{"name":"Bard","overview":"Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds. The bard is a master of song, speech, and the magic they contain","hit_dice":"1d8","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","armor_proficiencies":"Light armor","weapon_proficiencies":"Simple weapons, hand crossbows, longswords, rapiers, shortswords","tools":"Three musical instruments of your choice","saving_throws":"Dexterity, Charisma","skills":"Choose any three","starting_equipment":"You start with the following equipment, in addition to the equipment granted by your background:\r\n[ul]\r\n[li](a) a rapier, (b) a longsword, or (c) any simple weapon[\/li]\r\n[li](a) a diplomat's pack or (b) an entertainer's pack[\/li]\r\n[li](a) a lute or (b) any other musical instrument[\/li]\r\n[li]Leather armor and a dagger[\/li]\r\n[\/ul]\r\n","spellcasting":"You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations.\r\n\r\n[b]Cantrips\r\n[br][\/b]\r\nYou know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.\r\n\r\n[b]Spell Slots\r\n[br][\/b]\r\nThe 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. For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.\r\n\r\n[b]Spells Known of 1st Level and Higher\r\n[br][\/b]\r\nYou know four 1st-level spells of your choice from the bard spell list.\r\n\r\nThe 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, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.\r\n\r\nAdditionally, 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.\r\n\r\n[b]Spellcasting Ability\r\n[br][\/b]\r\nCharisma 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.\r\n\r\n[b]Spell save DC[\/b] = 8 + your proficiency bonus + your Charisma modifier\r\n\r\n[b]Spell attack modifier[\/b] = your proficiency bonus + your Charisma modifier\r\n\r\n[b]Ritual Casting\r\n[br][\/b]\r\nYou can cast any bard spell you know as a ritual if that spell has the ritual tag.\r\n\r\n[b]Spellcasting Focus\r\n[br][\/b]\r\nYou can use a musical instrument (found in chapter 5 in the playershandbook) as a spellcasting focus for your bard spells.","class_features":"[b]Bardic Inspiration\r\n[br][\/b]\r\nYou 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.\r\n\r\nOnce 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.\r\n\r\nYou 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.\r\n\r\nYour 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.\r\n\r\n[b]Jack of All Trades\r\n[br][\/b]\r\nStarting 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.\r\n\r\n[b]Song of Rest\r\n[br][\/b]\r\nBeginning 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.\r\n\r\nThe 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.\r\n\r\n[b]Magical Inspiration (Optional)\r\n[br][\/b]\r\nAt 2nd level, 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.\r\n\r\n[b]Bard College\r\n[br][\/b]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.\r\n\r\n[b]Expertise\r\n[br][\/b]\r\nAt 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.\r\n\r\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.\r\n\r\n[b]Ability Score Improvement\r\n[br][\/b]\r\nWhen 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.\r\n\r\n[b]Bardic Versatility (Optional)\r\n[br][\/b]\r\nWhenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change in focus as you use your skills and magic:\r\n\r\n[ul]\r\n[li]Replace one of the skills you chose for the Expertise feature with one of your other skill proficiencies that isn't benefiting from Expertise.[\/li]\r\n[li]Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the bard spell list.[\/li]\r\n[\/ul]\r\n[b]Font of Inspiration\r\n[br][\/b]\r\nBeginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.\r\n\r\n[b]Countercharm\r\n[br][\/b]\r\nAt 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 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).\r\n\r\n\r\n[b]Magical Secrets\r\n[br][\/b]\r\nBy 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. 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.\r\n\r\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\r\n\r\nYou learn two additional spells from any classes at 14th level and again at 18th level.\r\n\r\n[b]Superior Inspiration\r\n[br][\/b]\r\nAt 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.","subclass_options":"[h3]Bard: College of Creation[\/h3]\r\n\r\nBards believe the cosmos is a work of art - the creation of the first dragons and gods. That creative work included harmonies that continue to resound through existence today, a power known as the Song of Creation. The bards of the College of Creation draw on that primeval song through dance, music, and poetry, and their teachers share this lesson: \"Before the sun and the moon, there was the Song, and its music awoke the first dawn. Its melodies so delighted the stones and trees that some of them gained a voice of their own. And now they sing too. Learn the Song, students, and you too can teach the mountains to sing and dance.\"\r\n\r\nDwarves and gnomes often encourage their bards to become students of the Song of Creation. And among dragonborn, the Song of Creation is revered, for legends portray Bahamut and Tiamat-the greatest of dragons -as two of the song's first singers.\r\n\r\n[b]Note of Potential\r\n[br][\/b]\r\nWhen you join the College of Creation at 3rd level, 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.\r\n\r\nWhen 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, as detailed below:\r\n\r\nAbility Check. When the creature rolls the Bardic Inspiration die to add it 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.\r\n\r\nAttack 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.\r\n\r\nSaving 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 1 temporary hit point).\r\n\r\n[b]Performance of Creation\r\n[br][\/b]\r\nAlso at 3rd level, 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 gp value of the item can't be more than 20 times your bard level, and the item must be Medium or smaller. 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. For examples of items you can create, see the equipment chapter of the Player's Handbook.\r\n\r\nOnce you create an item with this 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.\r\n\r\nThe 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).\r\n\r\n[b]Animating Performance\r\n[br][\/b]\r\nBy 6th level, 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, which uses your proficiency bonus (PB), The item is friendly to you and your companions and obeys your commands. It lives for 1 hour, until it is reduced to 0 hit points, or until you die.\r\n\r\nIn 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. That action can be one in its stat block or some other action. If you are incapacitated, the item can take any action of its choice, not just Dodge.\r\n\r\nWhen you use your Bardic Inspiration feature, you can command the item as part of the same bonus action you use for Bardic Inspiration.\r\n\r\nOnce 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.\r\n\r\n[url:[block:1042485]][\/url]\r\n\r\n[b]Creative Crescendo[br][\/b]\r\nAt 14th level, 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; the rest must be Small or Tiny.\r\n\r\nYou are no longer limited by gp value when creating items with Performance of Creation.\r\n\r\n[h3]Bard: College of Eloquence[\/h3]\r\nAdherents 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.\r\n\r\n[b]Silver Tongue[br][\/b]\r\nStarting at 3rd level, 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.\r\n\r\n[b]Unsettling Words[br][\/b]\r\nAlso at 3rd level, 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.\r\n\r\n[b]Unfailing Inspiration[br][\/b]\r\nAt 6th level, 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.\r\n\r\n[b]Universal Speech[br][\/b]\r\nAlso at 6th level, 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.\r\n\r\nOnce 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.\r\n\r\n[b]Infectious Inspiration[br][\/b]\r\nAt 14th level, 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 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.\r\n\r\nYou 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.\r\n\r\n[h3]Bard: College of Glamour[\/h3]\r\nThe College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others.\r\n\r\nThe bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. These bards are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, abusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors.\r\n\r\n[b]Mantle of Inspiration[br][\/b]\r\nWhen 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.\r\n\r\nAs a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and who can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.\r\n\r\nThe 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.\r\n\r\n[b]Enthralling Performance[br][\/b]\r\nStarting at 3rd level, you can charge your performance with seductive, fey magic.\r\n\r\nIf you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.\r\n\r\nIf a target succeeds on its saving throw, the target has no hint that you tried to charm it.\r\n\r\nOnce you use this feature, you can\u2019t use it again until you finish a short or long rest.\r\n\r\n[b]Mantle of Majesty[br][\/b]\r\nAt 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast Command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast Command as a bonus action on each of your turns, without expending a spell slot.\r\n\r\nAny creature charmed by you automatically fails its saving throw against the Command you cast with this feature.\r\n\r\nOnce you use this feature, you can\u2019t use it again until you finish a long rest.\r\n\r\n[b]Unbreakable Majesty[br][\/b]\r\nAt 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.\r\n\r\nIn addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn.\r\n\r\nOnce you assume this majestic presence, you can't do so again until you finish a short or long rest.\r\n\r\n[h3]Bard: College of Lore[\/h3]\r\nBards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.\r\n\r\nThe loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.\r\n\r\nThe college's members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.\r\n\r\n[b]Bonus Proficiencies[br][\/b]\r\nWhen you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.\r\n\r\n[b]Cutting Words[br][\/b]\r\nAlso 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.\r\n\r\n[b]Additional Magical Secrets[br][\/b]\r\nAt 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know.\r\n\r\n[b]Peerless Skill[br][\/b]\r\nStarting 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.\r\n\r\n[h3]Bard: College of Spirits[\/h3]\r\nREPORT AD\r\nBards of the College of Spirits seek tales with inherent power-be they legends, histories, or fictions-and bring their subjects to life. Using occult trappings, these bards conjure spiritual embodiments of powerful forces to change the world once more. Such spirits are capricious, though, and what a bard summons isn't always entirely under their control.\r\n\r\n\r\n[b]Guiding Whispers[br][\/b]\r\nAt 3rd level, you can reach out to spirits to guide you and others. You learn the Guidance cantrip, which doesn\u2019t count against the number of bard cantrips you know. For you, it has a range of 60 feet when you cast it.\r\n\r\n\r\n[b]Spiritual Focus[br][\/b]\r\nAt 3rd level, you employ tools that aid you in channeling spirits, be they 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.\r\n\r\nStarting 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.\r\n\r\n[b]Tales from Beyond[br][\/b]\r\nAt 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 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\u2019s effect or you finish a short or long rest.\r\n\r\nYou 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\u2019s effect. Once you do so, you can\u2019t bestow the tale\u2019s effect again until you roll it again.\r\n\r\nYou 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.\r\n\r\nIf the tale requires a saving throw, the DC equals your spell save DC.\r\n[table][tr][th]Bardic \r\ninsp. dice[\/th]\r\n[th]Tale Told Through You[\/th][\/tr]\r\n[tr][td]1[\/td]\r\n[td][b]Tale of the Clever Animal.[\/b] For the next 10 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.[\/td][\/tr]\r\n[tr][td]2[\/td]\r\n[td][b]Tale of the Renowned Duelist.[\/b] 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.[\/td][\/tr]\r\n[tr][td]3[\/td]\r\n[td][b]Tale of the Beloved Friends.[\/b] The target and another creature of its choice it can see within 5 feet of it gains temporary hit points equal to a roll of your Bardic Inspiration die + your Charisma modifier[\/td][\/tr]\r\n[tr][td]4[\/td]\r\n[td][b]Tale of the Runaway.[\/b] The target can immediately use its reaction to teleport up to 30 feet to an unoccupied space it can see. When the target teleports, it can choose a number of creatures it can see within 30 feet of it up to your Charisma modifier (minimum of 0) to immediately use the same reaction.[\/td][\/tr]\r\n[tr][td]5[\/td]\r\n[td][b]Tale of the Avenger.[\/b] For 1 minute, any creature that hits the target with a melee attack takes force damage equal to a roll of your Bardic Inspiration die.[\/td][\/tr]\r\n[tr][td]6[\/td]\r\n[td][b]Tale of the Traveler.[\/b] 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\u2019s walking speed increases by 10 feet and it gains a +1 bonus to its AC.[\/td][\/tr]\r\n[tr][td]7[\/td]\r\n[td][b]Tale of the Beguiler.[\/b] 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.[\/td][\/tr]\r\n[tr][td]8[\/td]\r\n[td][b]Tale of the Phantom.[\/b] The target becomes invisible until the end of its next turn or until it hits a creature with an attack. If it 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.[\/td][\/tr]\r\n[tr][td]9[\/td]\r\n[td][b]Tale of the Brute.[\/b] Each creature of the target\u2019s 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\u2019t knocked prone.[\/td][\/tr]\r\n[tr][td]10[\/td]\r\n[td][b]Tale of the Dragon. [\/b]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.[\/td][\/tr]\r\n[tr][td]11[\/td]\r\n[td][b]Tale of the Angel.[\/b] The target regains hit points equal to two rolls of your Bardic Inspiration die + your Charisma modifier, and you end one condition from the following list affecting the target: blinded, deafened, paralyzed, petrified, or poisoned.[\/td][\/tr]\r\n[tr][td]12[\/td]\r\n[td][b]Tale of the Mind-Bender.[\/b] You envoke 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.[\/td][\/tr][\/table]\r\n[b]Spirit Session[br][\/b]\r\nAt 6th level, spirits provide you with supernatural insights. 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 willing 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.\r\n\r\nThe 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\u2019t count against the number of bard spells you know.\r\n\r\nOnce you perform the ritual, you can\u2019t do so again until you start a long rest, and you know the chosen spell until you start a long rest.\r\n\r\n\r\n[b]Mystical Connection[br][\/b]\r\nAt 14th level, 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.\r\n\r\n[h3]Bard: College of Swords[\/h3]\r\nBards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.\r\n\r\nTheir talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade\u2019s talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks.\r\n\r\nBlades who abandon their lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves\u2019 guilds or strike out on their own as adventurers.\r\n\r\n[b]Bonus Proficiencies[br][\/b]\r\nWhen you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar.\r\n\r\nIf you\u2019re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.\r\n\r\n[b]Fighting Style[br][\/b]\r\nAt 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\r\n\r\n[ul]\r\n[li]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.[\/li]\r\n[li]Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.[\/li]\r\n[\/ul]\r\n[b]Blade Flourish[\/b][br]\r\nAt 3rd level, you learn to conduct impressive displays of martial prowess and speed.\r\n\r\nWhenever 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.\r\n\r\n[b]Defensive Flourish.[\/b] 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.\r\n\r\n[b]Slashing Flourish.[\/b] 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.\r\n\r\n[b]Mobile Flourish.[\/b] 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.\r\n\r\n[b]Extra Attack[br][\/b]\r\nStarting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\n[b]Master's Flourish[br][\/b]\r\nStarting 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.\r\n\r\n[h3]Bard: College of Valor[\/h3]\r\nBards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn't pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old.\r\n\r\n[b]Bonus Proficiencies[br][\/b]\r\nWhen you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.\r\n\r\n[b]Combat Inspiration[br][\/b]\r\nAlso 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.\r\n\r\n[b]Extra Attack[br][\/b]\r\nStarting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\n\r\n[b]Battle Magic[br][\/b]\r\nAt 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.\r\n\r\n[h3]Bard: College of Whispers[\/h3]\r\nMost folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like any other bard, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.\r\n\r\nMany other bards hate the College of Whispers, viewing it as a parasite that uses the bards\u2019 reputation to acquire wealth and power. For this reason, these bards rarely reveal their true nature unless they must. They typically claim to follow some other college, or keep their true nature secret in order to better infiltrate and exploit royal courts and other settings of power.\r\n\r\n[b]Psychic Blades[br][\/b]\r\nWhen 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.\r\n\r\nWhen you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an additional 2d6 psychic damage to that target. You can do so only once per round on your turn.\r\n\r\nThe 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.\r\n\r\n[b]Words of Terror[br][\/b]\r\nAt 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.\r\n\r\nIf you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia and fear into 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.\r\n\r\nIf the target succeeds on its saving throw, the target has no hint that you tried to frighten it.\r\n\r\nOnce you use this feature, you can\u2019t use it again until you finish a short rest or long rest.\r\n\r\n[b]Mantle of Whispers[br][\/b]\r\nAt 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 retain this shadow until you use it or you finish a long rest.\r\n\r\nYou 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.\r\n\r\nWhile 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.\r\n\r\nAnother 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.\r\n\r\nOnce you capture a shadow with this feature, you can't capture another one with it until you finish a short or long rest.\r\n\r\n[b]Shadow Lore[br][\/b]\r\nAt 14th level, you gain the ability to weave dark magic into your words and tap into a creature\u2019s deepest fears.\r\n\r\nAs 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\u2019t share a language with you or if it can\u2019t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.\r\n\r\nIf the target fails its saving throw, it is charmed by you for the next 8 hours or until you or your allies attack or damage it. It interprets the whispers as a description of its most mortifying secret.\r\n\r\nWhile you gain no knowledge of this secret, the target is convinced you know it. While charmed in this way, the creature obeys your commands for fear that you will reveal its secret. It won\u2019t 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.\r\n\r\nWhen the effect ends, the creature has no understanding of why it held you in such fear.\r\n\r\nOnce you use this feature, you can\u2019t use it again until you finish a long rest.\r\n\r\n[h3]Bard: College of the Maestro[\/h3]\r\nMusic is a powerful thing. It can bolster a burning passion, inspire the meek to bravery, and sooth a cluttered mind. Wandering bards have mastered the art of creating music to shape and manipulate the thoughts and hearts of the world through song, words, and instrument. However, it is the Maestro who has learned to evoke music from the natural world around them and weave these notes with arcane skill into melodies of dynamic and potent magic.\r\n\r\nWith but a raised hand or wand, a Maestro listens for the clang of arms on armor, the heavy footfalls of a giant, the crackle of a bolt of lightning, and catches them, crafting them into a symphony of rousing musical movements. They conduct the sounds of the battlefield like a phantom orchestra, empowering the blows of their allies, altering the minds and moods of their opponents, and changing the pace of the fray in their favor.\r\n\r\nThe College of the Maestro calls to those who enjoy enabling their companions to become even more adept, working in unison with your sonata. It refines those of raw talent into majestic performers who can pluck the thoughts from a mind like a musical note, amplify the fears of lesser beings through sourceless, ominous tones, and seemingly stretch time by commanding the tempo of a heartbeat. Maestros become heroes who can take the chaos of the world and carve it as they see fit by controlling the vibrations of music that subtly guide the realm\r\n\r\n[b]Battle Muse[br][\/b]\r\nWhen you join the College of the Maestro at 3rd level, you gain one additional use of your Bardic Inspiration feature.\r\n\r\nThis feature grants you another additional use of Bardic Inspiration at 6th level, and again at 14th level.\r\n\r\n[b]Symphony of Conflict[br][\/b]\r\nYou'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.\r\n\r\nWhen 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.\r\n\r\nYou 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.\r\n\r\n[b]Frenetic Crescendo[br][\/b]\r\nAt 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.\r\n\r\nOnce you use this feature, you must finish a long rest before you can use it again.\r\n\r\n[b]Virtuoso of Captivation[br][\/b]\r\nUpon 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.\r\n\r\nIn addition, affected targets have disadvantage on Wisdom (Perception) rolls that rely on sight or sound to detect targets other than you.\r\n\r\nIn 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.\r\n\r\n[b]Conducting Techniques[\/b]\r\n[ul]\r\n[li]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.[\/li]\r\n[li]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.[\/li]\r\n[li]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.[\/li]\r\n[li]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.[\/li]\r\n[li]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.[\/li]\r\n[li]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.[\/li]\r\n[li]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.[\/li]\r\n[li]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.[\/li]\r\n[li]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).[\/li]\r\n[li]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.[\/li]\r\n[\/ul]\r\n[h3]College of Hosting[\/h3]\r\nBards of the College of Hostung are called Hosts. A Host's talents do not lie in music, singing or dancing but in the purest, rawest form of charisma: conversation\r\n\r\nA skilled Host can make the most introverted person on the planet talk about themselves for hours, tanks to the powerful aura of Amiability, Kindness and Social Magnetism that constantly envelops them. They can lead any conversation, masterfully adapting their tone to speak with crews of sailors with just as much ease as with members of the highest of courts.\r\n\r\nHosts are seen everywhere frin decadent parties to important trade deals. It is often said that the winner in any diplomatic battle is not the one with the most money or influence, but the one with the best Host at their side. Their presence is almost addiciting, especially to those not particularly strong in social graves, as just being in the proximity of a Host makes one feel able to lead a conversation and have every listener wrapped around their little finger.\r\n\r\nHost can use their influence and their social gifts to stop wars before the soldiers even hit the ground or convince the most tyrannical of rulers to take better care of their subjects. Theu can just as easily start that same war with a twist of a conversation, gain influence and power for themselves mastermindeing their wat to more and more success, all without drawing a blade or casting a spell.\r\n\r\nThe Bardic College of Hosting shines the brightest when politival intrigue is involved in an adventure. Instead og skuking in the shadows, trading in rumors and sevrets to bring people down, the Host operates right in the open dealing in diplomacy rather than in subterfuge.\r\n\r\nDon't let this emphasis on role play and social interaction fool you into thinking that the Bardic Vollege of hosting is weak when it comes to battle. Their role is to empower their allies by taking the art of conversation to the battlefeild, and they fill that role well.\r\n\r\n[b]Magnetic Presenec[\/b][br]\r\nWhen you join the College of hosting at 3rd level, you gain the ability to enpower your friends in the art of conversation, your mere presences is stong enough to make them seem more charismatic than they actually are.\r\n\r\nWhen you are standing within 30 feet of a friendly creature, that creature can choose to use your Charisma modifier instead of thei own when rolling a Charisma Ability check. Once a creature has used your charisma modifier they can't do so again until they finish a long rest.\r\n\r\nWords of Warding[br]Starting at 3rd level, you can protect your allies using your words alone, guiding them out of harm's way.\r\n\r\nAs a bonus action, vhoose a number of creatures that can hear you, up to a number equal to you Charisma modifier (minimum of one) and roll a Bardic Indpiration die. You can now distribute the number rolled and add it to the AC of the creatures chosen. A singel creatures can't increase thair AC by more than 2 points.\r\n\r\nThis effect lasts for 1 minutte. You can end this effect with a bonus action. This bardic inspiration feature can't be used simultaneously with other bardic inspiration features. For instance, you can't use Word of Warding and Word of Steel at the same time.\r\n\r\nWords of Steel[br]\r\nAt 6th level, your words ring truer than any others, including those said when casting a spell. As a bonus action you can roll a Bardic Inspiration Die and add the total number to you Spell Save DC.\r\n\r\nThis effect last for 1 minute. You can end this effect with a bonus action. Every time you forve a creature to make a saving throw against your Spell Save DC, it foes down by one untli it has decreased back to its normal state. Once you use this feature you can't use it again until you finish a shot or long rest. This use of bardic inspiration can't be used simultaneously with other bardic inspiration features. For instance, you can't use Word of Steel and Word of Warding at the same time.\r\n\r\n[b]Words of Resolve[\/b][br]\r\nAt 14th level, you gain the ability to talk with a mystical aura of charisma that gives your allies the resolce and determination they need ti accomplish any task.\r\n\r\nAs an action choose a number of creatures tht can hear you, up to a number equal to your Charisma modifier (minimum of one) and roll a Bardic Inspiration die. Each of them can add the number rolled to all Charisma saves and have advantage againts being charmed and to see through illusions.\r\n\r\nThis effect lasts for 1 minute. You can end this effect with a bonus action. This use of Bardic Inspiration can't be used simultaneously with other Bardic Inspiration features. For instance, you can't use Words of Resolve and Words of Warding at the same time.\r\n\r\n[h3]Bardic College of Botany[\/h3]\r\nThe bards that choose to follow the ways of the\r\nCollege of Botany come from many different walks\r\nof life. Gardeners that talk to their plants, rugged\r\nfolk who harmonize with the sounds of the forest,\r\ncrafters who turn organic goods into works of art\r\n\u2014all can be found among students of this school.\r\n\r\n[b]Bonus Cantrip and Proficiencies[br][\/b]\r\nWhen you join the College of Botany at 3rd level,\r\nyou learn one cantrip of your choice from the druid\r\nspell list. You also gain proficiency with medium\r\narmor and the nature skill, if you do not already\r\nhave it.\r\n\r\n[b]Green Thumb[br][\/b]\r\nAt 3rd level, you gain a new way to use your bardic\r\ninspiration. As a bonus action, you can expend one\r\nof your uses of Bardic Inspiration to cause vines to\r\nsurround yourself or any one creature that you can\r\nsee within 30 feet of you. When you do so, choose\r\none of the following effects:\r\n[ul]\r\n[li]The vines knit themselves together in a way that resembles armor. For the next minute, the target\u2019s AC can\u2019t be lower than 10 + your spell attack modifier.[\/li]\r\n[li]The target must make a Strength saving throw against your spell save DC. On a failed save, the target is restrained by the vines for 1 minute. At the end of each of its turns, the target can make another Strength saving throw, ending the effects on a success.[\/li]\r\n[\/ul]\r\nThese effects end early if you are knocked\r\nunconscious.\r\n\r\n[b]Plant Whisperer[br][\/b]\r\nAt 6th level, you can better understand how to to\r\nimprove your plants and manipulate the land\r\naround you. You learn the speak with plants spell,\r\nif you don\u2019t already know it, and can cast it up to a\r\nnumber of times equal to your Charisma modifier.\r\nYou regain any expended uses of this ability after\r\ncompleting a long rest.\r\nAdditionally, you can no longer become lost in\r\nforests and ignore all naturally created difficult\r\nterrain within them.\r\n\r\n[b]Song of the Seasons[br][\/b]\r\nStarting at 14th level, you can channel the energy\r\nof the different seasons to provide bonuses to your\r\nallies. As a bonus action, you can expend one use of\r\nyour Bardic Inspiration to grant an ally within\r\nrange one of the following bonuses for the next 10\r\nminutes. A creature can only benefit from one effect\r\nat a time.\r\n[table][tr][th]Season[\/th]\r\n[th]Effect[\/th][\/tr]\r\n[tr][td]Fall[\/td]\r\n[td]Advantage on saving throws\r\nagainst being charmed[\/td][\/tr]\r\n[tr][td]Winter[\/td]\r\n[td]Resistance to cold damage[\/td][\/tr]\r\n[tr][td]Spring[\/td]\r\n[td]Advantage on saving throws\r\nagainst illusions[\/td][\/tr]\r\n[tr][td]Summer[\/td]\r\n[td]Resistance to fire damage[\/td][\/tr][\/table]\r\n\r\n[h3]Bardic College of Leadership[\/h3]\r\nBards of the College of Leadership are natural born\r\nleaders who thrive in taking charge. These bards\r\nare often found giving rousing speeches whenever\r\nthe mood strikes\u2014whether they\u2019re inspiring troops\r\nor motivating their family to get out of bed in the\r\nmorning. While they might seem like mere\r\ncheerleaders to an observer, a well-trained leader\r\ncan make their followers nearly invincible.\r\n\r\n[b]Bonus Proficiencies[br][\/b]\r\nWhen you join the College of Leadership at 3rd\r\nlevel, you gain proficiency with medium armor,\r\nmartial weapons, and one Charisma skill of your\r\nchoice.\r\n\r\n[b]Motivational Speaker[br][\/b]\r\nAlso at 3rd level, you can motivate your companions\r\nand strengthen their resolve. As an action, you can\r\nexpend one of your uses of Bardic Inspiration to\r\nchoose a number of friendly creatures equal to your\r\nCharisma modifier that can hear and understand\r\nyou. Each creature gains temporary hit points equal\r\nto your bard level + your proficiency bonus for 1\r\nhour.\r\n\r\n[b]Tactical Advantage[br][\/b]\r\nStarting at 6th level, you can give an encouraging\r\nspeech as you enter combat. After you and your\r\nallies roll initiative, you can expend one of your uses\r\nof Bardic Inspiration to choose a number of friendly\r\ncreatures equal to your Charisma modifier within\r\n60 feet that can hear you. The chosen creatures can\r\nreroll their initiative, but must use the new roll.\r\nOnce you use this feature, you can\u2019t use it again\r\nuntil you finish a short or long rest.\r\n\r\n[b]Infectious Inspiration[br][\/b]\r\nAt 14th level, when a creature adds one of your\r\nBardic Inspiration dice to its ability check, attack\r\nroll, or saving throw and the roll fails, the creature\r\ncan keep the Bardic Inspiration die.\r\nIn addition, when a creature adds one of your\r\nBardic Inspiration dice to its ability check, attack\r\nroll, or saving throw and the roll succeeds, you can\r\nuse your reaction to encourage a different creature\r\nother than yourself that can hear you within 60\r\nfeet, giving it a Bardic Inspiration die without\r\nexpending any of your Bardic Inspiration uses. You\r\ncan use this reaction a number of times equal to\r\nyour Charisma modifier (minimum of once), and\r\nyou regain all expended uses when you finish a long\r\nrest.\r\n\r\n[h3]College of Cantors[\/h3]\r\nThe cantors are a group of bards who lead the faithful\r\nthrough the praise and worship of the gods. Their\r\nmusic is directed towards the heavens, with their\r\ninstruments usually relating in some way to the god\r\nthat they worship. Cantors are well loved within\r\ntheir respective communities, and it is hard to find a\r\ntalented cantor who will stay in one place for long, as\r\nthe demand for their soothing hymns is widespread.\r\n\r\n[b]Heavenly Voice[\/b][br]\r\nWhen you choose this college at 3rd level, you gain\r\nthe thaumaturgy cantrip, which counts as a bard spell\r\nfor you and does not count against the number of\r\ncantrips you can learn.\r\n\r\n[b]Healing Hymn[br][\/b]\r\nAlso at 3rd level, when you cast a spell of 1st level\r\nor higher which restores hit points to one or more\r\ncreatures, you can expend one use of your Bardic\r\nInspiration to bolster that healing. Each creature\r\nthat regains hit points adds a roll of your Bardic\r\nInspiration die plus half your bard level to the\r\nnumber of hit points regained.\r\n\r\n[b]Angelic Chorus[br][\/b]\r\nStarting at 6th level, your heavenly music empowers\r\nthose who join in its chorus. You can create\r\nthe following additional effects when using the\r\nthaumaturgy cantrip:\r\n[ul]\r\n[li]As part of the action used to cast this spell, you can use the Help action to aid two allies. If you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.[\/li]\r\n[li]You ward a willing creature you can see within 30 feet with a shimmering golden radiance for up to 1 minute. Only one creature can be warded using this ability at a time. When an attacker within 5 feet of the warded creature hits it with an attack, the creature can use its reaction to deal radiant damage equal to half your bard level to the attacker.[\/li]\r\n[\/ul]\r\n\r\n[b]Song of the Divines[br][\/b]\r\nStarting at 14th level, you can use your Healing\r\nHymn ability without expending uses of your Bardic\r\nInspiration.\r\n\r\n[h3]College of Graffiti[\/h3]\r\nTo many, the College of Graffiti is a nuisance, a\r\nband of hooligans that vandalize the city with no\r\nregard for the law. But bards who learn to tag know\r\nthat graffiti is the single greatest art form. Graffiti\r\nartists use the entire city as their canvases, placing\r\nmurals of inspiration where everyone can see them\r\nand personal tags where few will notice. Theirs is a\r\nbold, creative endeavor that, while illegal, breathes\r\nvibrancy into the city and emboldens those within it.\r\n\r\n[b]Bonus Proficiencies[\/b][br]\r\nStarting when you choose this college at 3rd level,\r\nyou gain proficiency with painter's supplies and in\r\nyour choice of the Stealth or Sleight of Hand skill.\r\n\r\n[b]Street Art[\/b][br]\r\nAlso at 3rd level, you learn the tag cantrip, which\r\ncounts as a bard cantrip for you, but doesn\u2019t count\r\nagainst your number of cantrips known.\r\nWhen you cast the tag cantrip, you can expend\r\none use of your Bardic Inspiration to spray out a\r\nmural. For the next minute, you and all friendly\r\ncreatures within 30 feet of the mural that can see it\r\ngain a +1 bonus to ability checks, attack rolls, and\r\nsaving throws, up to a maximum of +3. You can use\r\nthis ability again and expend more uses of Bardic\r\nInspiration to expand this mural further, increasing\r\nthe bonus by 1 each time.\r\n\r\n[b]Signature Mark[\/b][br]\r\nStarting at 6th level, you can paint a target on a\r\ncreature\u2019s back. As a bonus action, you can attempt\r\nto magically spray a signature mark directly onto\r\na creature you can see within 5 feet of you. Make\r\na melee spell attack roll against that creature. On a\r\nhit, the creature is marked. Once on each of your\r\nturns, when you hit a creature you have marked with\r\na melee weapon attack, you can add 1d8 to the roll.\r\nAdditionally, when a friendly creature makes an\r\nattack against a creature you have marked, you can\r\nuse your reaction to grant advantage on the attack\r\nroll.\r\n\r\nA creature can remove its armor or outermost\r\nclothing or wash itself with soap as an action to\r\nremove its tag.\r\n\r\n[b]Kaleidoscopic Spray[br][\/b]\r\nBeginning at 14th level, as an action, you can let\r\nloose a flurry of magical paint, coating every surface.\r\nEach creature you choose in a 15-foot cone must\r\nmake a Dexterity saving throw against your spell save DC or be blinded until the end of its next turn.\r\nEach creature in the area is marked by you, whether\r\nor not succeeds its saving throw.\r\n\r\nOnce you use this ability, you can't use it again\r\nuntil you finish a short or long rest.\r\n\r\n[h3]College of Jesters[\/h3]\r\nConsummate humorists, acrobats, and orators,\r\nbards of the College of Jesters can often be found in\r\nroyal courts and livening up the local tavern. These\r\nbards specialize in truth through biting humor,\r\nrather than stories or sonnets, and compliment their\r\nrazor wits with acrobatic stunts and other feats of\r\nshowmanship. When among nobility, jesters offer\r\noff-kilter wisdom and fierce satire in equal measures.\r\nAmong their peers, jesters make fine companions, as\r\nlong as you can take a joke.\r\n\r\n[b]Raconteur[br][\/b]\r\nWhen you join this college at 3rd level, you learn the\r\nvicious mockery cantrip if you don't already know\r\nit. You can spend a use of your Bardic Inspiration\r\nwhen a creature fails a saving throw against vicious\r\nmockery to add a roll of the Bardic Inspiration die\r\nplus your Charisma modifier to the damage roll.\r\nIf a creature fails its saving throw against vicious\r\nmockery by 5 or more, it also has disadvantage on\r\nthe first saving throw it makes before the beginning\r\nof its next turn.\r\n\r\n[b]Advanced Tumbling[br][\/b]\r\nAlso at 3rd level, you can move through the space\r\nof any creature by performing acrobatic bounds and\r\nflips. Once you have moved through a creature's\r\nspace, that creature has disadvantage on opportunity\r\nattacks against you until the end of your turn.\r\n\r\n[b]Juggling[br][\/b]\r\nBy 6th level, you are a renowned and daring juggler.\r\nYou can use your bonus action to start juggling\r\na number of thrown weapons up to twice your\r\nproficiency bonus. Once on each of your turns, when\r\nyou take the Attack action to throw a weapon, move\r\nout of a creature's reach, or cast the vicious mockery\r\ncantrip, you can make one ranged weapon attack\r\nagainst a creature you can see using one of your\r\njuggled weapons.\r\n\r\n[b]Grande Finale[br][\/b]\r\nStarting at 14th level, you can perform a climactic\r\nstunt, conclude a stirring oration, or bring a song to\r\na close with pizzazz. When you use this feature,\r\nyou can take one additional action on top of\r\nyour regular action and a possible bonus action.\r\nYou can't use this feature on the first round of\r\ncombat. Once you use this feature, you can\u2019t\r\ntake actions on your following turn.\r\n\r\n[h3]College of the Mad God[\/h3]\r\nIn the middle of the night, you hear the music.\r\nEvery time, it begins the same way, rising from a\r\nlow drone into a deafening cacophony. The noise is\r\nmaddening. In your waking hours, your fingers learn\r\nto imitate this melody and bring others to your level\r\nof psychosis.\r\n\r\nSome attribute the dreadful nightmares to a\r\ncurse or stress, but you know better. You and others\r\nlike you are called nightly by the beating of vile\r\ndrums and the thin monotonous whine of accursed\r\nflutes, the sounds of a mad god who echoes the\r\npandemonium of the universe, and summons you to\r\ndo something. You know not what.\r\n\r\n[b]Bonus Proficiencies[br][\/b]\r\nWhen you join this college at 3rd level, you gain\r\nproficiency in one skill, which is selected for you by\r\nthe GM. Whenever you finish a long rest, your GM\r\ncan change this selection.\r\n\r\n[b]Cacophony[br][\/b]\r\nBy 3rd level, the discordant sounds of your\r\ninstrument can drive others to tears and utter\r\nmadness. Once on each of your turns, when a\r\ncreature fails an Intelligence, Wisdom, or Charisma\r\nsaving throw against one of your bard spells or\r\nfeatures while you are holding an instrument, you\r\ncan expend a use of your Bardic Inspiration to play a\r\ncacophonous noise. A deafened creature is immune\r\nto this effect. Choose one of the following effects:\r\n[ul]\r\n[li]The creature takes psychic damage equal to a roll of your Bardic Inspiration die.[\/li]\r\n[li]The creature is deafened and cant speak until the end of its next turn.[\/li]\r\n[li]The creature moves up to 10 feet in a direction you choose. This movement doesn't provoke opportunity attacks.[\/li]\r\n[\/ul]\r\n\r\n[b]Frenzied Strings[br][\/b]\r\nStarting at 6th level, as an action, you can play a\r\nmind-infecting tune for a creature within 60 feet that\r\ncan hear you. This creature must make a Wisdom\r\nsaving throw or be frenzied for up to 1 minute. The\r\ncreature can repeat this saving throw whenever it\r\ntakes damage, ending the effect on itself on a success.\r\nA frenzied creature loses the ability to\r\ndistinguish between friend and foe, regarding all\r\ncreatures it can see as enemies. While frenzied, the\r\ncreature chooses the targets for its attacks, spells, and\r\nabilities randomly from among the creatures it can\r\nsee within range, and it must make an opportunity\r\nattack if any creature provokes one.\r\nOnce you use this ability, you can\u2019t use it again\r\nuntil you finish a short or long rest.\r\n\r\n[b]Mad Melody[br][\/b]\r\nBeginning at 14th level, you can use your action to\r\nbegin playing the accursed melody which haunts\r\nyour dreams. On each of your subsequent turns, you\r\ncan use your action to continue the melody. Only\r\ncreatures you choose within 60 feet of you can hear\r\nthe melody; all other creatures hear it as discordant\r\nnoise. Even deafened creatures can hear the haunting\r\nmelody.\r\n\r\nWhen you use your action to play the melody,\r\na creature that can hear the melody must make a\r\nWisdom saving throw against your spell save DC. On\r\na failed save, it takes psychic damage and suffers an\r\nadditional effect based on the number of consecutive\r\nturns you have been playing the melody, as shown\r\non the Mad Melody table. After four consecutive\r\nrounds, or if no creature hears the melody for one\r\nround, the melody begins again at the first round.\r\n[table][tr][th]Rond[\/th]\r\n[th]Psychic\r\nDamage[\/th]\r\n[th]Effect[\/th][\/tr]\r\n[tr][td]1st[\/td]\r\n[td]4d8[\/td]\r\n[td]The target is deafened[\/td][\/tr]\r\n[tr][td]2nd[\/td]\r\n[td]7d8[\/td]\r\n[td]The target can\u2019t speak and\r\nhas disadvantage on ability\r\nchecks.[\/td][\/tr]\r\n[tr][td]3rd[\/td]\r\n[td]4d8[\/td]\r\n[td]The target is charmed by you\r\nuntil the end of its turn[\/td][\/tr]\r\n[tr][td]4th[\/td]\r\n[td]9d8[\/td]\r\n[td]-[\/td][\/tr][\/table]\r\n[h3]College of Masks[\/h3]\r\nBards in the College of Masks (the masters of\r\nmasks, as they have come to be called) are virtuoso\r\nperformers who practice becoming the figure they\r\nportray, rather than merely imitating them. Bards\r\nwho join in this college come to believe that all life\r\nis performed, rather than lived, and that to become\r\nan actor in this Great Play requires that one merely\r\nputs on the metaphorical mask of another. To engage\r\nin this great stage drama, a master of masks carries\r\nwith him a number of masks, each a potent magical\r\nartifact of a specific archetypal character or creature\r\nto allow them to better enter those roles.\r\n\r\n[b]Bonus Proficiencies[\/b][br]\r\nWhen you join the College of Masks at 3rd level, you\r\ngain proficiency in the Performance skill.\r\n\r\n[b]Persona Masks[\/b][br]\r\nAlso at 3rd level, you learn to craft potent magical\r\nmasks, each of which allows you to take on a\r\ndifferent persona and gain some aspect of that\r\narchetypal character. You gain two Persona Masks of\r\nyour choice. You gain an additional mask at 6th level\r\n(3 masks) and another one at 14th level (4 masks).\r\nYou can exchange a mask you have for another mask\r\nwhenever you gain a level in this class. If one of your\r\nmasks is lost or stolen, you can remake the mask\r\nwith 8 hours of work and 100 gp in materials.\r\n\r\nYou can put on a mask or switch masks as a\r\nbonus action. Only you can gain the effects of your\r\nPersona Masks.\r\n\r\nBeginning at 6th level, some of your persona\r\nmasks improve and gain additional abilities.\r\n\r\n[b]Hidden Persona[\/b][br]\r\nBy 6th level, you wear the masks of others wherever\r\nyou go, even when others cannot see it. You can use\r\nyour bonus action to cause a mask you are wearing\r\nto become invisible or return to visibility.\r\n\r\n[b]Master of Many Faces[br][\/b]\r\nAt 14th level, you have become a master of assuming\r\nthe archetypes contained within the masks. You can\r\nwear two masks simultaneously, gaining the benefits\r\nof each.\r\n\r\n[b]Persona Masks[br][\/b]\r\nThe following masks are listed alphabetically.\r\n\r\n[b]Angel[br][\/b]\r\nAn alluring, serene face gazes out of this mask of\r\nflawless alabaster. When you hit a creature with a\r\nmelee weapon attack, you can expend a use of your\r\nBardic Inspiration to deal additional radiant damage\r\nto the target equal to the number you roll on the\r\nBardic Inspiration die plus your Charisma modifier.\r\n\r\n[b]Archmage[br][\/b]\r\nThis clay mask bears exaggerated wrinkles and the\r\nscowl of a cantankerous old man. You know the\r\nfire bolt cantrip, as well as the spells shown on the\r\ntable below. As you gain higher levels in this class,\r\nyou know additional spells while wearing the mask.\r\nThese spells count as bard spells for you, but don\u2019t\r\ncount against the total number of spells you know\r\n[table][tr][th]Bard Level[\/th]\r\n[th]Spells[\/th][\/tr]\r\n[tr][td]3rd[\/td]\r\n[td]gust of wind, scorching ray[\/td][\/tr]\r\n[tr][td]5th[\/td]\r\n[td]lightning bolt, protection from energy[\/td][\/tr]\r\n[tr][td]7th[\/td]\r\n[td]dimension door, ice storm[\/td][\/tr]\r\n[tr][td]9th[\/td]\r\n[td]scrying, wall of stone[\/td][\/tr][\/table]\r\n\r\n[b]Devil[br][\/b]\r\nThis obsidian mask grins with the fangs and horns\r\nof a handsome fiend. As a reaction when you take\r\ndamage from a creature you can see within 5 feet\r\nof you, you can expend one use of your Bardic\r\nInspiration to deal fire damage equal to two rolls of\r\nyour Bardic Inspiration die to the creature.\r\n\r\n[b]Dragon[br][\/b]\r\nPainted cloth forms the scales, horns, eyes, flowing\r\nwhiskers, and teeth of a multihued dragon\u2019s head.\r\nWhile you wear this mask, you can use your action\r\nand expend one use of your Bardic Inspiration to\r\nexhale destructive energy. Each creature in a 15-foot\r\ncone must make a Dexterity saving throw against\r\nyour spell save DC. A creature takes fire damage\r\nequal to three rolls of your Bardic Inspiration die on\r\na failed save, or half as much damage on a successful\r\none.\r\n\r\n[b]Faceless[br][\/b]\r\nTwo perfectly round eyeholes stare out of this\r\notherwise blank, featureless porcelain mask. While\r\nyou wear this mask, can cast the spell disguise\r\nself without expending a spell slot or material\r\ncomponents.\r\n\r\n[b]Fool[br][\/b]\r\nThis porcelain mask of a grinning jester is adorned\r\nwith bells, ribbons, and vibrant checkerboard paints.\r\nWhile you wear this mask, your movement speed\r\nincreases by 10 feet. Additionally, you can take the\r\nDisengage action as a bonus action.[br]\r\n[b]Improvement.[\/b] Beginning at 6th level, you can\r\ntake the Dash action as a bonus action.\r\n\r\n[b]Gladiator[br][\/b]\r\nThis grim metal helm, pockmarked and scratched,\r\nconceals the entire face. While you wear this mask,\r\nyou have proficiency with martial weapons and\r\nshields.[br]\r\n[b]Improvement. [\/b]Beginning at 6th level, you can\r\nadd your Charisma modifier to your melee weapon\r\ndamage rolls.\r\n\r\n[b]High Priest[br][\/b]\r\nIn lieu of a face, this bronze mask bears the image\r\nof a holy symbol, with the barest of slits to see out\r\nof. You know the sacred flame cantrip, as well as the\r\nspells shown on the table below. As you gain higher\r\nlevels in this class, you know additional spells while\r\nwearing the mask. These spells count as bard spells\r\nfor you, but don\u2019t count against the total number of\r\nspells you know.\r\n[table][tr][th]Bard Level[\/th]\r\n[th]Spells[\/th][\/tr]\r\n[tr][td]3rd[\/td]\r\n[td]aid, lesser restoration[\/td][\/tr]\r\n[tr][td]5th[\/td]\r\n[td]mass healing word, tongues[\/td][\/tr]\r\n[tr][td]7th[\/td]\r\n[td]banishment, death ward[\/td][\/tr]\r\n[tr][td]9th[\/td]\r\n[td]greater restoration, mass cure\r\nwounds[\/td][\/tr][\/table]\r\n\r\n[b]Lord[br][\/b]\r\nThis gleaming silver mask bears a golden, jeweled\r\ndiadem instead of eyes. When a creature rolls one of\r\nyour Bardic Inspiration dice and rolls a 1 while you\r\nwear this mask, it can reroll the die and must use the\r\nnew roll.[br]\r\n[b]Improvement.[\/b] Starting at 6th level, the\r\ncreature can reroll the Bardic Inspiration die when it\r\nrolls a 1 or 2, and must use the new roll.\r\n\r\n[b]Spirit[\/b][br]\r\nThis white fabric mask conceals the face as a funeral\r\nshroud, with two gold coins sewn over the eyes. You\r\nbecome invisible if you do not speak, move, or take\r\nany actions for 1 minute. You remain invisible for\r\nup to 10 minutes, or until you remove this mask,\r\ntake damage, make an attack, or cast a spell. While\r\ninvisible, you can become half-visible as a ghostly\r\nimage or return to invisibility as a bonus action.[br]\r\n[b]Improvement.[\/b] Starting at 6th level, while\r\ninvisible, you levitate an inch above the ground,\r\nwhich allows you to ignore difficult terrain and make\r\nno noise while moving.\r\n\r\n[h3]College of Romance[\/h3]\r\nLove is a powerful thing, and none know this\r\nbetter than the bards of the College of Romance.\r\nParamours, seductors, and silver-tongued devils,\r\nthese bards have turned the art of wooing someone\r\ninto a science, which they ply to their advantage with\r\nmechanical efficiency. Given the option, these bards\r\nwould rather make love than war, knowing full well\r\nthat an enemy turned ally is twice as effective as an\r\nenemy slain.\r\n\r\n[b]Likeable[br][\/b]\r\nStarting when you choose this college at 3rd level,\r\nyou have a magnetic personality. You can use your\r\nbonus action to distract a hostile creature you have\r\ncharmed. On its turn, the charmed creature has\r\ndisadvantage on attack rolls and can't move further\r\naway from you unless it first takes the Disengage\r\naction.\r\n\r\nIf you charm a creature that isn't hostile to\r\nyou, it regards you and your allies as friendly\r\nacquaintances.\r\n\r\n[b]Cupid's Arrow[br][\/b]\r\nAlso at 3rd level, you can sway other creatures\r\nthrough your personality. As an action, expend one\r\nuse of Bardic Inspiration and choose one creature\r\nyou can see within 30 feet which can see or hear you\r\nto make a Wisdom saving throw. On a failed save, the\r\ncreature is charmed by you for a number of rounds\r\nequal to the die roll.\r\n\r\nThis effect ends early if you move more than\r\n30 feet away from the creature, if the creature can\r\nneither see nor hear you, if the creature takes damage\r\nfrom you or your allies, or if you use this ability\r\nagain.\r\n\r\n[b]Enemy of my Enemy[br][\/b]\r\nAt 6th level, when you take the Attack action, you\r\ncan use your bonus action to direct a creature you\r\nhave charmed that can see or hear you to attack. That\r\ncreature can immediately use its reaction to make\r\none weapon attack.\r\n\r\n[b]Infatuate[br][\/b]\r\nStarting at 14th level, you can make yourself the\r\nobject of another creature's affections. You can use\r\nyour action to touch an incapacitated humanoid.\r\nThat creature is then charmed by you until a remove\r\ncurse spell is cast on it, the charmed condition is\r\nremoved from it, or you use this feature again.\r\nOnce you use this feature, you can't use it again\r\nuntil you finish a short or long rest.","table_data":"Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th\r\n1st | +2 | Spellcasting, Bardic Inspiration (d6) | 2 | 4 | 2 | - | - | - | - | - | - | - | -\r\n2nd | +2 | Jack of All Trades, Song of Rest (d6), Magical Inspiration (Optional) | 2 | 5 | 3 | - | - | - | - | - | - | - | -\r\n3rd | +2 | Bard College, Expertise | 2 | 6 | 4 | 2 | - | - | - | - | - | - | -\r\n4th | +2 | Ability Score Improvement, Bardic Versatility (Optional) | 3 | 7 | 4 | 3 | - | - | - | - | - | - | -\r\n5th | +3 | Bardic Inspiration (d8), Font of Inspiration | 3 | 8 | 4 | 3 | 2 | - | - | - | - | - | -\r\n6th | +3 | Countercharm, Bard College feature | 3 | 9 | 4 | 3 | 3 | - | - | - | - | - | -\r\n7th | +3 | - | 3 | 10 | 4 | 3 | 3 | 1 | - | - | - | - | -\r\n8th | +3 | Ability Score Improvement, Bardic Versatility (Optional) | 3 | 11 | 4 | 3 | 3 | 2 |- | - | - | - | -\r\n9th | +4 | Song of Rest (d8) | 3 | 12 | 4 | 3 | 3 | 3 | 1 | - | - | - | -\r\n10th | +4 | Bardic Inspiration (d10), Expertise, Magical Secrets | 4 | 14 | 4 | 3 | 3 | 3 | 2 | - | - | - | -\r\n11th | +4 | - | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | -\r\n12th | +4 | Ability Score Improvement, Bardic Versatility (Optional) | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | -\r\n13th | +5 | Song of Rest (d10) | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | -\r\n14th | +5 | Magical Secrets, Bard College feature | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | -\r\n15th | +5 | Bardic Inspiration (d12) | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | -\r\n16th | +5 | Ability Score Improvement, Bardic Versatility (Optional) | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | -\r\n17th | +6 | Song of Rest (d12) | 4 | 20 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1\r\n18th | +6 | Magical Secrets | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1\r\n19th | +6 | Ability Score Improvement, Bardic Versatility (Optional) | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1\r\n20th | +6 | Superior Inspiration | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1","source":"","jsondata":"","tags":"","templateId":"5460","blockId":"1032408","world":"d194c924-ea68-4f59-94f7-49b4fbf38da0","folder":"15334","isShared":"on"}