Bard

**Class Pages**
Artificer ● Barbarian ● **Bard** ● Blood Hunter ● Cleric ● Druid ● Fighter ● Knight ● Monk ● Mystic ● Paladin ● Plague Doctor ● Ranger ● Rogue ● Sorcerer ● Warlock ● Wizard

# Bard Features

### Hit Points

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

### Proficiencies

* **Armor:** Light armor
* **Weapons:** Simple weapons, hand crossbows, longswords, rapiers, shortswords
* **Tools:** Three musical instruments of your choice
* **Saving Throws:** Dexterity, Charisma
* **Skills:** Choose any three

### Equipment

* (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

Alternatively, you may ignore the equipment from your class and background, and start with 5d4 x 10 gp.

### Multiclass Prerequisite

The prerequisite for multiclassing into Bard is 13 Charisma.

# Bard Traits

## 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 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.

### 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.

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. 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 as a spellcasting focus for your bard spells.

## Bardic Inspiration

You can 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, if you or any friendly creatures who can hear you make a performance regain hit points by spending hit dice at the end of the short rest, 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. Your choice grants you features at 3rd level and again at 6th and 14th level.

* College of Creation
* College of Eloquence
* College of Glamour
* College of Gospel
* College of Lore
* College of the Maestro
* College of Mimickry
* College of Mockery
* College of Satire
* College of Swords
* College of Spirits
* College of Trickery
* College of Valor
* College of Whispers

## 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

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.

## 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, 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).

## Magical Secrets

At 10th level, 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.

## Superior Inspiration

At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

# Bard Class Archetypes

At 3rd level, you delve into the advanced techniques of a bard college of your choice. Your choice grants you features at 3rd level and again at 6th and 14th level.

* College of Creation
* College of Eloquence
* College of Glamour
* College of Gospel
* College of Lore
* College of the Maestro
* College of Mimickry
* College of Mockery
* College of Satire
* College of Spirits
* College of Swords
* College of Trickery
* College of Valor
* College of Whispers

## College of Creation

Bards believe the multiverse was given existence through word and sound, esoteric harmonies that continue to resound through existence: the Song of Creation. The bards of this college draw on this ancient power through performances of dance, music, or song to bring into being what they need most.

### Note of Potential

When you join the College of Creation at 3rd level, you can manipulate the Song of Creation to summon a floating musical note of possibility:

Whenever you give a creature a Bardic Inspiration die, you can create a Note of Potential. The note orbits within 5 feet of the creature. The note is a Tiny object that is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. A creature with a note can use it in the following ways.

**Note of Destruction.** Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll, the creature can expend the note to create a burst of sound. Each other creature 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.

**Note of Protection.** Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw, the creature can expend the note to gain temporary hit points equal to the number rolled on the Bardic Inspiration die + your Charisma modifier, provided the creature doesn't already have temporary hit points.

**Note of Ingenuity.** When the creature rolls the Bardic Inspiration die to add it to an ability check, the creature can expend the note to roll the Bardic Inspiration die again and choose which roll to use.

### Animating Performance

By 6th level, your mastery over the Song of Creation allows you to magically bring items to life. As an action, you can target a Large or smaller nonmagical item you can see within 30 feet of you and animate it. The animate item uses the Dancing Item stat block and is under your control for 1 hour or until it is reduced to 0 hit points.

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 one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action. When you use your Bardic Inspiration feature, you can command which action your animated item takes as part of the same bonus action.

Once you animate an item with this feature, you can’t do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher to use this feature. 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.

### Performance of Creation

At 14th level, your performance can manipulate the magic of creation, briefly transforming the world around you. As an action, you can 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 bard level and must be Large or smaller. Tiny glimmering, intangible notes float around it, and a creature can faintly hear music when touching it. For examples of items you can create, see the Armor, Weapons, Adventuring Gear, Tools, and Mounts and Vehicles tables in chapter 5, “Equipment,” of the Player’s Handbook.

The created item disappears at the end of your next turn, unless you use your action to maintain it. Each time you use your action in this way, the item’s duration is extended to the end of your next turn, up to a maximum of 1 minute. If you maintain the item for the full minute, it continues to exist for a number of hours equal to your bard level.

Once you create an item with this feature, you can’t do so again until you finish a long rest or until you expend a spell slot of 5th level or higher to use this feature. 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.

## 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 argument often proves more powerful than objective truth. These 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 entire audiences.

### Universal Speech

At 3rd level, you have gained the ability to speak and reason
with any creature. As a bonus action, you can
expend one of your uses of Bardic Inspiration.
When you do so, roll your Bardic Inspiration die,
and choose a number of creatures within 60 feet
of you that you can see equal to the roll. For 10
minutes, the chosen creatures can magically
understand you, regardless of the language you
speak, and you have advantage on Charisma
checks made to influence them. This feature
works even on a creature that doesn’t speak any
languages.

### Soothing Words

At 3rd level, you can now cast calm emotions without
expending a spell slot. You can use this feature a
number of times equal to your Charisma
modifier. You regain all expended uses of this
feature when you finish a long rest.

### Undeniable Logic

At 6th level, you can spin words laced with magic into a knot
of reasoning that can be encouraging or
impossible to follow.

As a bonus action, you can expend one of your
uses of Bardic Inspiration. When you do so,
choose a creature you can see within 60 of you
that can hear you, then roll your Bardic
Inspiration die and choose one of the following:

* The creature takes psychic damage equal to the number you roll on the Bardic Inspiration die, and the creature must succeed on an Intelligence saving throw against your spell save DC or have disadvantage on the next saving throw it makes before the end of your next turn.
* The creature regains hit points equal to the number you roll on the Bardic Inspiration die, and the creature has advantage on the next saving throw it makes before the end of your next turn.

### Infectious Inspiration

At 14th level, 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.
In addition, when a creature 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 a Bardic
Inspiration die without expending any of your
Bardic Inspiration uses. You can use this reaction
©2019 Wizards of the Coast LLC 2
a number of times equal to your Charisma
modifier (minimum of once), and you regain all
expended uses when you finish a long rest.

### Mantle of Inspiration

At 3rd level, 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 that 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.

### Enthralling Performance

Starting at 3rd level, if you perform for at least 1 minute, you can attempt to inspire wonder in your audience. 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 talks to it, and it hinders anyone who opposes you, although it avoids 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 until you finish a short or long rest.

### Mantle of Majesty

At 6th level, 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, 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 do so again until you finish a short or long rest.

## College of Gospel

### Bonus Proficiencies

At 3rd level, you gain proficiency in the Arcana and Religion skills.

### Invigorating Inspiration

At 3rd level, inspiration that you grant also takes on healing properties. Whenever a target that has received inspiration through your Bardic Inspiration feature uses the inspiration dice, they are healed for twice as much as the result of the inspiration roll.

### Ode of Healing

At 6th level, whenever you use your Bardic Inspiration, you may instead use it to freely grant one of the following spells rather than grant inspiration.

* Cure Wounds (2nd Level)
* Healing Word (3rd Level)
* Heroism (2nd Level)
* Lesser Restoration

### Hymn of Patronage

At 14th level, you may use your reaction to double the roll of any target making an attack roll or saving throw. If the attack roll succeeds, the target deals a critical hit. When applied to a saving throw, the target takes no damage on a success and half damage on a fail. Once you use this feature on a target, they cannot benefit from it again for 24 hours.

## College of Lore

### Bonus Proficiencies

At 3rd level, you gain proficiency with three skills of your choice.

### Cutting Words

Also at 3rd level, 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 DM 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 classes. 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.

### Battle Muse

When you join the College of the Maestro at 3rd level, you gain one additional use of your Bardic Inspiration feature.

This feature grants you another additional use of Bardic Inspiration at 6th level, and again at 14th level.

### Symphony of Conflict

You've been trained in the bardic art of magically manipulating the sounds of combat into a concert of powerful melodies that can alter the very battlefield around you.

When you select this bardic school at 3rd level, you learn 2 conducting techniques of your choice, which are detailed under "Conducting Techniques" below. All techniques require at least one free hand, baton, or wand to utilize. For these techniques to function, you must be able to see your target, and they must be able to hear you.

You learn 1 additional conducting technique of your choice at 6th and 14th level. Each time you learn a new technique, you can also replace one technique you know with a different one.

### Frenetic Crescendo

At 6th level, you can harness the beat of battle, whipping it into a frenzy of drums, chants, and glory. You can use your action to expend any number of uses of your Bardic Inspiration feature. For each expended use, you can immediately grant a Bardic Inspiration die to a creature other than yourself within 60 feet that you can see. A creature can have only one Bardic Inspiration die at a time.

Once you use this feature, you must finish a long rest before you can use it again.

### Virtuoso of Captivation

Upon reaching 14th level, you can begin conducting a mystical symphony as an action, distracting and capturing the minds of nearby creatures. For up to 10 minutes, any number of creatures you choose within 60 feet who can hear you have disadvantage on any saving throws against being charmed and against magical sleep.

In addition, affected targets have disadvantage on Wisdom (Perception) rolls that rely on sight or sound to detect targets other than you.

In combat, you must spend your action each turn to continue the performance or the effect ends. Once you use Virtuoso of Captivation, you must finish a short or long rest before you can use it again.

#### Conducting Techniques

* **Aria of Suspense (Ansia).** You build an air of tension and paranoia with subtle, droning tones. As an action, you expend and roll a Bardic Inspiration die. For the next 10 minutes, any creatures of your choice within 60 feet cannot be surprised, and gain a bonus on saving throws against traps and environmental hazards equal to your Bardic Inspiration die roll.

* **Crash (Marcato).** You learn how to harness and amplify the roar of a well-placed blow into a violent explosion of sound. When a creature other than yourself within 60 feet of you hits with an attack, you can use your reaction to expend and roll a Bardic Inspiration die. The target of the triggering attack must make a Strength saving throw against your Spell save DC or take thunder damage equal to half of the number you rolled and be knocked prone.

* **Dirge of Dread (Finale).** You play a terrifying dirge to accompany a deathblow, striking fear into the hearts of your nearby enemies. When an ally brings a creature within 60 feet to 0 hitpoints, you can use your reaction to expend and roll a Bardic Inspiration die. Select a number of creatures within 15 feet of the triggering ally equal to half of the number rolled (minimum 1). Each target must make a Wisdom saving throw against your Spell save DC or become frightened of the triggering ally until the end of that ally's next turn. After the effect ends, or the save is successful, targeted creatures are immune to Dirge of Dread for the next 24 hours.

* **Dissonance (Discordia).** Summoning a harsh, discordant tone, you muddle the mind of an opponent, lessening their defenses. When a creature within 60 feet is forced to make a saving throw, you can use your reaction to expend and roll a Bardic Inspiration die. You reduce their saving throw by half of the number rolled. You can use this feature after the creature makes its saving throw roll, but before the DM determines a success or failure.

* **Guiding Tone (Fermata).** You drag a sharp, powerful chord through the mind of a creature, forcing it to suddenly stumble in a direction you wish. As a bonus action, you expend and roll a Bardic Inspiration die and select a creature other than yourself within 60 feet. The target must succeed on a Wisdom saving throw against your Spell save DC or take psychic damage equal to half of the number rolled and be pushed 10 feet in a direction you choose. A target can fail the saving throw voluntarily.

* **Hasten Tempo (Accelerando).** Your manipulation of tempo and song can inspire others to act more quickly. You can use your Bonus action on your turn to choose one creature other than yourself within 60 feet. Expend and roll a Bardic Inspiration die, adding the number rolled to the creature's initiative and moving them up to the initiative order accordingly. If this would move them higher than you, they immediately take their turn after you finish this round. A creature cannot be affected by Hasten Tempo again until they've finished a short or long rest.

* **Hymm of Harmony (Armonia).** The melodies surrounding your allies promote rapid recovery. When a creature that has a Bardic Inspiration die from you regains any hitpoints, they can expend and roll their inspiration die to regain additional hitpoints equal to the number rolled.

* **Majestic Anthem (Maestoso).** Pulled from the chaos, you muster an uplifting melody that bolsters the resolve of your allies. You can expend and roll a Bardic Inspiration die as an action, and all other creatures you choose within 60 ft gain temporary hitpoints equal to the number rolled plus your Charisma modifier (minimum of 1). These temporary hitpoints last until the end of your next turn.

* **Resonance (Risonanza).** You shape the harmonic vibrations of a weapon's movements into a dangerous, sonic enhancement. Using a bonus action, you can expend and roll a Bardic Inspiration die, choosing one weapon within 60 feet of you. Until the end of your next turn, all attacks with that weapon deal additional thunder damage equal to half of the number rolled (minimum of 1).

* **Sprint (Presto).** The song you conjure can stir the winds, pushing along those who require expedient travel. A creature that has a Bardic Inspiration die from you can expend and roll their inspiration to increase their speed for that turn. A roll of 1-4 increases their speed of 10 feet, a roll of 5-8 increases their speed by 15 feet, and a roll of 9-12 increases their speed by 20 feet.

## College of Mimickry

### Bonus Proficiencies

At 3rd level, choose one of the following skills to gain proficiency in: Deception, History, Insight, Performance, Persuasion, or Sleight of Hand.

### Master Performer

At 3rd level, you begin to realize the potential of your craft as an actor. You learn how to cast Alter Self at will. While under the transformative effect of Alter Self, you have advantage on all Deception and Performance checks.

At the 10th level, you no longer need to concentrate to maintain Alter Self.

### Acting Partner

Starting at the 6th level, you are able to quickly improvise the sound and effect of other creatures. You can mimic any attack made against yourself or a target of your choosing within 60 feet that can cause a target to become charmed, deafened, or frightened. Using your reaction, you may immediately impose the same attack on the attacker if they are within 60 feet of you.

### Convincing Charade

Starting at the 14th level all attacks you make against targets you are engaged with, and any attack you attempt to counter using your Acting Partner feat, are at advantage if you are under the transformative effect of Alter Self.

## College of Mockery

### Bonus Proficiencies

When you join the College of Mockery at 3rd level, you gain proficiency in three languages of your choice. In addition, when selecting spells known, you may select any enchantment spell regardless of class restrictions.

### True Mockery

At 3rd level, you know the cantrip vicious mockery and can cast it as a bonus action when you cast a spell or make an attack. This doesn't apply to the number of cantrips known. If you already have this cantrip you may pick another cantrip of your choice from the bard spell list but still gain the benefit of this feature.

In addition, you can expend one use of your Bardic Inspiration to increasing the damage die of your vicious mockery to that of your Bardic Inspiration Die until the end of your turn.

### Tasty Scorn

At 6th level, you may add your Charisma modifier to the damage of any spell from the school of enchantment. In addition, if you reduce a creatures hit points to 0 with the spell, vicious mockery all creatures within 10 feet of the creature must succeed on a Constitution saving throw or be stunned until they take damage or the end of their next turn.

### Verbal Onslaught

At 14th level, when a creature fails their saving throw against your vicious mockery twice in one turn they become frightened of you for 1 minute. In addition, they cannot take reactions while frightened.

### Bonus Proficiencies

At 3rd 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 with either of these, choose another skill proficiency for each proficiency you already have.

### Tumbling Fool

At 3rd level, 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 the Dash and Disengage actions.
* You gain a climbing speed equal to your current speed.
* You take half damage from falling.

### Fool's Insight

At 6th level, 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.

### 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.

### Guiding Whispers

At 3rd level, you can reach out to spirits to guide you and others. You learn the Guidance cantrip, which doesn’t count against the number of bard cantrips you know. For you, it has a range of 60 feet when you cast it.

### Spiritual Focus

At 3rd level, your practice of contacting spirits can employ special tools. You can use the following objects as a spellcasting focus for your bard spells: a candle, a crystal ball, a talking board, a tarokka deck, or a skull.

At 6th level, when you cast a bard spell that deals damage or restores hit points through the Spiritual Focus, roll a d6, and you gain a bonus to one roll of the spell equal to the number rolled.

### Tales from Beyond

At 3rd level, you reach out to spirits who tell their tales through you. While you are holding your Spiritual Focus, you can use a bonus action to expend one use of your Bardic Inspiration and roll on the Spirits’ Tales table using your Bardic Inspiration die to determine the tale told. You retain the tale in mind until you bestow the tale’s effect or you finish a short or long rest.

You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the target of the tale’s effect. Once you do so, you can’t bestow the tale’s effect again until you roll it again.

You can retain only one of these tales in mind at a time, and rolling on the Spirits’ Tales table immediately ends the effect of the previous tale.

If the tale requires a saving throw, the DC equals your spell save DC.

### Spirit Session

At 6th level, you can channel spirits to gain insights into magic. You can conduct an hour-long ritual channeling spirits (which can be done during a short or long rest) using your Spiritual Focus.

You can conduct the ritual with a number of creatures equal to your proficiency bonus (including yourself). At the end of the ritual, you temporarily learn one spell of your choice from any class.

The spell you choose must be of a level equal to the number of creatures that conducted the ritual or less, the spell must of a level you can cast, and it must be in the school of divination or necromancy. The chosen spell counts as a bard spell for you but doesn’t count against the number of bard spells you know.

Once you perform the ritual, you can’t do so again until you start a long rest, and you know the chosen spell until you start a long rest.

### Mystical Connection

At 14th level, your connection to spirits has become semipermanent. Whenever you use your Tales from Beyond feature, you can roll a d6 and use it instead of expending a Bardic Inspiration die. You still use your Bardic Inspiration die for the tale’s effect, without expending it.

### Bonus Proficiencies

At 3rd level, you gain proficiency with medium armor and the scimitar.

If you're proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.

### Fighting Style

At 3rd level, choose one of the following options. You can't take a Fighting Style option more than once, even if something in the game lets you choose again.

* **Dueling:** When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
* **Two-Weapon Fighting:** When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

### Blade Flourish

At 3rd level, 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.

## College of Trickery

### Bonus Proficiencies

At 3rd level, you gain proficiency in any two Charisma based skills, or expertise if you already have proficiency.

### Bag of Tricks

At 3rd level, you gain access to your Bag of Tricks. You can pick three of them, and you can swap one out after a long rest. Your Tricks will be bonus actions, unless stated otherwise. You can only use each Trick once, and you regain Tricks after every long rest. Tricks use your Trick Save DC, which is 8 + your proficiency bonus + your Charisma modifier. If you use a Trick on the same target twice, they will have advantage on their save.

***Gambit:*** You invoke an opportunity attack from an enemy within 5 feet. The target of the Trick must make a Wisdom saving throw against your Trick Save DC. If it fails, the enemy's opportunity attack fails and they fall prone, you then make an attack against them. If the enemy succeeds they carry out the opportunity attack against you as normal.

***Mock:*** As an Action, choose a target who can see you, within 60 ft. They must make a Wisdom saving throw against your Trick Save DC. If it fails, the enemy has disadvantage on all attacks against other targets that are not you. At the end of each of their turns, they must make a Wisdom saving throw against your Trick Save DC, if they succeed the Trick ends and they no longer have disadvantage.

***Nimble:*** You gain an extra Action this turn that can be used for anything except another Trick. You may still utilise Tricks that are taken as a bonus actions this turn.

***Second Wind:*** As an Action, you back away from a target within 15 ft. and add your Charisma modifier as temporary hit points. The next attack made against you will have disadvantage.

***Somber Song:*** As an Action, you play a sad tune. All enemies in a 25 ft cone must make a Wisdom saving throw against your Trick Save DC. If it fails, the enemy has disadvantage on Wisdom saving throws for 1 minute. You cannot perform another Trick on this turn.

***Turncoat:*** You attempt to persuade an enemy to attack it's allies, the target of the Trick must make a Wisdom saving throw against your Trick Save DC. If it fails, the enemy is charmed until the end of their next turn.

### Dexterous

At 6th level, you gain the ability to use each Trick twice per long rest.

### Misdirection

At 14th level, when an enemy makes an attack against you, as a reaction, you may add your proficiency bonus to your AC. If the attack misses, you use the momentum to redirect the attack to another target within range of the enemy's attack.

## College of Valor

### Bonus Proficiencies

At 3rd level, you gain proficiency with medium armor, shields, and martial weapons.

### Combat Inspiration

Also at 3rd level, 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.

### 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, when you use your action to a cast a bard spell, you can make one weapon attack as a bonus action.

### Psychic Blades

At 3rd level, when you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your 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.

### Words of Terror

At 3rd level, 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 6th level, 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.

### Shadow Lore

At 14th level, 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.