College of the Stars Bards try to emulate the ambrosial music of the cosmic beeing Bard, an eternal troubadour. College of the Stars Bards wear mask to impede their vision instead relying completely on sound. To them, the world is nothing but the sum of plesant and unplesant sounds. Despite their lack of vision, the college of the Stars Bards rely on the stars to guide their music, some even believe the star constellations are signs given by Bard.
Bardic Inspiration You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. Jack of All Trades Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus. Song of Rest Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level. Bard College At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore detailed at the end of the class description or another from the Player's Handbook or other sources. Your choice grants you features at 3rd level and again at 6th and 14th level. Expertise At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. Font of Inspiration Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest. Countercharm At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required). Expertise At 10th level, choose two more of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. Magical Secrets By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. You learn two additional spells from any classes at 14th level and again at 18th level. Magical Secrets At 14th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. You learn two additional spells from any classes at 18th level. Superior Inspiration At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.
You start with the following equipment, in addition to the equipment granted by your background: (a) a rapier, (b) a longsword, or (c) any simple weapon (a) a diplomat’s pack or (b) an entertainer’s pack (a) a lute or (b) any other musical instrument Leather armor and a dagger
Spellcasting You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list. Cantrips You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table. Spell Slots The Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot. Spells Known of 1st Level and Higher You know four 1st-level spells of your choice from the bard spell list. The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Ritual Casting You can cast any bard spell you know as a ritual if that spell has the ritual tag. Spellcasting Focus You can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells.
College of the Stars Bards Sight When you join the College of the Stars at 3rd Level you conduct a 1 minute long ritual creating a star mask, depicting a star constellation. In order to be accepted to the College of the Stars, or to use any of its features, you have to always wear this mask. Wearing the mask has the following effects: You are blinded, gaining blindsight to a range of 150 ft and tremorsense to a range of 90 ft. You can always see the stars and constellations, giving you advantage of Wisdom(Survival) checks that are used to navigate. Additionally the Star Mask has to be worn by you to cast any spells of 2nd level or higher. Magical Journey Also at 3rd level you can use your bonus action create a tunnel within 10 ft of you that allows you to travel through the spirit realm. The length of this tunnel is equal to 5 times your bard level and it can be used to travel through or along any surface within . A creature can enter this tunnel and reappear at the end of the tunnel without expending any movement. You can use this feature a number of times equal to your charisma modifier (at least one) per short rest. The tunnel lasts for one minute or until you loose concentration. Any Creature of large size or smaller can pass trough the tunnel together with any equipment it is carrying or draging. (Including downed creatures) When a hostile creature exits the tunnel and you are within 60 ft. of it you can use your reaction to make a special ranged spell attack that deals 1d10 radiant damage. If the target gets hit, it has to succeed on a constitution saving throw equal to your spell save dc or be stunned until the start of its next turn. Bards Prophecy Starting at 6th level as part of your long rest, you can observe the stars while narrating a specific course of action you plan to take in the next 24 hours. You recieve an omen from the celestial realm showing as star constellation. The GM chooses from the following possible omens: Weal, for good results Woe, for bad results Weal and woe, for both good and bad results Nothing, for results that aren’t especially good or bad Meeps Also at 6th level you can use your bardic inspiration to create 3 meeps. - semitonal, incomplete motes of energy. The maximum number of meeps you can have is equal to half your bard level. These Meeps can be used in two ways: Caretakers Shrine: As a reaction when one creature travels trough your magical journey, you can use two charges of your meeps to roll a bardic inspiration die to restore hitpoints equal to the number rolled + your charisma modifier Travellers Call: As a reaction when one creature you can see makes any attack roll, you can use 1 of your meeps to roll a bardic inspiration die and add the number rolled to the attack. If the attack hits you deal radiant damage equal to your remaining meeps. You loose all unused meeps whenever you finish a short or long rest. Tempered Fate At 14th level you can use your action and spend 4 meeps. You target a Circle (radius 15 ft.) within 60 ft and force all creatures within the circle to make a charisma saving throw. The DC is equal to your spell save dc. If any creature fails the saving throw, it enters stasis. The Stasis lasts a number of turns equal to the number rolled on your bardic inspiration die + half your charisma modifier rounded down when using this feature. Additionally the stasis ends, if you end it as a bonus action or use tempered fate again. Masterpiece Also at 14th level after you finish a short or long rest, you always have 3 meep charges. Additionally whenever a leveled spell you cast deals psychic or radiant damage you gain 1 meep.