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Spellcasting, p.1

  • casting timespellcasting
  • range

Cantrips. You know two cantrips of your choice from the bard spell list. You learn one additional cantrip of your choice at 5th and 10th level. Whenever you gain a level in this class, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the bard spell list.

Spell Slots. The Bard table shows how many spell slots you have to cast your bard spells of 1st level or 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. 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. 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.

Ritual Casting. You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Bard (core) 1st level

Spellcasting, p.2

  • casting timespellcasting
  • range

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

Spellcasting Focus. You can use a musical instrument as a spellcasting focus for your bard spells.

Bard (core) 1st level

Bardic Inspiration

  • casting timebonus action
  • range

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, or add the number rolled to one damage or healing roll of the spell that creature casts. 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.

Bard (core) 1st level

Jack of All Trades

  • casting timeproficiency
  • range

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.

Bard (core) 2nd level

Magical Inspiration

  • casting timeinspiration
  • range

If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.

Bard (core) 2nd level

Song of Rest

  • casting timeresting
  • range

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 (core) 2nd level

Expertise

  • casting timeproficiency
  • range

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.

Bard (core) 3rd level

Ability Score Improvement

  • casting timelevelling
  • range

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by two, or you can increase two ability score of your choice by one. As normal, you can't increase an ability score above twenty using this feature. Instead of increasing your ability scores, you may choose to get a feat.

Additionally, you may also replace one skill proficiency with a different one offered by your class at 1st level, and replace one of the skills you chose for the Expertise feature with one of your other skill proficiencies that isn't benefiting from this feature.

Bard (core) 4th level

Font of Inspiration

  • casting timeresting
  • range

Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

Bard (core) 5th level

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Countercharm

  • casting timeaction
  • range

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 frigthened 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).

Bard (core) 6th level

Magical Secrets

  • casting timespellcasting
  • range

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. As 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 of the Spells Known column of the Bard table.

You learn two additional spells from any classes at 14th level and again at 18th level.

Bard (core) 10th level

Superior Inspiration

  • casting timeinspiration
  • range

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

Bard (core) 20th level

Mote of Potential, p.1

  • casting timeinspiration
  • range

Whenever you give a creature a Bardic Inspiration die, you can utter a note 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.

Bard (Creation) 3rd level

Mote of Potential, p.2

  • casting timeinspiration
  • range

Ability Check. When the creature rolls the Bardic Inspiration die to add 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 one temporary hit point).

Bard (Creation) 3rd level

Performance of Creation

  • casting timeaction
  • range

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 gold value of the item can't be more than twenty times your bard level, and the item must be Medium or smaller. 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). 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 proficiency bonus.

Once you create an item with the 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.

Bard (Creation) 3rd level

Animating Performance

  • casting timeaction
  • range

As an action, you can target a Large or smaller nonmagical item you can see within 30 feet of you and animate it. The item is friendly to you and your companions and it obeys your commands. It lives for one hour, until it is reduced to zero 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: one in its stat block or some other action. When you use your Bardic Inspiration feature, you can command the item as part of the same bonus action you use for Bardic Inspiration. If you are incapacitated, the item can take any action of its choice, not just Dodge.

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.

Bard (Creation) 6th level

Creative Crescendo

  • casting timepassive
  • range

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, and the rest must be Small or Tiny. You are no longer limited by gold value when creating items with Performance of Creation.

Bard (Creation) 14th level

Silver Tongue

  • casting timepassive
  • range

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.

Bard (Eloquence) 3rd level

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Unsettling Words

  • casting timebonus action
  • range

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.

Bard (Eloquence) 3rd level

Unfailing Inspiration

  • casting timeinspiration
  • range

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.

Bard (Eloquence) 6th level

Universal Speech

  • casting timeaction
  • range

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 of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it again.

Bard (Eloquence) 6th level

Infectious Inspiration

  • casting timereaction
  • range

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 difficult 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 a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Bard (Eloquence) 14th level

Mantle of Inspiration

  • casting timebonus action
  • range

When you join the College of Glamour 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 expand 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 certaint levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.

Bard (Glamour) 3rd level

Enthralling Performance

  • casting time1 minute
  • range

Starting at 3rd level, you can charge your performance with seductive fey magic. If you perform for at least one 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 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.

Bard (Glamour) 3rd level

Mantle of Majesty

  • casting timebonus action
  • range

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 one 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.

Bard (Glamour) 6th level

Command, p.1

  • casting time1 action
  • range60 feet

  • componentsV
  • duration1 round

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow.You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.

Approach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop: The target drops whatever it is holding and then ends its turn.

Flee: The target spends its turn moving away from you by the fastest available means.

Glamour (6th level) 1st level Enchantment

Command, p.2

  • casting time1 action
  • range60 feet

  • componentsV
  • duration1 round

Grovel: The target falls prone and then ends its turn.

Halt: The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Glamour (6th level) 1st level Enchantment

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Unbreakable Majesty

  • casting timebonus action
  • range

At 14th level, you 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 one 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 agaist 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.

Bard (Glamour) 14th level

Bonus Proficiencies

  • casting timeproficiency
  • range

When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.

Bard (Lore) 3rd level

Cutting Words

  • casting timereaction
  • range

Also 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 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.

Bard (Lore) 3rd level

Additional Magical Secrets

  • casting timespellcasting
  • range

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 counts as bard spells for you but don't count against the number of bard spells you know.

Bard (Lore) 6th level

Peerless Skill

  • casting timeinspiration
  • range

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 DM tells you whether you succeed or fail.

Bard (Lore) 14th level

Battle Muse

  • casting timeinspiration
  • range

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.

Bard (Maestro) 3rd level

Symphony of Conflict

  • casting timeconducting
  • range

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. 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.

Bard (Maestro) 3rd level

Aria of Suspence (Ansia)

  • casting timeaction
  • range

Conducting Technique

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 ten minutes, any creature of your choice within 60 feet of you cannot be surprised, and gain a bonus on saving throws against traps and environment hazards equal to your Bardic Inspiration die roll.

Bard (Maestro) 3rd level

Crash (Marcato)

  • casting timereaction
  • range

Conducting Technique

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 rolled and be knocked prone.

Bard (Maestro) 3rd level

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Dirge of Dread (Finale)

  • casting timereaction
  • range

Conducting Technique

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 of you to 0 hit points, 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 one). 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 succeeded, targeted creatures are immune to Dirge of Dread for the next 24 hours.

Bard (Maestro) 3rd level

Dissonance (Discordia)

  • casting timereaction
  • range

Conducting Technique

Summoning a harsh, discordant tone, you muddle the mind of an opponent, lessening their defences. When a creature within 60 feet of you 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.

Bard (Maestro) 3rd level

Guiding Tone (Fermata)

  • casting timebonus action
  • range

Conducting Technique

You drag a sharp, powerful chord through the mind of a creature, forcing it to suddenly stumble in a direction you with it it. As a bonus action, you expend and roll a Bardic Inspiration die and select a creature other than yourself within 60 feet of you. 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.

Bard (Maestro) 3rd level

Hasten Tempo (Accelerando)

  • casting timebonus action
  • range

Conducting Technique

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

Bard (Maestro) 3rd level

Hymn of Harmony (Armonia)

  • casting timepassive
  • range

Conducting Technique

The melodies surrounding your allies promote rapid recovery. When a creature that has a Bardic Inspiration die from you regains any hit points, they can expend and roll their inspiration die to regain additional hit points equal to the number rolled.

Bard (Maestro) 3rd level

Majestic Anthem (Maestoso)

  • casting timeaction
  • range

Conducting Technique

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 feet of you gain temporary hit points equal to the number rolled plus your Charisma modifier (minimum of one). These temporary hit points last until the end of your next turn.

Bard (Maestro) 3rd level

Resonance (Risonanza)

  • casting timebonus action
  • range

Conducting Technique

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 made with that weapon deal additional thunder damage equal to half of number rolled (minimum of 1).

Bard (Maestro) 3rd level

Sprint (Presto)

  • casting timefree action
  • range

Conducting Technique

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 it and roll it to increase their speed for that turn. A roll of 1-4 increases their speed by 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.

Bard (Maestro) 3rd level

Frenetic Crescendo

  • casting timeaction
  • range

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 of you 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.

Bard (Maestro) 6th level

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Virtuoso of Captivation

  • casting timeaction
  • range

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 ten minutes, any number of creatures you choose within 60 feet of you 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.

Bard (Maestro) 14th level

Guiding Whispers

  • casting timespellcasting
  • range

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.

Bard (Spirits) 3rd level

Guidance

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Spirits (6th level) Divination cantrip

Spiritual Focus

  • casting timespellcasting
  • range

You employ tools that aid you in channeling spirits, be their historical figures or fictional archetypes. You can use the following objects as a spellcasting focus for your bard spells: a candle, crystal ball, skull, spirit board, or tarokka deck.

Starting 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 damage or healing roll of the spell equal to the number rolled.

Bard (Spirits) 3rd level

Tales from Beyond

  • casting timespirit tales
  • range

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 Spirit Tales table using your Bardic Inspiration die to determine the tale the spirits direct you to tell. 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, which 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. If the tale requires a saving throw, the DC equals your spell save DC. You can retain only one of these tales in mind at a time, and rolling on the Spirit Tales table immediately ends the effect of the previous tale.

Bard (Spirits) 3rd level

Spirit Tales table, p.1

  • casting timespirit tales
  • range

1. Tale of the Clever Animal. For the next ten minutes, whenever the target makes an Intelligence, a Wisdom, or a 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 type as your Bardic Inspiration die.

2. Tale of the Renowned Duelist. You 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.

Tale of the Beloved Friends. The target and another creature of its choice it can see within 5 feet of it both gain temporary hit points equal to a roll of your Bardic Inspiration die + your Charisma modifier.

4. Tale of the Runaway. 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 zero) to immediately use the same reaction.

Bard (Spirits) 3rd level

Spirit Tales table, p.2

  • casting timespirit tales
  • range

5. Tale of the Avenger. For one minute, any creature that hits the target with a melee attack takes force damage equal to a roll of your Bardic Inspiration die.

6. Tale of the Traveler. 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 it gains a +1 bonus to its AC.

7. Tale of the Beguiler. 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. Tale of the Phantom. 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, the creature it hits takes necrotic damage equal to a roll of your Bardic Inspiration die and is frightened of the target until the end of the frightened creature's next turn.

Bard (Spirits) 3rd level

Spirit Tales table, p.3

  • casting timespirit tales
  • range

9. Tale of the Brute. 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 and is knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.

10. Tale of the Dragon. The target spews fire from the 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. Tale of the Angel. The target regains hit points equal to two rolls of your Bardic Inspiration die + your Charisma modifier, and you end one of the following conditions affecting the target: blinded, deafened, paralysed, petrified, or poisoned.

12. Tale of the Mind-Bender. You evoke an incomprehensible fable from an otherworldly being. 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.

Bard (Spirits) 3rd level

Spirit Session

  • casting timeresting
  • range

Spirits provide you with supernatural insights. Using your Spiritual Focus, you can conduct an hour-long ritual channelling spirits, which can be done during a short or long rest. You can conduct the ritual with a number of willing creatures (including yourself) equal to your proficiency bonus . At the end of the ritual, you temporarily learn one spell from 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 be 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 it doesn't count against the number of bard spells you know. You know the chosen spell until you start a long rest.

Once you perform the ritual, you can't do so again until you start a long rest.

Bard (Spirits) 6th level

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Mystical Connection

  • casting timespirit tales
  • range

You now have the ability to nudge the spirits of Tales from Beyond toward certain tales. Whenever you roll on the Spirit Tales table, you can roll the die twice and choose which of the two effects to bestow. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.

Bard (Spirits) 14th level

Bonus Proficiencies

  • casting timeproficiency
  • range

When you join the College of Swords at 3rd level, you gain proficiency with medium armour 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.

Bard (Swords) 3rd level

Fighting Style

  • casting timefighting style
  • range

At 3rd level, you adopt a style of fighting as your specialty. Choose between Duelling and Two-Weapon Fighting. You can't take a Fighting Style option more than once, even if something in the game lets you choose again.

Bard (Swords) 3rd level

Duelling

  • casting timefighting style
  • range

Fighting Style

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.

Bard (Swords) 3rd level

Two-Weapon Fighting

  • casting timefighting style
  • range

Fighting Style

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Bard (Swords) 3rd level

Blade Flourish - description

  • casting timeattack
  • range

At 3rd 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.

Bard (Swords) 3rd level

Blade Flourish

  • casting timeattack
  • range

Defensive Flourish. You can expand one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number your 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.

Bard (Swords) 3rd level

Extra Attack

  • casting timeattack
  • range

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

Bard (Swords) 6th level

Master's Flourish

  • casting timepassive
  • range

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.

Bard (Swords) 14th level

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Bonus Proficiencies

  • casting timeproficiency
  • range

When you join the College of Valour at 3rd level, you gain proficiency with medium armour, shields, and martial weapons.

Bard (Valour) 3rd level

Combat Inspiration

  • casting timeinspiration
  • range

Also 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.

Bard (Valour) 3rd level

Extra Attack

  • casting timeattack
  • range

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

Bard (Valour) 6th level

Battle Magic

  • casting timebonus action
  • range

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.

Bard (Valour) 14th level

Psychic Blades

  • casting timeattack
  • range

When you join the College of Whispers 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 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.

Bard (Whispers) 3rd level

Words of Terror

  • casting time1 minute
  • range

At 3rd 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 one 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.

Bard (Whispers) 3rd level

Mantle of Whispers

  • casting timereaction
  • range

At 6th 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 restain the 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.

Bard (Whispers) 6th level

Shadow Lore

  • casting timeaction
  • range

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. 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 favours 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.

Bard (Whispers) 14th level

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