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Bard


Hit Points

Hit Dice: d8 per Bard level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st

Proficiences

Tools: Three Musical Instruments of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose any three.

Overview & Creation

Bards are collectors of the useful, they will learn tricks and magicks and techniques that get the most bang from their buck. Some use this to learn the most effective and useful beginner forms of combat, spellcasting and even black-market skills. They collect the interesting, scraps of esoteric lore they have no business knowing, or knowledge of the True Lullaby to ease people to sleep or rouse them in combat. They can become actors, storyteller, or masters of leadership and politics. But there is a cost to being good at everything, Bards have difficultly turning their capricious genius into any one discipline for too long.  


 


Class Features

Bardic Inspiration

You can inspire others through stirring words, music, or dance. This inspiration is represented by your Proficiency Dice. This can be used with an reaction when a creature within 60ft of you that you can see and hear either; fails a d20 test, or takes damage. Roll your Bardic Inspiration Die and add that to the failed d20 roll or to restore a number of hit points if they have taken damage. You can use this ability a number of times equal to three times your proficiency bonus, you regain expended uses of this ability on a Long Rest.  

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.  

Spellcasting Focus

You can use an Arcane Spellcaster Foci and Instruments as a focus for your spellcasting.  

Cantrips

You know two Cantrips of your choice from the Bard Spell List. You learn additional bard Cantrips of your choice at higher levels, learning a 3rd cantrip at 4th Level and a 4th at 10th level.  

Spell Slots

The Bard table shows how many Spell Slots you have to cast your 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. You learn an additional bard spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these Spells must be of a level for which you have Spell Slots. 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  

Study Magic

You spend 10 minutes to prepare yourself to examine the pure magical energy of the Weave. For the next ten minutes after your preparations you can sense the faint aura of magic around visible creatures and objects within 30 feet of you. The aura tells you the spells school of magic and any noticeable source of magical energy. This ability can penetrate thin barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.  

Ritual Casting

You can cast any rituals on the Bard Spell List, and ritual scrolls you transfer into your Spellbook.  

Spell Versatility

Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the Bard Spell List. The new spell must be the same level as the spell you replace.  

Bard College

You underwent the study of the Bardic ways within a specific focus, advanced techniques of your bard college of choice (shown at the bottom of the page). Your choice grants you additional features at 3rd, 6th, and 14th 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 by spending Hit Dice at the end of the Short Rest, each of those creatures regains Hit Points equal to your Proficiency Die.  

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. At 10th level, you can choose another two skill Proficiencies to gain this benefit.  

Ability Score Improvement or Feat

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. Alternatively you can take a Feat from the Feats List.  

Inspiring Quip

Beginning when you reach 5th Level, you learn Counterspell. When you cast Counterspell, you can also expend a single Bardic Inspiration as a free action until the beginning of your next turn.  

Countercharm

At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As a bonus 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 cannot be 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).  

Magical Secrets

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two Spells from any class, 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 class at 14th level and again at 18th level.  

Superior Quip

At 20th level, when you roll for Counterspell, you may expend a Bardic Inspiration to the roll.


Starting Equipment

Roll 4d4 x10gp

  A class often associated with wealth, whether from coming from noble stock or from skills at fleecing folk to pay for their finery. The priority of a Bard’s gear can be capricious, either their instrument, weapons, appearance can all shift depending on the Bard in question.


Subclass Options

Astronomy College

You have mastered the high arts; astronomy, logic and knowledge of the physical world. You understand that facts are not enough, with well-spoken argument often proves more powerful than objective truth. These bards wield a blend of logic and theatrical wordplay, winning over sceptics and detractors with logical arguments, and plucking at heartstrings to appeal to the emotions of entire audiences.   Astronomer Build
Studded Leather (12 + Dex mod AC): 11lb, 45gp
Shortsword (1d6 piercing, Light): 2lb, 10gp
Hand Drum (6gp), Birdpipes (12gp), and Lyre (30gp)
Apprentice Spellbook (50gp) and Astronomy Equipment (35gp)
Scholar’s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.  

Bonus Proficiencies

When you join the College of Astronomy you gain proficiency in Astrology and Nature.  

Astral Inspiration

Beginning at 3rd level, your mastery over Astronomy allows you to channel the energies of a particular astral body into an ally. You can use a bonus action to expend one use of your Bardic Inspiration and roll on the Astral Summons table using your Bardic Inspiration die. You can then channel the result until your next rest, or the next time you roll on the Astral Summons table. You can use an action to choose one creature (including yourself) that you can see within 30 feet of you to gain the affect;
  1. 1. Selune: You summon the energies of Faerun's closest celestial body, the Moon. The target and another creature of its choice it can see within 5 feet of it gains temporary hit points equal to a roll of your Bardic Inspiration Die + your Charisma modifier.
  2. 2. Lorwyn: You summon the energies of the feywild, allowing the target to slip in and out of reality. The target can immediately use its reaction to teleport up to 30 feet to an unoccupied space it can see. When the target teleports, it can choose a number of creatures it can see within 30 feet of it up to your Charisma modifier (minimum of 0) to immediately use the same reaction.
  3. 3. Kaladesh: You summon the energies of the great Artificers and their Aetherforges. Make a melee spell attack against the target. On a hit, the target takes force damage equal to two rolls of your Bardic Inspiration Die + your Charisma modifier.
  4. 4. Kakuriyo: You summon the skills and assistance of the spirit-kami. For the next ten minutes, whenever the target makes an Intelligence, Wisdom, or Charisma check, the target can roll an extra die immediately after rolling the d20 and add the extra die's number to the check. The extra die is the same size as your Bardic Inspiration Die.
  5. 5. Ravnica: You summon the powers of the Storm Nexus to defend. For 1 minute, any creature that hits the target with a melee attack takes lightning damage equal to a roll of your Bardic Inspiration Die.
  6. 6. Dominaria: You summon the power of the Church of Serra, empowering them with valourous wings. The target gains temporary hit points equal to a roll of your Bardic Inspiration die + your Bard Level. While it has these temporary hit points, the target’s walking speed increases by 10 feet and its gains a +1 bonus to its AC.
  7. 7. Baator: You summon up the silver-tongued Devils to ensorcell your foes. The target must succeed on a Wisdom saving throw or take psychic damage equal to two rolls of your Bardic Inspiration Die, and the target is Incapacitated until the end of its next turn.
  8. 8. Innistrad: You channel the Plane of Shadows into it's rawest expression. The target becomes Invisible until the end of its next turn or until it hits a creature with an attack. If the target hits a creature with an attack during this invisibility, that creature takes necrotic damage equal to a roll of your Bardic Inspiration Die and is Frightened of the target until the end of the Frightened creatures next turn.
  9. 9. Kaladesh: You channel the raw might of the Aetherforge. Each creature of the target’s choice it can see within 30 feet of it must make a Strength saving throw. On a failed save, a creature takes thunder damage equal to three rolls of your Bardic Inspiration Die on a failed save and is knocked Prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked Prone.
  10. 10. Amonkhet: You channel the fire and sands of the deserts and its ancient temples. The target magically spews fire from their mouth in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking fire damage equal to four rolls of your Bardic Inspiration Die on a failed save, or half as much damage on a successful one.
  11. 11. Zendikar: You channel the vaults of celestial mystery from the core of the planet. The target regains hit points equal to two rolls of your Bardic Inspiration Die + your Charisma modifier, and you end one condition from the following list affecting the target: Blinded, Deafened, Paralyzed, Petrified, or Poisoned.
  12. 12. Gibbeth: You utter an incomprehensible secret from a being beyond the stars. The target must succeed on an Intelligence saving throw or take psychic damage equal to three rolls of your Bardic Inspiration Die and be Stunned until the end of its next turn.
 

Astral Resonance

Beginning at 6th level, you can manipulate Gravity with your understanding of spatial forces. When you cast a spell that deals force damage, the creature must make a Constitution saving throw to become deafened for 1 minute.  

Astral Sequestration

Starting at 14th level, you gain the ability to sequester yourself and your allies on the Astral Plane. By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Astral Plane. You and those creatures gain the benefits of a short rest while sequestered on the Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world. During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester. Once you use this ability, you cannot use it again until you complete a long rest.  

Bladesong College

Originally taught in the purely elven colleges, from the Schools of the Lion Blade, Eagle Axes, and Viper Whips. These wizards train with light armour and arms, channeling the Bladesong into their every step and movement. Becoming harder to hit, lighter on your feet, and paradoxically concentrating in your spells. Your brilliant mind even enhances the speed and damage of your weapon, allowing you to devistate your foes while your spells rain havoc.   Bladesinger Build
Hauberk (13 + Dex mod [max 2] AC): 30lb, 60gp
Arcanist Robes [Bladesinger] (1gp)
Sabre (1d8 slashing): 3lb, 25gp and Shortsword (1d6 piercing, Light): 2lb, 10gp
Tantan (2gp), Gloon (3gp), Wargong (20gp)
Apprentice Spellbook (50gp)
Scholar’s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.  

Bonus Proficiencies

When you join the College of Swords you gain proficiency with Medium Armour and Single-edged Blades. If you’re proficient with a melee weapon, you can use it as a spellcasting focus for your Bard Spells.  

Fighting Style

Beginning at 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the Fighting Styles options. You can’t take a Fighting Style option more than once, even if you later get to choose again.  

Blade Flourish

At 3rd level, you learn to conduct 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.
  • 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.
  • 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.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Master’s Flourish

Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.  

Glamour College

Only the strongest of actors and stage performers come from the College of Glamour, these institutions prioritising the abilities to enthrall, enchant and captivate friends, audience or even foes. Because of this they often are taught in conjunction with Fey and Feywild Lore and instruction, the biggest of these being ‘The High Star Coven’ within the Yuirwoods, or ‘The Shades’ of Shadowdale.   Diplomat Build
Rapier (1d8 piercing): 2lb, 25gp and 2 Dagger (1d4 piercing, range 20/60ft, Finesse, Light): 1lb, 2gp
Bagpipes (30gp), Viol (30gp), and Faerilnian Flute (30gp)
Saddled Horse (50gp) or Apprentice Spellbook (50gp)
Scholar’s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.
Soap & Perfume: (2gp) A collection of great smelling things to ensure you do too.  

Enthralling Performance

When you join the College of Glamour you can charge your performance with seductive, fey magic. If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be Charmed by you. While Charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. If a target succeeds on its saving throw, the target has no hint that you tried to charm it. Once you use this feature, you can’t use it again for ten minutes.  

Mantle of Inspiration

Beginning at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed. As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and who can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks. The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.  

Mantle of Majesty

At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast Command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast Command as a bonus action on each of your turns, 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.  

Unbreakable Majesty

At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce. In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn. Once you assume this majestic presence, you can’t for the next ten minutes.  

Lore College

For those who love to collect secrets and lore from the world around, definitely the most bookish and purely arcane of the Bardic Colleges. They are driven to find the hidden knowledge and things of important around the world, from the ‘Royale Academia La Historica’ in Cormyr, the ‘Order of the Cobalt Flame’ in Candlekeep, and ‘Scions of Mechanus’ in Lantan’s Rest.   Librarian Build
Arcanist Robes [Illusionist] (1gp)
Quarterstaff (1d6/d8 bludgeoning): 4lb, 2sp
Thelarr (1cp), Lyre (30gp), Bagpipes (30gp)
Apprentice Spellbook (50gp)
Scholar’s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.  

Bonus Proficiencies

When you join the College of Lore you gain proficiency with three Skills of your choice.  

Cutting Words

Beginning at 3rd Level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an Attack roll, an ability check, or a damage roll, you can use your Reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the Attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being Charmed.  

Additional Magical Secrets

At 6th level, you learn two Spells of your choice from any class. 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 but don’t count against the number of Bard Spells you know.  

Peerless Skill

Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail.  

Masks College

Life is but a stage, and we, her players. This is a newly formed college, in truth less a institute of learning and more a combination of madness given a name. The bardic students of ‘The Persona’ have grown out of the lawless streets of Westgate. Arcane skills from disgraced mages, the greatest urban thieves’ and killers in all of Faerun, and a little bit of lore from the storehouses of the Zhentarim. These students are subjected to such a harsh training process it cleaves their minds into pieces, it this is the goal not the cost. Able to flip between different personalities and have each be a unique master.   Performer Build
Rapier (1d8 piercing): 2lb, 25gp and 3 Dagger (1d4 piercing, range 20/60ft, Finesse, Light): 1lb, 2gp
Lyre (30gp), Yarting (40gp), and Zulkoon (95gp)
Apprentice Spellbook (50gp) or Actor’s Wardrobe (30gp)
Burglar’s Pack (4gp) containing a backpack, a bag of 1,000 ball bearings, 50ft of hemp rope, string, bells, a crowbar, a hooded lantern, flasks of oil, tinderbox.
Soap & Perfume: (2gp) A collection of great smelling things to ensure you do too.  

Bonus Proficiencies

When you join the College of Masks you gain proficiency with Deception and Disguises.  

Masked Inspiration

Beginning at 3rd level, you learn to link your allies with magical synergy to inspire themselves and each other to keep in the fight. When a creature that has a Bardic Inspiration die from you takes damage, it can roll the die and reduce the damage taken by an amount equal to that number plus your Charisma modifier. Alternatively, a creature with a Bardic Inspiration die from you can use its reaction to grant this benefit to another creature within 30 feet of it, when that other creature takes damage.  

Jester’s Athleticism

Starting at 6th level, you master a variety of acrobatic techniques that allow you to evade danger. As a bonus action, you can tumble. When you tumble, you gain the following benefits for the rest of your turn:
  • You gain the benefits of taking both the Dash and Disengage actions.
  • You gain a climbing speed equal to your current speed.
  • You take half damage from falling.
 

Fool’s Luck

At 14th level, you can expend one use of Bardic Inspiration after you fail an ability check, fail a saving throw, or miss with an attack roll. Roll a Bardic Inspiration die and add the number rolled to your attack, saving throw, or ability check, using the new result in place of the failed one. If using this ability grants you a success on the attack, saving throw, or ability check, note the number you rolled on the Bardic Inspiration die. The DM can then apply that result as a penalty to an attack or check you make, and you cannot use this ability again until you suffer this drawback. When the DM invokes this penalty, describe an embarrassing gaffe or mistake you make as part of the affected die roll.  

Subtle College

Not all bards are those who practice the overt and theatrical. Some focus on the subtle arts, those of a psionic nature. Focusing on influencing minds and delving into people memories. The Subtle Bard if often a quiet sort, powerful personality that prefers individual interactions rather than crowds.   Charmer Build
Arcanist Robes [Seer] (1gp)
Rapier (1d8 piercing): 2lb, 25gp
Flute (2gp), Lyre (30gp), and Lute (35gp)
Quartz Resonance (10gp)
Apprentice Spellbook (50gp)
Scholar’s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.  

Telepathic Training

When you join the College of Subtle Arts, you gain the ability to communicate with the mind of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.  

Universal Speech

Starting at 3rd level, you have gained the ability to cast spells using your telepathy. When casting a spell you can replace any verbal components with somatic components. If a spell requires both verbal and somatic components, you can ignore the verbal components. By mastering the use of your gesticulations you have negated the need to vocalize your intentions. Additionally, when you would cast a spell on a creature with one of your Bardic Inspiration Die, you can select a second creature if the spell does not have a range of self as a bonus action.  

Fool’s Insight

At 6th level, your ability to gather stories and lore gains a supernatural edge. You can cast Detect Thoughts up to a number of times equal to your Charisma modifier. You regain any expended uses of this ability after completing a long rest. If a creature resists your attempt to probe deeper and succeeds at its saving throw against your Detect Thoughts, 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.  

Harmonic Link

Beginning at 14th level, you can link your allies in perfect harmony, working effortlessly as a team to bolster each other’s defenses. When a creature that has a Bardic Inspiration die from you is hit by an attack, it can spend its die to magically reach out to nearby allies. Each creature within 30 feet can use its reaction to grant the target a +2 bonus to the targeted creature’s AC. This effect is cumulative. For example, if two creatures use their reactions to grant this benefit, the creature gains a +4 bonus to its AC against the triggering attack.  

Valour College

The masters of battlefield tactics, strategym, and trooper moral, Colleges of Valour train captains, commanders, and generals. While their blade work is excellent, their real skill is bringing out the best of the troops around them. They learn the mind and heart of the soldier, able to bring out the best in the heart of battle as well as throwing a few arcane artillery spells for good measure. ‘The Purple College of Valour’ in Cormyr, as well as ‘Citadel Adar’ over the far-eastern Kara-Tur as a few of the best of Valour colleges.   Regimental Drummer Build
Hauberk (13 + Dex mod [max 2] AC): 30lb, 60gp and Buckler (+1 AC): 3lb, 10gp
Longsword (1d8/d10 piercing): 3lb, 15gp
Gloon (3gp), Hand Drum (6gp), Birdpipes (12gp)
Explorers Pack (2gp) containing a backpack, 50ft of hemp rope, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.  

Bonus Proficiencies

When you join the College of Valor you gain proficiency with Medium Armour, Shield, and Martial Weapons. If you’re proficient with a melee weapon, you can use it as a spellcasting focus for your bard spells. You also learn the Spare the Dying cantrip, and this does not count against the number of cantrips known.  

Combat Inspiration

Beginning at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses. Whenever you use a spell of 1st Level or higher to Restore Hit Points to a creature with one of your Bardic Inspiration Die, the creature regains additional Hit Points equal to 1d8 + your Wisdom modifier (This ability does not stack with other class features that boost healing magic).  

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Battle Magic

At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.  

Whispers College

A powerfully secret, yet well funded and respected part of Bardic education is in fear and intimidation. Colleges of Whisper are a legacy of techniques brought from the Shadovar and Shadow-weave during the Spellplague. Rather than straight murder, sometimes a well placed threat can make even a principled man bend. Some of the best Colleges of Whisper are the ‘Thyrin Gol’ of the Darkreach Mountains, ‘House Dregir‘ of Letherna, and ‘The Citadel of Assassins’ in Dambrath.   Grifter Build
Studded Leather (12 + Dex mod AC): 11lb, 45gp
3 Dagger (1d4 piercing, range 20/60ft, Finesse, Light): 1lb, 2gp
Hand Crossbow (1d6 piercing, range 30/120ft, Ammunition, Light, Loading): 3lb, 75gp
Tocken (10gp), Yangqin (25gp), and Zulkoon (95gp)
Burglar’s Pack (4 gp) containing a backpack, a bag of 1,000 ball bearings, 50ft of hemp rope, string, bells, a crowbar, a hooded lantern, flasks of oil, tinderbox.  

Mantle of Whispers

When you join the College of Whispers 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 for the next ten minutes. If you make a Disguise while transformed, you have advantage on the roll, and if you have the Actor Feat you have access to enough information to impersonate their voice and mannerisms even after the effects have worn off.  

Psychic Blades

At 3rd 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 an additional 2d6 psychic damage to that target. The target must also succeed a Wisdom Saving Throw versus your Spell Save DC or become Frightened of you. You can only use this feature once per turn. The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.  

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Shadow Lore

At 14th 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. If the target fails its saving throw, it is Charmed by you for the next 8 hours or until you or your allies attack or damage it. It interprets the whispers as a description of its most mortifying secret. While you gain no knowledge of this secret, the target is convinced you know it. While Charmed in this way, the 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.


Created by

Falme.

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