Variant Bard When you choose this bard core you no longer gain the following features presented in your class: Jack of All Trades

Song of Rest

Countercharm You instead gain the following features at the levels indicated in the Variant Bard table. Variant Bard Level Features Performances Known 1st Bardic Performance 2 2nd Folklore Repertoire 2 3rd - 3 5th Martial Fanfare 4 6th Converse Performance 4 7th - 5 11th - 6 15th Unflappable 6 17th - 7 In addition, you gain the Spellcasting feature at 2nd level instead of 1st level. You ignore the Spells Known, Cantrips Known and Spell Slots per Spell Level columns in the Bard Table. Instead, you use the coresponding columns in Variant Bard Spellcasting Table whenever those features are referenced. Variant Bard Spellcasting Bard Level Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 2nd 2 2 2 - - - - 3rd 2 3 3 - - - - 4th 2 3 3 - - - - 5th 2 4 4 2 - - - 6th 2 4 4 2 - - - 7th 2 5 4 3 - - - 8th 3 5 4 3 - - - 9th 3 6 4 3 2 - - 10th 3 6 4 3 2 - - 11th 3 7 4 3 3 - - 12th 3 7 4 3 3 - - 13th 3 8 4 3 3 1 - 14th 3 8 4 3 3 1 - 15th 4 9 4 3 3 2 - 16th 4 9 4 3 3 2 - 17th 4 10 4 3 3 3 1 18th 4 10 4 3 3 3 1 19th 4 11 4 3 3 3 2 20th 4 11 4 3 3 3 2

Bardic Performance You are a master at magically manipulating others through oration, music, and other special performances. You start out knowing two such performances: Call to Battle and one other performance of your choice. Your performance options are detailed at the end of the class description. When you gain certain bard levels, you gain additional performances of your choice,as shown in the Performances Known column of the Variant Bard table. Additionally, when you gain a level in this class, you can choose one of the performances you know and replace it with another performance that you could learn at that level. To start one of these magical performances, you must speak or play an instrument as an action. You can switch to a different performance as an action on your turn. Maintaining the performance requires concentration as some spells do, but you add double your proficiency bonus to saving throws made to maintain your bardic performance. Some performances let you cast spells that require concentration; concentrating on those spells counts as concentrating to maintain the performance. Likewise, if a spell cast with your bardic performance has an ongoing duration, it ends when your performance ends. The whole effect, whether it is composed of one performance or several, can last no longer than 10 minutes, and it ends early if you lose concentration or are silenced. Once your Bardic Performance ends, you can’t use this feature again until you rest for at least 10 minutes. A creature can be affected by only one of these performances at a time. If two or more bards try to affect the same creature with such performances, the creature is affected by neither. Call to Battle While you perform Call to Battle, friendly creatures, including you, are inspired to fight with greater zeal while within 60 feet of you. Once per turn, an affected creature can roll an extra d4 when rolling damage for a melee and ranged attack, adding it to the total. This extra damage die increases in size when your bard level reaches 6 (1d6) , 9 (1d8) , 13 (1d10) , and 17 (1d12) . Folklore Repertoire You have a knowledge of myths, legends, and oral traditions that few can equal. If you hear the name of a person, place or object of significance you might be able to glean information about the subject from your repertoire. Roll percentile dice. If you roll a number equal to or lower than three times your bard level, you recall lore about the subject. The DM chooses the nature of your knowledge similar to as if you had cast the legend lore spell. Once you use this feature to try and recall lore about a subject, you cannot do so again until you spend 10 days researching. You may research either in established places of learning such as monastery, or by collecting folk tales in an area populated with creatures familiar with the subject. Martial Fanfare Despite the clamor of battle, you can communicate with your allies and distract your foes. At 5th level when you take the Help action, you can grant advantage on an attack roll to an ally up to 60 feet away. You can then make a weapon attack or cast a cantrip as part of the same action. Converse Performance Starting at 6th level, while you are engaged in a bardic performance you can cast counterspell without expending a spell slot. Charisma is your spellcasting ability for this spell, and you add your proficiency bonus to the Charisma check you make as part of the counterspell spell. Once you use this feature, you cannot do so again until you finish a long rest. Starting at 11th level, you can use this feature twice between long rests, and begining at 17th level you can use it three times between long rests. Unflappable Starting at 15th level you can cast Glibness once without expending a spell slot. One you use this feature you must finish a long rest before using it again.

Bardic Performances If a Bardic Performance has prerequisites, you must meet them to learn it. You can learn the performance at the same time that you meet its prerequisites. Countercurse Any time while you are performing Countercurse you can choose to end one of the following conditions on a friendly creature within 60 feet: blinded, deafened or poisoned. The chosen condition must be a result of a spell or another magical effect. Starting at 11th level, the list on conditions you can end expands to include paralyzed and petrified, or you can end a single curse or negative ongoing effect (such as a reduction of an ability score) on the target. Once you use this performance to remove an effect, you cannot do so again until you finish a long rest. Dissipating Performance Prerequsite: 7th level Any time while you are using this performance, you can attempt to end one magical effect within 60 feet as per the dispel magic spell. Charisma is your spellcasting ability for this spell and you add double your proficiency bonus to the Charisma check you make as a part of the dispel magic spell. If you sucessfully dispell the effect, you cannot benefit from this performace again until you finish a long rest. Starting at 11th level, you can use this performance twice between long rests, and at 17th level you can use it three times between long rests. Enhanced Presentation Prerequsite: 11th level Your mastery of showmanship causes your spells to have an enhanced effect. You can start this performance or switch to it as part of casting a bard spell. While using Enhanced Presentation, if you cast a bard spell by expending a spell slot you can choose one style from the list below to effect that spell. You can only affect one spell this way durring each of your bardic performances. Encore. If the spell has a duration of at least 1 minute, you can extend the durration to last until your performance ends. Mindful. If you cast a spell that requires a saving throw, you can choose one create to automatically succeed on its saving throw against the spell. Projecting. If the spell has a range of at least 5 feet, you can increase the range by 30 feet. Tandem. If the spell can only target one creature and doesn't have a range of self, you can now target a second creature when you cast the spell. Eviscerating Wit You perform using barbed insults and scathing satire to undermine your foes' confidence. While you use this performance, each hostile creature within 30 feet of you that can understand you must make a Charisma saving throw against your bard spell save DC at the start of its turn. On a failed save, the creature has disadvantage on all ability checks and saving throws while it remains in the performance’s radius. On a successful save, the creature becomes immune to this performance for 10 minutes. Fascinating Performance Prerequsite: 5th level While using this performance, each creature within 120 feet of you that isn’t hostile to you must make a Wisdom saving throw against your bard spell save DC at the start of its turn. On a failed save, the target is charmed by you until this performance ends or the target leaves its radius. A charmed target cannot move or take actions and makes Wisdom (Perception) checks with disadvantage. If you or another allied creature draws or brandishes a weapon or casts a spell affecting a charmed creature, each charmed creature can make a new Wisdom saving throw to end the effect. If any of the targets take damage or is otherwise harmed, this effect ends for all of them. If you make an attack or cast a spell that affects anyone but yourself, this effect ends. You cannot use this bardic performance if you or any creature that would be affected by it is currently engaged in combat. Inspire Dread Prerequsite: 7th level You can perform a dreadful oration or dirge to cause a feeling of terror to creep over your foes. While performing Inspire Dread, each hostile creature within 30 feet of you must make a Wisdom saving throw against your bard spell save DC at the start of its turn. On a failed save, the creature becomes frightened until the start of its next turn. On a successful save, the creature becomes immune to this performance for 10 minutes. Inspire Resolve Your words and music fill your companions with courage and the will to resist mind-altering effects. While using this performance, any friendly creature within 60 feet that can hear you has advantage on saving throws against being charmed or frightened. Hymn of Healing Any friendly creatures that come within 60 feet of you and can hear part of this performance during the course of a short rest are filled with soothing magic. Those creatures can add your Charisma modifier to any Hit Dice rolled to restore hit points at the end of a short rest. Rallying Performances Prerequsite: 9th level When you start this performance or as a reaction to a friendly creature within 60 feet of you taking damage, you can cast mass cure wounds without expending a spell slot. Beginning at 15th level, when you cast this spell using this performance, it ends the charmed, frightened, paralyzed, and stunned conditions on its targets. Each target can also use its reaction to stand up or move up to its speed. Once you use this performance to cast the spell you cannot do so again until you finish a long rest.

Seeds of Confusion Prereqisite: 7th level When you start this performance, you cast confusion without expending a spell slot. Additionally, as long as any creature is affected by a confusion spell that you cast, you can use your action to choose one of the behaviors that the confusion spell creates. Until the start of your next turn, all creatures affected by your confusion spell use the behavior you chose, instead of rolling a d10 at the start of its turn. Seeds of Doubt Prerequisite: 13th level You sow the seeds of doubt in your enemies, making them reluctant to attack you. When you start this performance, choose a creature within 60 feet of you that can hear you. While using this performance, the next time that creature attempts to target you with an attack or harmful spell, it must first make a Wisdom saving throw against your bard spell save DC. On a failed save, it must choose a new target or lose its action. This effect doesn’t protect you from spell effects that don’t target you directly, such as the explosion of a fireball. If you make an attack or cast a spell that affects anyone but yourself, this effect ends. Creatures that cannot be charmed are immune to this effect. Song of Creation Prereqisite: 17th level Your music and lyrics echo the very founding of the multiverse. When you start performing Song of Creation, choose one of the following effects: One creature is brought back to life as though resurected by the true resurection spell

You create one non-magical object no larger than a 100 cube that is worth less than 25,000 gp.

You can cast Control Weather, Earthquake, Tsunami, or Firestorm without expending a spell slot or providing the material components. This performance taxes you greatly. After one of its effects takes place, your bardic performance ends and you cannot use this or any other performance until you finish a long rest. Stupendous Improvisation Prereqisite: 11th level When you start this performance, choose any spell from the bard spell list of 6th level or lower. Anytime while using this performance, you can cast the chosen spell once without expending a spell slot as long as the casting time dosn't exceed the time remaining on your bardic performance. You must provide the material components, if any. Starting at 17th level, you can choose any spell of 7th level or lower. Once you cast a spell using this feature, you cannot do so again until you finish a long rest, and your bardic performance ends. Surpressing Performace Prereqisite: 15th level When you start this performace, you cast antimagic field without expending a spell slot or providing any material components. Once you use this performace, you cannot use it again until you finish a long rest.

Variant Fighter When you choose this fighter core, you no longer gain the following features presented in your class: Second Wind

Action Surge

Indomitable You instead gain the following features at the levels indicated in the Variant Fighter table. Variant Fighter Level Feature 2nd Combat Action 9th Improved Reflexes, Combat Action improvment 13th Superior Fighting Style 17th Iron Will, Combat Action improvment Combat Action Starting at 2nd level, you can leap into action with extreme vigor. As a bonus action you can make a single weapon attack and gain temporary hit points equal to you Constitution modifier plus your fighter level (minimum 1). You can also move up to half your speed without provoking opportunity atacks as part of the same bonus action. Starting at 9th level, you can make two weapon attacks using this feature. At 17th level the distance you can move increases to your entire speed, and you can make up to three weapon attacks. You can use this feature a number of times equal to 1 plus your Constitution modifier (minimum 1) , and regain any expended uses at the end of a long rest. Improved Reflexes By 9th level, you can duck and dodge with the best of them. You gain proficiency in Dexterity saving throws. Superior Fighting Style Starting at 13th level, your mastery of your fighting style deepens. You can choose a second option from the Fighting Style feature you gain at 2nd level, or you can choose an improved version of a fighting style you already know as detailed below. Superior Archery. You gain a +3 bonus to attack rolls you make with ranged weapons. Superior Defense. While you are wearing armor, you gain a +1 bonus to AC. You also gain a +1 bonus to all saving throws. Superior Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +4 bonus to damage rolls with that weapon. Superior Great Weapon Fighting. When you roll a 1 or a 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, but can treat any roll of 2 or lower as a 3. The weapon must have the two-handed or versatile property for you to gain this benefit. Superior Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll and make an opportunity attack against the attacker. You must be wielding a shield. Superior Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. Iron Will Your fighting spirit is as tough and durable as your body. At 17th level, you add half your proficiency bonus, rounded up, to any Intelligence, Wisdom, or Charisma saving throw that doesn't already add your proficiency bonus.

Variant Rogue When you choose this rogue core, you no longer gain the following features presented in your class: Thieves Cant

Uncanny Dodge

Evasion

Blindsight

Slippery Mind

Elusive You instead gain features at the levels indicated in the Variant Rogue table. Variant Rogue Level Feature 1st Hide in Shadows 5th Dirty Trick 7th Lighting Reflexes 14th Roguish Scheme 15th Wiley Cunning 18th Lighting Refelxes improvment, Dirty Trick improvment Hide in Shadows You know how to make yourself unseen if given the slightest advantage. You can attempt to hide even if you are only lightly obscured by dim light as long as you meet the other conditions for hiding. Dirty Trick At 5th level if given the right moment you can upend a fight with some dastardly maneuvers. You learn two of the following tricks and gain two more at 18th level. Whenever you gain a level in this class you can choose one of the tricks you know and replace it with another trick from the list. Backstab. Once on your turn when you make a melee attack, you can give yourself advantage on that attack roll if there is at least one creature hostile to your target within 5 feet of it. Once you use this trick on a target, that creature cannot be affected by this trick for 8 hours. Harassing Fire. When an enemy you can see attacks an ally that is at least 10 feet away from you, you can attempt to distract them with incoming missiles. As a reaction, make a ranged weapon attack with weapon you are holding. On a hit, you deal no damage, but that creature makes the triggering attack with disadvantage. Eye Gouge. If you hit a creature with a melee weapon attack and had advantage on the attack roll you can forgo dealing the additional damage from your sneak attack feature and instead go for the eyes. The creature you hit is blinded until the end of its next turn. Once you use this trick on a target, that creature cannot be affected by this trick for 8 hours. Hamstring. You know where to strike to stop a foe in their tracks. If you hit a creature with an attack and had advantage on the roll, you can choose to reduce that creature's speed to 0 until the end of its next turn instead of dealing the extra damage granted by your sneak attack feature. Once you use this trick on a target, that creature cannot be affected by this trick for 8 hours. Joint Lock. If you hit a creature with a melee attack and had advantage on the attack roll you can grab your foe at a weak point and severely hamper them. Instead of dealing additional damage from your sneak attack feature you can choose to grapple the target of your attack. That creature has disadvantage on melee attacks while you are grappling it. Skirmisher's Stealth. If you are hidden when you roll initiative, your first attack in combat doesn't reveal your location if you otherwise meet the conditions to hide. Lightning Reflexes By 7th level your superior reflexes allow you to avoid bodily harm. When you are hit with an attack from an attacker you can see or if you are subject to an effect that allows you to make a Dexterity saving throw, you can choose to use one of the following benefits as a reaction. If you are not wearing heavy armor, you can add your Dexterity modifier twice instead of once to your Armor Class, potentially turning a hit into a miss.

You can add double your proficiency bonus to a Dexterity saving throw, possibly turning a failure into a success. At 18th level you can use your Lighting Reflexes even if you have already expended your reaction in the curent round, but not more than once per turn. Roguish Scheme At 14th level your knowledge of the underworld and network of seedy contacts allows you exert wide influence and reap the rewards. After spending 8 hours in an area populated by civilized humanoids such as a town or a port, you can find someone to do you a favor. This NPC is determined by your DM and can provide you with a favor in the form of the benefit from any feature of your choosing granted by character backgrounds (see Chapter 4: Personality and Backgrounds). If you leave the area, harm the character providing you with the favor, or use this feature again, you loose the benefit that NPC provided. Once you use this feature, you must wait 10 days before using it again as you build a new scheme. Wiley Cunning By 15th level you've seen every trick in the book and can avoid being bamboozled. You have advantage on ability checks to recognize illusions and advantage on saving throws to avoid being charmed or frightened.

Variant Wizard When you choose this wizard core, you no longer gain the following features presented in your class: Arcane Recovery

Spell Mastery

Signature Spells You instead gain the following features at the levels indicated in the Variant Wizard table. Variant Wizard Level Feature 1st Spell Memorization 17th Studious Metamagic 20th Perfect Recall Spell Memorization You specially prepare a spell by imprinting it deep into your mind. When you cast it, it leaves an arcane echo and you retain some of its power. When you prepare spells, you can choose a number of spells that you have prepared to memorize. You cannot have the same spell memorized more than once. The number of spells and the highest level of spell you can memorize is determined by your wizard level as shown on the Spell Memorization Table. Spell Memorization Wizard Level Highest Spell Level Spells Memorized: 1st 1st 2 5th 2nd 2 8th 2nd 3 11th 3rd 3 17th 3rd 4 1 minute after you use a spell slot to cast a spell you have memorized, you can cast the same spell again without expending a spell slot. When you cast a memorized spell this way, it is always cast at its lowest possible level. For example, a 12th level wizard might memorize fireball then cast fireball using a 5th level spell slot. In 1 minute, that wizard would be able to cast fireball as a 3rd level spell without expending a spell slot. Once you cast a spell this way it escapes your memory, and you can't do so again unless you rememorize that spell when preparing your spells at end of a long rest. Studious Metamagic By 17th level your academic understanding of the arcane allows you to tweak spells beyond what most can do. Choose two spells that are no higher than 5th level and are in your spellbook. Whenever you prepare these spells you can choose to imbue them with any one metamagic option found in the sorcerer class. Casting the metamagic version of the spell expends a spell slot one level higher than normal (this first extra level doesn't count as casting at a higher level for the enhanced effects of some spells). Preparing a metamagic version of a spell counts separately from its ordinary version in the number of spells you can prepare daily. A metamagic spell you have prepared cannot be memorized using your Spell Memorization feature. Perfect Recall At 20th level the time until you can re-cast a memorized spell is reduced from 1 minute to the start of your next turn. 3