30 feet to an unoccupied space you can see as part of that Bonus Action. This invisibility lasts until the start of your next turn and ends early immediately after you make an attack roll, deal damage, or cast a spell.


Lunar Vitality. Once per turn when you restore Hit Points to a creature with a spell, you can expend a Bardic Inspiration die and increase the amount of Hit Points restored by a number equal to a roll of the Bardic Inspiration die. The creature's Speed also increases by 10 feet until the end of its next turn.

Primal Lore

At 1st level, You learn Druidic and one cantrip from the Unchained Druid spell list. It counts as an Unchained Bard spell for you but doesn’t count against the number of cantrips you know. Whenever you gain a Bard level, you can replace this cantrip with another cantrip of your choice from the Druid spell list.


Additionally, gain proficiency in one Skill of your choice.

Blessing of the Moonwells

At 5th level, when you cast Moonbeam, you can modify the spell so that you glow faintly while the spell is active. While glowing, you shed Dim Light out to 5 feet, and whenever a creature fails its saving throw against the effects of this Moonbeam, another creature of your choice that you can see within 60 feet of yourself regains 2d4 Hit Points.


Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 3+ spell slot (no action required).

Sacred Grounds

At 10th level, you can cast Hallow without consuming the material components, though you must have the components to cast the spell.


Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5+ spell slot (no action required).

Eventide's Splendor

At 15th level, you become suffused with the might of the moon, improving your Moon's Inspiration in the following ways.


Shadow of the New Moon. When you use Inspired Eclipse, the creature who received the Bardic Inspiration die can also have the Invisible condition and immediately take a Reaction to teleport up to 30 feet to an unoccupied space it can see. The creature remains Invisible until the start of its next turn.


Vibrance of the Full Moon. When you use Lunar Vitality, you can roll 1d6 and use the number rolled in place of expending a Bardic Inspiration die.

College of Satire

Unchained Bards of the College of Satire are called jesters. They use lowbrow stories, daring acrobatics, and cutting jokes to entertain audiences, ranging from the crowds in a rundown dockside pub to the nobles of a king's royal court. Where other Unchained Bards seek forgotten lore or tales of epic bravery, jesters ferret out embarrassing and hilarious stories of all kinds. Whether telling the ribald tale of a brawny stable hand's affair with an aged duchess or a mocking satire of a paladin of Helm's cloying innocence, a jester never lets taste, social decorum, or shame get in the way of a good laugh.

Satire Spells

At 1st level, and again when you reach an Unchained Bard level specified in the Satire Spells table, you thereafter always have the listed spells prepared.

Unchained Bard Level Spells
1st Tasha's Hideous Laughter
3rd Detect Thoughts
5th Enemies Abound (XUA25PU)
7th Confusion
9th Mislead

Satirical Prowess

At 1st level, you gain proficiency with thieves' tools. You also gain proficiency in Sleight of Hand and one additional skill of your choice. If you are already proficient in the Sleight of Hand Skill, choose another skill proficiency. If you are already proficient with thieves' tools, choose another tool proficiency.

Tumbling Fool

At 1st level, you master a variety of acrobatic techniques that allow you to evade danger. You gain the following benefits:

  • You can take the Dash action as a Bonus Action instead. If you expend a use of your Bardic Inspiration feature, you can take the disengage action as a Bonus Action using this feature.
  • You gain a climb speed equal to your speed.
  • You take half damage from falling (Rounded down). At 14th level, you gain immunity to falling damage.

Fool's Insight

At 5th level, if a creature succeeds on its saving throw against a detect thoughts spell cast by you, it immediately suffers an embarrassing social gaffe. It might loudly pass gas, unleash a thunderous burp, trip and fall, or be compelled to tell a tasteless joke. This gaffe gives it Disadvantage on Charisma Skill Checks and Saving Throws for 1 minute.

Fool's Play

At 10th level, if you fail a Charisma (Deception) or Charisma (Intimidation) Skill Check, you can expend a use of your Bardic Inspiration Die (no action required) to re-roll that check once and add the result of the Bardic Inspiration Die to the result.

Fool's Luck

Starting at 15th level, you seem to have a knack for pulling yourself out of tight situations, transforming what looks like sure failure into an embarrassing but effective success.

You can expend one use of Bardic Inspiration after you fail an ability check, fail a saving throw, or miss with an attack roll to re-roll ability check, saving throw, or attack roll and roll that Bardic Inspiration to the new result, potentially turning failure into a success.

College of Spirits

Using occult trappings, Unchained Bards of the College of Spirits conjure legendary and long-dead spirits to change the world once more. But such entities are capricious, and what an Unchained Bard summons isn’t always entirely under their control.

Spirits Spells

At 1st level, and again when you reach an Unchained Bard level specified in the Spirits Spells table, you thereafter always have the listed spells prepared.

Unchained Bard Level Spells
1st Bless
3rd Pass Without Trace
5th Speak With Dead
7th Divination
9th Contact Other Plane

Channeler

At 1st level, You learn how to contact spirits beyond the grave, letting their power and knowledge flow through you. You gain the following benefits.

Guiding Whispers. You know the Guidance cantrip. It has a range of 60 feet when you cast it.

Spiritual Focus. You employ tools that aid you in channeling spirits. You gain a Gaming Set (Playing Cards). You have proficiency with this Gaming Set, and you can use the cards or one of the following items as a Spellcasting Focus for your Unchained Bard spells: Arcane Focus (Crystal or Orb), Candle, or Ink Pen.

Spirits From Beyond

At 1st Level, While holding a Spellcasting Focus, you can take a Bonus Action to expend one use of your Bardic Inspiration and call forth the powers of a spirit. Roll the Bardic Inspiration die and refer to the Spirits from Beyond table to determine the spirit you channel, then choose one creature you can see within 30 feet of yourself as the spirit’s target. The spirit immediately takes effect; if a spirit’s effect requires a saving throw, the DC equals your Unchained Bard spell save DC.

Empowered Channeling

At 5th level, your ability to channel spirits improves. You gain the following benefits.

Power from Beyond. Once per turn, when you cast an Unchained Bard spell that deals damage or restores Hit Points, roll a d6. You gain a bonus to one of the spell’s damage rolls or to the total Hit Points the spell restores equal to the number rolled.

Seance. You can cast Speak with Dead once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest. Once you modify the spell in this way, you can’t do so again until you finish a Short or Long Rest.

Spiritual Convergence

At 10th level, whenever you roll on the Spirits from Beyond table, you can roll the die twice and choose which of the two effects to bestow.

Mystical Connection

At 15th level, you gain mastery over the spirits you call forth. When you use your Spiritual Convergence feature, you take both results and apply both. If you roll the same result twice, re-roll one of the dice until you get a different result. You cannot choose the same result twice if you roll a 12 on the Spirits from beyond table with this feature.

Spirits From Beyond Table
Bardic Inspiration Die Spirit
1 Beloved. The target regains Hit Points equal to one roll of your Bardic Inspiration die plus your Charisma modifier. At Level 15, this becomes two rolls of your Bardic Inspiration Die plus your Charisma Modifier.
2 Sharpshooter. The target takes Force damage equal to one roll of your Bardic Inspiration die plus your Charisma modifier. At Level 15, this becomes two rolls of your Bardic Inspiration Die plus your Charisma Modifier.
3 Avenger. Until the end of your next turn, any creature that hits the target with a melee attack roll takes Force damage equal to a roll of your Bardic Inspiration die. At Level 15, this becomes two rolls of your Bardic Inspiration Die.
4 Renegade. The target can immediately take a Reaction to teleport up to 30 feet to an unoccupied space it can see. At Level 15, the distance of this Feature becomes 60 feet.
5 Fortune Teller. The target has Advantage on D20 Tests until the start of your next turn.
6 Wayfarer. The target gains Temporary Hit Points equal to a roll of your Bardic Inspiration die plus your Unchained Bard level. While it has these Temporary Hit Points, the target’s Speed increases by 10 feet. At Level 15, the Speed increase becomes 20 feet.
7 Trickster. The target makes a Wisdom saving throw. On a failed save, the target takes Psychic damage equal to two rolls of your Bardic Inspiration die and has the Charmed condition until the start of your next turn. On a successful save, the target takes half as much damage only. At Level 15, the target has Disadvantage on its Saving Throw if it is not hostile to you or your allies.
Bardic Inspiration Die Spirit
8 Shade. The target gains the Invisible condition until the end of its next turn or until the target makes an attack roll, deals damage, or casts a spell. When the invisibility ends, each creature in a 5-foot Emanation originating from the target must succeed on a Constitution saving throw or take Necrotic damage equal to two rolls of your Bardic Inspiration die. At Level 15, the Emanation of this option becomes 15 feet.
9 Arsonist. The target makes a Dexterity saving throw, taking Fire damage equal to two rolls of your Bardic Inspiration die on a failed save or half as much on a successful one. At Level 15, the damage becomes four rolls of your Bardic Inspiration die.
10 Coward. The target and each creature of your choice in a 30-foot Emanation originating from the target must succeed on a Wisdom saving throw or have the Frightened condition until the start of your next turn. At Level 15, while Frightened due to this Feature, a creature’s Speed is halved, and it can take either an action or a Bonus Action, not both.
11 Brute. Each creature of your choice in a 30-foot Emanation originating from the target makes a Strength saving throw. On a failed save, a creature takes Thunder damage equal to two rolls of your Bardic Inspiration die and has the Prone condition. On a successful save, a creature takes half as much damage only. At 14th level, the damage of becomes four rolls of your Bardic Inspiration die.
12 Controlled Channeling. You determine the spirit’s effect by choosing one of the other rows in this table.

College of Swords

Unchained Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.

Swords Spells

At 1st level, and again when you reach an Unchained Bard level specified in the Swords Spells table, you thereafter always have the listed spells prepared.

Unchained Bard Level Spells
1st Shield (MCoC)
3rd Magic Weapon
5th Ashardalon's Stride (FTD)
7th Staggering Smite
9th Steel Wind Strike

Bonus Proficiencies

At 1st level, you gain proficiency with light armor and martial weapons.

If you're proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your Unchained Bard spells, and you can use Charisma instead of Dexterity or Strength for your Attack and Damage modifiers with that weapon.

Fighting Style

At 1st level, You gain a Fighting Style feat of your choice.

Blade Flourish

At 1st level, you learn to perform impressive displays of martial prowess and speed.

Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.

Defensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
Mobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
Slashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.

Extra Attack

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. If you know a Cantrip, you can replace one of these attacks with a use of that Cantrip.

Master's Flourish

At 10th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending an Bardic Inspiration die.

Blade and Song

At 15th level, when you cast an Unchained Bard Spell as an Action, you can make a single Weapon Attack as a Bonus Action.

College of Tragedy

Not all grand stories conclude in triumphant victory. Many tales end with death and despair, and Unchained Bards of the College of Tragedy know that sorrow and pathos are emotions just as potent as joy and delight. These Unchained Bards specialize in the power of tragic storytelling, weaving words and spells together to dramatic and devastating effect.

Tragedy Spells

At 1st level, and again when you reach an Unchained Bard level specified in the Tragedy Spells table, you thereafter always have the listed spells prepared.

Unchained Bard Level Spells
1st Bane
3rd Darkness
5th Bestow Curse
7th Spirit of Death (BMT)
9th Antilife Shell

Poetry in Misery

At 1st level, you learn to harness the beauty in failure, finding inspiration in even the direst twists of fate. Whenever you or an ally within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to regain one expended use of your Bardic Inspiration feature.

Sorrowful Fate

At 1st level, you exploit a foe's peril to instill deep feelings of sorrow and doom. When you or an ally you can see forces a creature to make a saving throw, you can expend one use of your Bardic Inspiration to change the type of saving throw to a Charisma save instead.

If the target fails this save, roll an Bardic Inspiration die. The target takes psychic damage equal to the result plus your, and is plagued with regret until the end of your next turn, being unable to use the Vocal component of spells. If the target is reduced to 0 hit points during this time and can speak, they are magically compelled to utter darkly poetic final words before succumbing to their injuries.

You can use this Feature a number of times equal to your Charisma Modifier (minimum once), and recover all expended uses you finish a short or long rest.

Tale of Hubris

At 5th level, you learn to weave a magical narrative that draws out the fatal arrogance of your foes. When a creature scores a critical hit against you or an ally within 30 feet of you that you can see, you can use your reaction and expend one use of your Bardic Inspiration to target the attacking creature and evoke the story of their downfall. For 1 minute or until the target suffers a critical hit, any weapon attack against the target scores a critical hit on a roll of 19 or 20.

At 15th level, the critical hit range of this feature becomes 18-20.

Impending Misfortune

At 10th level, your words can twist the power of fate to create triumph from the promise of future despair. When you make an attack roll or a saving throw, you can gain a +5 bonus to the roll, but the next attack roll or saving throw you make takes a −5 penalty. If not used, this penalty disappears when you finish a short or long rest.

You can't use this feature again until you finish a short or long rest, or until you are reduced to 0 hit points.

Nimbus of Pathos

At 15th level, you can touch a willing creature as an action and empower it with tragic heroism. For 1 minute, the creature is surrounded by mournful music and ghostly singing, granting it the following benefits and drawbacks.

  • The creature adds your Charisma Modifier to its AC.
  • It adds your Charisma Modifier to its attack rolls and saving throws.
  • When the creature hits a target with a weapon attack or spell attack, that target takes extra radiant damage equal to a roll of your Bardic Inspiration die (this does not expend a use of that feature).
  • Any weapon attack against the creature scores a critical hit on a roll of 18–20.

When this effect ends, the creature immediately drops to 0 hit points and is dying. Once you use this feature, you can't use it again until you finish a long rest.

College of Valor

Unchained Bards of the College of Valor are daring storytellers whose tales preserve the memory of the great heroes of the past. These Unchained Bards sing the deeds of the mighty in vaulted halls or to crowds gathered around great bonfires. They travel to witness great events firsthand and to ensure that the memory of these events doesn't pass away. With their songs, they inspire new generations to reach the same heights of accomplishment as the heroes of old.

Valor Spells

At 1st level, and again when you reach an Unchained Bard level specified in the Valor Spells table, you thereafter always have the listed spells prepared.

Unchained Bard Level Spells
1st Heroism
3rd Fortune's Favor (EGW)
5th Crusader's Mantle
7th Aura of Purity
9th Yolande's Regal Presence

Combat Inspiration

At 1st level, you can use your wit to turn the tide of battle. A creature that has an Bardic Inspiration die from you can use it for one of the following effects.

Defense. When the creature is hit by an attack roll, that creature can use its Reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, potentially causing the attack to miss.

Offense. Immediately after the creature hits a target with an attack roll, the creature can roll the Bardic Inspiration die and add the number rolled to the attack's damage against the target.

Martial Training

At 1st Level, you gain training with Light and Medium armor and Shields.

If you're proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your Unchained Bard spells, and you can use Charisma instead of Dexterity or Strength for your Attack and Damage modifiers with that weapon.

Extra Attack

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. If you know a Cantrip, you can replace one of these attacks with a use of that Cantrip.

Lead the Charge

At 10th level, the Emanation Area of Effect of any Unchained Bard Spells you cast that have it increases by 5 feet.

Battle Magic

At 14th level, after you cast a spell that has a casting time of an action, you can make one attack with a weapon as a Bonus Action.

College of Whispers

Most folk are happy to welcome an Unchained Bard into their midst. Unchained Bards of the College of Whispers use this to their advantage. They appear to be like other Unchained Bards, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These Unchained Bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.

Many other Unchained Bards hate the College of Whispers, viewing it as a parasite that uses an Unchained Bard's reputation to acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts and other settings of power.

Whispers Spells

At 1st level, and again when you reach an Unchained Bard level specified in the Whispers Spells table, you thereafter always have the listed spells prepared.

Unchained Bard Level Spells
1st Sleep
3rd Invisibility
5th Nondetection
7th Greater Invisibility
9th Mislead

Psychic Blades

At 1st level, you gain the ability to make your weapon attacks magically toxic to a creature's mind.


When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal extra psychic damage to that target equal to a roll of your Bardic Inspiration Die. You can do so only once per round on your turn.

Words of Terror

At 1st level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.


If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.


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

Mantle of Whispers

At 5th level, you gain the ability to adopt a humanoid's persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.

You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action.

While you're in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.

Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.

Once you capture a shadow with this feature, you can't capture another one with it until you finish a short or long rest.

Enduring Mantle

At 10th level, you can now have up to two shadows at a time, and switch between them as a Bonus Action. If you would gain a third shadow, the earliest one you gained is lost.

Shadow Lore

At 15th level, you gain the ability to weave dark magic into your words and tap into a creature's deepest fears.

As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn't share a language with you or if it can't hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.

On a failed saving throw, the target is charmed by you for the next 8 hours or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it.

The charmed creature obeys your commands for fear that you will reveal its secret. It won't risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.

When the effect ends, the creature has no understanding of why it held you in such fear.

Once you use this feature, you can't use it again until you finish a long rest.

Appendix A: Unchained Bard Spell List


Note: These Spells are found in the 2024 Player's Handbook or other documents, denoted by shorthand in parenthesis which have their full names listed earlier in this document.

Cantrips (Level 0 Unchained Bard Spells)

Booming Blade (TCE)
Blade Ward (MCoC)
Create Bonfire (XGE)
Dancing Lights
Elementalism
Encode Thoughts (GGR)
Friends
Green-Flame Blade (TCE)
Light
Mage Hand
Mending
Message
Minor Illusion
Prestidigitation
Resistance
Spare the Dying
Starry Wisp
Thunderclap
True Strike
Vicious Mockery

Level 1 Unchained Bard Spells

Alarm
Animal Friendship
Bane
Beast Bond (XGE)
Cause Fear (XGE)
Charm Person
Color Spray
Command
Comprehend Languages
Cure Wounds
Deafening Rebuke (MCoC)
Detect Magic
Disguise Self
Dissonant Whispers
Faerie Fire
Feather Fall
Gift of Alacrity (MCoC)
Healing Word
Heroism
Identify
Jump
Mage Armor (MCoC)
Purify Food and Drink
Sanctuary
Silent Image
Silvery Barbs (SCoC)
Sleep
Sonic Boom (MCoC)
Sonic Shard (MCoC)
Speak with Animals
Tasha's Hideous Laughter
Tensers's Floating Disk
Thunderwave
Unseen Servant
Wardaway (FRHoF)
Zephyr Strike

Level 2 Unchained Bard Spells

Aid
Air Bubble (AAG)
Alter Self
Animal Messenger
Blindness/Deafness
Blur
Borrowed Knowledge (SCC)
Calm Emotions
Cloud of Daggers
Continual Flame
Crown of Madness
Darkness
Darkvision
Detect Thoughts
Earthbind (XGE)
Electrify (SCoC)
Eliminster's Elusion (FRHoF)
Find Traps
Enhance Ability
Enlarge/Reduce
Enthrall
Gentle Repose
Heat Metal
Hold Person
Invisibility
Kinetic Jaunt (SCC)
Knock
Lesser Restoration
Locate Animals or Plants
Locate Object
Magic Mouth
Maximilian's Earthen Grasp (XGE)
Mirror Image
Misty Step
Nathair's Mischief (FTD)
Phantasmal Force
Pyrotechnics (XGE)
Rope Trick
See Invisibility
Shatter
Silence
Skywrite
Sonic Blade (MCoC)
Sonic Ray (MCoC)
Spray of Cards (BMT)
Suggestion (SCoC)
Wristpocket (EGW)
Zone of Truth

Level 3 Unchained Bard Spells

Antagonize (BMT)
Aura of Vitality
Bestow Curse
Cacophnic Shield (FRHoF)
Catnap (XGE)
Clairvoyance
Counterspell (MCoC)
Create Food and Water
Dispel Magic
Fear
Feign Death
Fly
Freedom of the Waves (TDSCR)
Glyph of Warding (SCoC)
Haste
Hypnotic Pattern
Intellect Fortress (XUA25PU)
Leomund's Tiny Hut
Life Transferrence (XGE)
Major Image
Mass Healing Word
Nondetection
Plant Growth
Protection from Energy
Remove Curse
Revivify
Sending
Slow
Sonic Explosion (MCoC)
Speak with Dead
Speak with Plants
Stinking Cloud
Thunder Step (XGE)
Tiny Servant (XGE)
Tongues
Water Breathing

Level 4 Unchained Bard Spells

Arcane Eye
Aura of Life
Charm Monster
Compulsion
Confusion
Conjure Woodland Beings
Dimension Door
Dominate Beast
Elemental Bane (XGE)
Fabricate
Fount of Moonlight
Freedom of Movement
Gate Seal (SatO)
Greater Invisibility
Hallucinatory Terrain
Leomund's Secret Chest
Locate Creature
Mordenkainen's Faithful Hound
Mordenkainen's Private Sanctum
Otiluke's Resilient Sphere
Phantasmal Killer
Polymorph
Raulothim's Psychic Lance (XUA25PU)
Thunder Shield (MCoC)

Level 5 Unchained Bard Spells

Alustriel's Mooncloak (FRHoF)
Awaken
Bigby's Hand
Create Spelljamming Helm (AAG)
Dominate Person
Dream
Far Step (XGE)
Freedom of the Winds (TDSCR)
Geas
Greater Restoration
Hold Monster
Jallarzi's Storm of Radiance
Legend Lore
Mislead
Modify Memory
Passwall
Planar Binding
Raise Dead
Rary's Telepathic Bond
Scrying
Seeming
Skill Empowerment (XGE)
Steel Wind Strike
Synaptic Static
Teleportation Circle
Yolande's Regal Presence

Level 6 Unchained Bard Spells

Arcane Gate
Blade Barrier
Contingency
Eyebite
Find the path
Fizban's Platinum Shield (FTD)
Forbiddance
Guards and Wards
Heal
Heroes' Feast
Mass Suggestion
Mental Prison (XUA25PU)
Otto's Irresistable Dance
Programmed Illusion
Scatter (XGE)
Tasha's Otherworldly Guise (TCE)
Tenser's Transformation (XGE)
True Seeing

Level 7 Unchained Bard Spells

Crown of Stars (XGE)
Delayed Blast Sonic Explosion (MCoC)
Draconic Transformation (FTD)
Dream of the Blue Veil (TCE)
Etherealness
Forcecage (MCoC)
Mirage Arcane
Mordenkainen's Magnificent Mansion
Mordenkainen's Sword
Plane Shift
Power Word Fortify
Prismatic Spray
Project Image
Regenerate
Reverse Gravity
Resurrection
Sequester
Simubul's Synostodweomer (FRHoF)
Simulacrum
Symbol
Teleport
Tether Essence

Level 8 Unchained Bard Spells

Antimagic Field
Antipathy/Sympathy
Befuddlement
Clone
Control Weather
Demiplane
Dominate Monster
Glibness
Illusory Dragon (XGE)
Mighty Fortress (XGE)
Mind Blank
Power Word Stun
Reality Break (EGW)
Reverberating Cloud (MCoC)
Telepathy

Level 9 Unchained Bard Spells

Astral Projection
Foresight
Gate
Mass Heal
Mass Polymorph (XGE)
Power Word Heal
Power Word Kill
Prismatic Wall
Psychic Scream (XUA25PU)
Shapechange
Time Stop
True Polymorph
True Resurrection
Weird
Wish

Credits

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Changes: Me, SmugCoffeeMan

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This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards of the Coast. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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Changelog

1.0

  • Created the document.

1.1

  • Updated Source List.
  • Updated references to Sources to XUA25PU
  • Removed Abi-Dalzim's Horrid Wilting from the Spell List.

1.2

  • Updated College of the Moon to better fit the FRHoF version.
  • Added some spells from FRHoF to the Unchained Bard Spell List.