Bards

College of the Cloaked Dancer The cloaked dancer dances into the hearts and minds of their audience, beguiling those around them with boundless charm and careful dance moves, leaving their victims in a state of ecstasy even as they kill them. College of the Cloaked Dancer Features Bard Level Features 3rd Enchanting Dance, Enchanting Dance - Beguiling Dance, Surprise Attack 6th Enchanting Dance - Frightful Dance 14th Enchanting Dance - Wearying Dance Enchanting Dance Starting at 3rd level, when you join the College of the Cloaked Dancer, you can perform an Enchanting Dance once per short or long rest, or you can spend a Bardic Inspiration die to perform extra dances afterwards. Each creature of your choice within 30 feet of you must make a Wisdom saving throw or suffer the effects of the dance you choose to do (Beguiling Dance, Frightful Dance, or Wearying Dance). You must use an action on each round to continue the dance. If you don’t, the effects end at the start of each of the affected creatures' next turn after the dance ends. If an affected creature ends its turn over 60 feet away from you, the effect of the Enchanting Dance ends on it. Unless stated otherwise, a target that failed the save is affected until you stop the dance, if they take any damage, or if you move out of range. If a target succeeds on the saving throw, has taken damage to end the effect, or has ended its turn out of the dance's area, that creature is immune to the effects of your Beguiling Dance for 24 hours. Constructs and plants are immune to these dances. Enchanting Dance: Beguiling Dance At 3rd level, the Enchanting Dance you learn is the Beguiling Dance. On a failed Wisdom saving throw, the creature goes into a stupor and is unable to move. They are considered stunned. essentially stuns on failed Wisdom save as they go into stupor. Ends if they are damaged by you or an ally. Surprise Attack Additionally at level 3, you are able to deal extra damage with melee weapon or melee spell attacks against a creature that is affected by your Enchanting Dance. The extra damage is 2d6 and is the same type as the weapon or spell damage. At level 14, the damage increases to 4d6. Enchanting Dance: Frightful Dance At 6th level, you learn to perform the Frightful Dance as your Enchanting Dance. On a failed Wisdom saving throw, the affected targets are frightened of you for as long as you are maintaining the dance and they can see it (even if it is outside of the area of the dance). Enchanting Dance: Wearying Dance At level 14, the Enchanting Dance that you learn to perform the Wearying Dance. On a failed Wisdom saving throw, the creature seems to be fatigued from the effort that you put into the dance. Whilst affected the creature has its movement halved, it cannot attack you, and you can use a reaction when it makes a saving throw to force it to make that save with disadvantage. 1

College of the Depths Sea dwelling races that live close to the depths of the ocean - often the locathah or tritons - have their own, unique ways of bringing light in the darkest of situations. Adapting similar abilities to fish that live in those depths, these bards literally bring lights into dark situations. They have also evolved to use other survival features employed by these fish. As more of the seafolk moved regularly by-or-on land, their ways were taught to others as well. Surface dwellers can now also learn the ways of the depths. College of the Depths Features Bard Level Features 3rd Alluring Lights, Depth Defiance 6th Sonar Pulse 14th Transparency Alluring Lights When you join this college at level 3, you learn the dancing lights cantrip, this doesn’t count against your known cantrips and is a bard spell for you. Additionally, any beast that comes within 15 feet of the lights created by your dancing lights must make a Wisdom saving throw or become enamoured by them. During this time, they cannot take any actions or move. This lasts until they take damage or until they succeed on a saving throw. They can repeat the saving throw at the end of their turn, ending the effect on itself on a success. Depth Defiance At 3rd level, you gain resistance to cold damage. Also, you can hold breath for up to an hour, and you can withstand the drawbacks of deep pressure. Additionally, you can also cast spells that require a verbal component underwater. Sonar Pulse At 6th level, you can expend a use of your Bardic Inspiration as an action and emit a sonar pulse that is strong enough to discombobulate or harm creatures. If you are on land, this pulse affects all creatures in a 15-foot-cone. Each creature in the area must make a Constitution saving throw, taking damage rolled from your Bardic Inspiration + your Charisma modifier in thunder damage and are deafened for 1 minute, or half as much damage and not deafened on a successful one. At 13th level, the damage goes up to two rolls of your Bardic Inspiration (though it still only expends one use) and add your Charisma modifier. If you are underwater, the pulse affects all creatures within a 15-foot radius of you. Each creature in the area must make a Constitution saving throw. On a failure, the creature is stunned for 1 minute and is pushed away a number of feet equal to 5 x your Constitution modifier. The creature can repeat the saving throw at the end of each turn, ending the effect on itself on a successful one. Transparency By 14th level, you have learnt how to adapt in the deepest of depths, and you can apply that to your time closer to the surface. You gain a blindsight out to 15 feet. Also, when you are underwater, you can expend a Bardic Inspiration die and use your action to turn invisible for 1 hour or until you make an attack or cast a spell. 2

College of the Evangelist Evangelists travel the world proclaiming their devotion to a particular deity, pantheon, or religious doctrine. They inspire with their zealous words. College of the Evangelist Features Bard Level Features 3rd Fast Talk, Great Orator 6th Convert the Unfaithful 14th Inflame the Righteous Fast Talk When you join the College of the Evangelist at 3rd level, in combat any check you make that relates to Deception, Intimidation, or Persuasion can be made as a bonus action instead of an action. Great Orator At level 3, you can inspire, protect, and otherwise improve the situation of your allies simply by speaking clearly and being heard. Depending on your alignment you can spend a Bardic Inspiration die to use an action to either: If Good: Inspire Hope - A number of creatures (up to your Charisma modifier) within 30 feet gain advantage on any saving throws against being frightened for 1 minute.

If Evil: Inspire Dread - You can target a number of creatures up to your Charisma modifier within 30 feet of you. They must make Wisdom saving throws or have a penalty to the first saving throw that they make within 1 minute. You roll your Bardic Inspiration die to determine the penalty and subtract it from their roll (this does not expend another use of your Bardic Inspiration).

If Neutral: You can pick one of the two depending on your deity’s philosophy, this choice cannot change. Convert the Unfaithful Starting at level 6, once per long rest, you can use your action to start delivering an impassioned speech on the righteousness of your beliefs to a single enemy that can hear you and understand your language within 30 feet. It must make a Wisdom saving throw against being charmed. On a failure, it is charmed by you for 1 minute. During this time, it is friendly to you and your allies and temporarily assumes the alignment of your deity and acts accordingly. After the minute, it can either choose to continue to act according to its new alignment, or shift back. This effect ends early if it is

attacked by you or an ally. On a success, it feels conflicted about attacking you and whenever it tries, it must succeed on a Wisdom saving throw against your Bard spell DC. If it succeeds, it can attack you. If it fails, it cannot attack you and can choose to target another creature within range instead. This protection ends if you attack the creature or otherwise cause it harm. Inflame the Righteous At 14th level, you can spend a Bardic Inspiration die to wreath a creature within 30 feet of you in a divine flame. This flame grants the creature resistance to radiant damage and causes any creature within 5 feet of it that hits the shielded creature with a melee attack to take 2d8 radiant damage. 3

College of the Gatecrasher Gatecrashers see themselves as cosmic free agents, independent forces who can influence the natives of the planes and even the dynamic forces of magic itself. They have abilities that benefit them against creatures from the Inner and Outer Planes. College of the Gatecrasher Features Bard Level Features 3rd Portal Comprehension, Silver Tongue 6th Planar Survival 14th Planar Dampening Comprehension When you join the College of the Gatecrasher at 3rd level, you learn the analyse portal spell. Additionally, you have advantage on any check made to detect traps on portals, detect magic on items, and on using spell scrolls. Silver Tongue At 3rd level, you have advantage on Wisdom (Insight) and all Charisma checks made against aberrations, celestials, elementals, and fiends. Planar Survival Starting at 6th level, you become immune to planar effects (such as Despair in the Shadowfell, or Overwhelming Joy in Elysium as examples). You are not immune to damaging of hazards that occur on the planes (such as a fire storm in the Plane of Fire). Planar Dampening By level 14, you have some control over planar travel. You can spend a Bardic Inspiration die as an action to create a 30 foot aura around yourself. Any creature in that area is unable to use any summoning spell or ability that summons. This aura also prevents any ability that allows planar travel (such as astral projection, banishment, or plane shift). 4

College of the Jester A prankster who uses their cutting wit and spells to inspire their allies and manipulate their enemies. College of the Jester Features Bard Level Features 3rd Jester’s Audacity, Taunt 6th Tumbling Fool 14th The Show Must Go On Jester’s Audacity When you join the College of the Jester at 3rd level, you add your Charisma modifier to your Armour Class if you are not wearing armour. Taunt At 3rd level, you can spend a Bardic Inspiration die to attempt to cause your foe to lose temper. On a failed Wisdom saving throw, a creature within 60 feet becomes reckless. They gain advantage on all attack rolls until the start of their next turn. However, until the start of your next turn, every attack against them can be made at advantage. Tumbling Fool Starting at 6th level, you can use your reaction when an attack hits you to roll out of the way and lessen the impact. You halve the damage, move half of your movement away, and can also use a Bardic Inspiration die to inspire an ally if you choose to. The Show Must Go On By level 14, you can expend a Bardic Inspiration die to cast any 1st or 2nd level spell as a bonus action, and can do so without having to perform the somatic or verbal components of the spell. 5

College of Lamentation Bards of the college of lamentation (sometimes called mourners) use their musical gifts to honour the dead and ease the suffering of the living. They’re trained in all manner of funeral customs and sometimes replace priests in the performance of last rites. They are sworn enemies of grave robbers and necromancers, believing in the sanctity of burial. College of Lamentation Features Bard Level Features 3rd Go Gently, Sanctity Magic 6th Lament 14th Bright Soul Go Gently When you join the College of Lamentation at 3rd level, you may use your action to make a Performance check against an undead creature. The target creature must make a Charisma saving throw. On a failure, it takes radiant damage equal to the roll of your Performance check. If it succeeds, the performance still distracts it and it is incapacitated until the end of its next turn. You can use this feature once per short or long rest. Sanctity Magic At 3rd level, you learn some clerical magic. These spells don't count towards the total spells you know. These spells are considered bard spells for the sake of determining their DC and ability modifier. Sanctity Magic Bard Level Spell 3rd ceremony, gentle repose 5th magic circle 7th death ward 9th dispel evil and good Lament At 6th level, you can spend a Bardic Inspiration die to stir undead creatures' souls with a lament to lost life laced with the magic of necromancy. As an action, you can play a tune that causes all undead creatures that can hear you within 30 feet of you to make a Wisdom saving throw. On a failure, they all fall prone and are stunned for 1 minute or until they receive any damage. They can repeat the saving throw at the end of their turn, ending the effect on a success. Any creature with resistance to being turned (as per a Cleric's Turn Undead feature) has those resistances applied to this feature. Bright Soul At level 14, you have a divine defence against the undead. You have advantage on saving throws caused by undead creatures and gain resistance to necrotic damage. 6

College of Nobility The call of a noble is not always limited to that of ballrooms and dinner parties. Some wish to increase their influence and make themselves legends. That said, their silver spoon rarely leaves their mouths and their pampered upbringing gives them a unique insight in combat. College of Nobility Features Bard Level Features 3rd Bonus Proficiencies, Loyalty, Retainers 6th To Me 14th Bodyguard Bonus Proficiencies When you join the College of Nobility at 3rd level, you gain proficiency with medium armour and two martial weapons of your choice. Loyalty At 3rd level, when a creature within 60 feet of you fails a Wisdom saving throw, you can use your reaction to spend a Bardic Inspiration die to allow the creature to reroll the saving throw. When you do this, the creature can add your Charisma modifier on top of the Wisdom saving throw. You can use this feature once per short or long rest. Retainers Beginning at level 3, you can hire hirelings for half of their usual cost. This applies only when you are hiring someone to work for you for a period of time (opposed to a one off job, such as an assassination on a political rival or a single performance for a band). Examples of this would be a chef in your keep or a groundskeeper. To Me At 6th level, you can use your action to allow allies to move closer to you. Any creature of your choice that is within 60 feet of you and can hear you may use its reaction to move up to its movement to get closer to you. You gain +1 to your Armour Class for each ally creature that moves within 5 feet of you after you use this feature. This Armour Class bonus lasts until the start of your next turn. You can use this feature a number of times equal to your Charisma modifier, regaining all expended uses after you finish a long rest. Bodyguard At level 14, when you are attacked and there is a creature within 5 feet of you, you may use your reaction to pull that creature in the way of the attack. They do not have to be willing, and can make a contested Strength (Athletics) check to prevent this from happening. If the creature takes any damage from the attack, you can spend one of your Bardic Inspiration dice to give that creature an extra turn. You can keep using your reaction to pull creatures in the way of attacks, but allowing the creature to take an extra turn can only be used again once you finish a long rest. 7

College of the Skald Skalds are poets, historians, and keepers of lore who use their gifts for oration and song to inspire allies. They balance a violent spirit with the veneer of civilization, recording events such as heroic battles and the deeds of great leaders, enhancing these stories in the retelling to earn bloodier victories in combat. College of the Skald Features Bard Level Features 3rd Forging Legend, Inspired Rage 6th Ominous Howl, Well Versed 14th Uplifting Tune Forging Legend When you join the College of the Skald at 3rd level, you inspire your allies to charge into battle. You can give yourself and one ally of your choice within 60 feet of you a bonus to an initiative roll equal to your Charisma modifier when initiative is rolled. This can be decided after you see the results of the rolls. Ominous Howl At 3rd level, you can spend a Bardic Inspiration breathe a howl that carries as if the breeze. A number of creatures equal to your Charisma modifier of your choice within 60 feet that can hear you must make a Wisdom saving throw (the saving throw is the same as your Bard spell save) or be frightened of your for 1 minute. If the creature ends its turn in a location where it doesn't have line of sight to you, it can make a Wisdom saving throw. On a successful save, the effect ends for that creature. Inspired Rage Beginning at 6th level, you gain the ability to go into a lessened rage, getting caught up in the story that you weave in battle. On your turn, you can enter an Inspired Rage as a bonus action for 1 minute or until the you are incapacitated. Whilst raging, the you gain the following benefits: You reduce all bludgeoning, piercing, and slashing damage by an amount equal to your Charisma modifier.

You can cast spells whilst in raging.

You add +2 damage to all melee weapon attacks and melee spell attacks that you make.

When an ally misses an attack roll, you can use your reaction to allow the creature to reroll the attack roll. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. You can rage a number of times equal to your Constitution modifier, you must finish a long rest before you can rage again. Uplifting Tune By 14th level, you are able to bolster your allies even more with your inspiration. When you inspire an ally, that creature gains temporary hit points equual to 2d4 + your Charisma modifier + your Constitution modifier. 8