Files
5etools-mirror-2.github.io/data/class/class-bard.json
TheGiddyLimit 99cb60d804 v1.206.0
2024-04-23 23:14:25 +01:00

2457 lines
96 KiB
JSON
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

{
"class": [
{
"name": "Bard",
"source": "PHB",
"page": 51,
"srd": true,
"hd": {
"number": 1,
"faces": 8
},
"proficiency": [
"dex",
"cha"
],
"spellcastingAbility": "cha",
"casterProgression": "full",
"cantripProgression": [
2,
2,
2,
3,
3,
3,
3,
3,
3,
4,
4,
4,
4,
4,
4,
4,
4,
4,
4,
4
],
"spellsKnownProgression": [
4,
5,
6,
7,
8,
9,
10,
11,
12,
14,
15,
15,
16,
18,
19,
19,
20,
22,
22,
22
],
"additionalSpells": [
{
"name": "Magical Secrets",
"known": {
"10": [
{
"choose": "level=0;1;2;3;4;5"
},
{
"choose": "level=0;1;2;3;4;5"
}
],
"14": [
{
"choose": "level=0;1;2;3;4;5;6;7"
},
{
"choose": "level=0;1;2;3;4;5;6;7"
}
],
"18": [
{
"choose": ""
},
{
"choose": ""
}
]
}
}
],
"startingProficiencies": {
"armor": [
"light"
],
"weapons": [
"simple",
"{@item hand crossbow|phb|hand crossbows}",
"{@item longsword|phb|longswords}",
"{@item rapier|phb|rapiers}",
"{@item shortsword|phb|shortswords}"
],
"tools": [
"three {@item musical instrument|PHB|musical instruments} of your choice"
],
"toolProficiencies": [
{
"anyMusicalInstrument": 3
}
],
"skills": [
{
"any": 3
}
]
},
"startingEquipment": {
"additionalFromBackground": true,
"default": [
"(a) a {@item rapier|phb}, (b) a {@item longsword|phb}, or (c) any {@filter simple weapon|items|source=phb|category=basic|type=simple weapon}",
"(a) a {@item diplomat's pack|phb} or (b) an {@item entertainer's pack|phb}",
"(a) a {@item lute|phb} or (b) any other {@filter musical instrument|items|miscellaneous=mundane|type=instrument}",
"{@item Leather armor|phb}, and a {@item dagger|phb}"
],
"goldAlternative": "{@dice 5d4 × 10|5d4 × 10|Starting Gold}",
"defaultData": [
{
"a": [
"rapier|phb"
],
"b": [
"longsword|phb"
],
"c": [
{
"equipmentType": "weaponSimple"
}
]
},
{
"a": [
"diplomat's pack|phb"
],
"b": [
"entertainer's pack|phb"
]
},
{
"a": [
"lute|phb"
],
"b": [
{
"equipmentType": "instrumentMusical"
}
]
},
{
"_": [
"Leather armor|phb",
"dagger|phb"
]
}
]
},
"multiclassing": {
"requirements": {
"cha": 13
},
"proficienciesGained": {
"armor": [
"light"
],
"skills": [
{
"choose": {
"from": [
"athletics",
"acrobatics",
"sleight of hand",
"stealth",
"arcana",
"history",
"investigation",
"nature",
"religion",
"animal handling",
"insight",
"medicine",
"perception",
"survival",
"deception",
"intimidation",
"performance",
"persuasion"
],
"count": 1
}
}
],
"tools": [
"one {@item musical instrument|PHB} of your choice"
],
"toolProficiencies": [
{
"anyMusicalInstrument": 1
}
]
}
},
"classTableGroups": [
{
"colLabels": [
"{@filter Cantrips Known|spells|level=0|class=bard}",
"{@filter Spells Known|spells|class=bard}"
],
"rows": [
[
2,
4
],
[
2,
5
],
[
2,
6
],
[
3,
7
],
[
3,
8
],
[
3,
9
],
[
3,
10
],
[
3,
11
],
[
3,
12
],
[
4,
14
],
[
4,
15
],
[
4,
15
],
[
4,
16
],
[
4,
18
],
[
4,
19
],
[
4,
19
],
[
4,
20
],
[
4,
22
],
[
4,
22
],
[
4,
22
]
]
},
{
"title": "Spell Slots per Spell Level",
"colLabels": [
"{@filter 1st|spells|level=1|class=bard}",
"{@filter 2nd|spells|level=2|class=bard}",
"{@filter 3rd|spells|level=3|class=bard}",
"{@filter 4th|spells|level=4|class=bard}",
"{@filter 5th|spells|level=5|class=bard}",
"{@filter 6th|spells|level=6|class=bard}",
"{@filter 7th|spells|level=7|class=bard}",
"{@filter 8th|spells|level=8|class=bard}",
"{@filter 9th|spells|level=9|class=bard}"
],
"rowsSpellProgression": [
[
2,
0,
0,
0,
0,
0,
0,
0,
0
],
[
3,
0,
0,
0,
0,
0,
0,
0,
0
],
[
4,
2,
0,
0,
0,
0,
0,
0,
0
],
[
4,
3,
0,
0,
0,
0,
0,
0,
0
],
[
4,
3,
2,
0,
0,
0,
0,
0,
0
],
[
4,
3,
3,
0,
0,
0,
0,
0,
0
],
[
4,
3,
3,
1,
0,
0,
0,
0,
0
],
[
4,
3,
3,
2,
0,
0,
0,
0,
0
],
[
4,
3,
3,
3,
1,
0,
0,
0,
0
],
[
4,
3,
3,
3,
2,
0,
0,
0,
0
],
[
4,
3,
3,
3,
2,
1,
0,
0,
0
],
[
4,
3,
3,
3,
2,
1,
0,
0,
0
],
[
4,
3,
3,
3,
2,
1,
1,
0,
0
],
[
4,
3,
3,
3,
2,
1,
1,
0,
0
],
[
4,
3,
3,
3,
2,
1,
1,
1,
0
],
[
4,
3,
3,
3,
2,
1,
1,
1,
0
],
[
4,
3,
3,
3,
2,
1,
1,
1,
1
],
[
4,
3,
3,
3,
3,
1,
1,
1,
1
],
[
4,
3,
3,
3,
3,
2,
1,
1,
1
],
[
4,
3,
3,
3,
3,
2,
2,
1,
1
]
]
}
],
"classFeatures": [
"Bardic Inspiration|Bard||1",
"Spellcasting|Bard||1",
"Jack of All Trades|Bard||2",
"Song of Rest (d6)|Bard||2",
"Magical Inspiration|Bard||2|TCE",
{
"classFeature": "Bard College|Bard||3",
"gainSubclassFeature": true
},
"Expertise|Bard||3",
"Ability Score Improvement|Bard||4",
"Bardic Versatility|Bard||4|TCE",
"Bardic Inspiration (d8)|Bard||5",
"Font of Inspiration|Bard||5",
"Countercharm|Bard||6",
{
"classFeature": "Bard College feature|Bard||6",
"gainSubclassFeature": true
},
"Ability Score Improvement|Bard||8",
"Song of Rest (d8)|Bard||9",
"Bardic Inspiration (d10)|Bard||10",
"Expertise|Bard||10",
"Magical Secrets|Bard||10",
"Ability Score Improvement|Bard||12",
"Song of Rest (d10)|Bard||13",
"Magical Secrets|Bard||14",
{
"classFeature": "Bard College feature|Bard||14",
"gainSubclassFeature": true
},
"Bardic Inspiration (d12)|Bard||15",
"Ability Score Improvement|Bard||16",
"Song of Rest (d12)|Bard||17",
"Magical Secrets|Bard||18",
"Ability Score Improvement|Bard||19",
"Superior Inspiration|Bard||20"
],
"subclassTitle": "Bard College",
"hasFluff": true,
"hasFluffImages": true
}
],
"subclass": [
{
"name": "College of Lore",
"shortName": "Lore",
"source": "PHB",
"className": "Bard",
"classSource": "PHB",
"page": 54,
"srd": true,
"additionalSpells": [
{
"name": "Additional Magical Secrets",
"known": {
"6": [
{
"choose": "level=0;1;2;3"
},
{
"choose": "level=0;1;2;3"
}
]
}
}
],
"subclassFeatures": [
"College of Lore|Bard||Lore||3",
"Additional Magical Secrets|Bard||Lore||6",
"Peerless Skill|Bard||Lore||14"
]
},
{
"name": "College of Valor",
"shortName": "Valor",
"source": "PHB",
"className": "Bard",
"classSource": "PHB",
"page": 55,
"subclassFeatures": [
"College of Valor|Bard||Valor||3",
"Extra Attack|Bard||Valor||6",
"Battle Magic|Bard||Valor||14"
]
},
{
"name": "College of Glamour",
"shortName": "Glamour",
"source": "XGE",
"className": "Bard",
"classSource": "PHB",
"page": 14,
"additionalSpells": [
{
"innate": {
"6": [
"command"
]
}
}
],
"subclassFeatures": [
"College of Glamour|Bard||Glamour|XGE|3",
"Mantle of Majesty|Bard||Glamour|XGE|6",
"Unbreakable Majesty|Bard||Glamour|XGE|14"
]
},
{
"name": "College of Swords",
"shortName": "Swords",
"source": "XGE",
"className": "Bard",
"classSource": "PHB",
"page": 15,
"optionalfeatureProgression": [
{
"name": "Fighting Style",
"featureType": [
"FS:B"
],
"progression": {
"3": 1
}
}
],
"subclassFeatures": [
"College of Swords|Bard||Swords|XGE|3",
"Extra Attack|Bard||Swords|XGE|6",
"Master's Flourish|Bard||Swords|XGE|14"
],
"hasFluffImages": true
},
{
"name": "College of Whispers",
"shortName": "Whispers",
"source": "XGE",
"className": "Bard",
"classSource": "PHB",
"page": 16,
"subclassFeatures": [
"College of Whispers|Bard||Whispers|XGE|3",
"Mantle of Whispers|Bard||Whispers|XGE|6",
"Shadow Lore|Bard||Whispers|XGE|14"
],
"hasFluffImages": true
},
{
"name": "College of the Road",
"shortName": "Road",
"source": "HWCS",
"className": "Bard",
"classSource": "PHB",
"page": 36,
"subclassFeatures": [
"College of the Road|Bard||Road|HWCS|3",
"Favorite Trick|Bard||Road|HWCS|6",
"Improved Tricks|Bard||Road|HWCS|6",
"Traveler's Tricks|Bard||Road|HWCS|6",
"Favorite Trick|Bard||Road|HWCS|14",
"Improved Tricks|Bard||Road|HWCS|14",
"Traveler's Tricks|Bard||Road|HWCS|14"
],
"hasFluffImages": true
},
{
"name": "College of Creation",
"shortName": "Creation",
"source": "TCE",
"className": "Bard",
"classSource": "PHB",
"page": 28,
"subclassFeatures": [
"College of Creation|Bard||Creation|TCE|3",
"Animating Performance|Bard||Creation|TCE|6",
"Creative Crescendo|Bard||Creation|TCE|14"
],
"hasFluffImages": true
},
{
"name": "College of Eloquence",
"shortName": "Eloquence",
"source": "TCE",
"className": "Bard",
"classSource": "PHB",
"page": 29,
"otherSources": [
{
"source": "MOT",
"page": 28
}
],
"subclassFeatures": [
"College of Eloquence|Bard||Eloquence|TCE|3",
"Unfailing Inspiration|Bard||Eloquence|TCE|6",
"Universal Speech|Bard||Eloquence|TCE|6",
"Infectious Inspiration|Bard||Eloquence|TCE|14"
],
"hasFluffImages": true
},
{
"name": "College of Spirits",
"shortName": "Spirits",
"source": "VRGR",
"className": "Bard",
"classSource": "PHB",
"page": 28,
"additionalSpells": [
{
"known": {
"3": [
"guidance#c"
]
}
}
],
"subclassFeatures": [
"College of Spirits|Bard||Spirits|VRGR|3",
"Spirit Session|Bard||Spirits|VRGR|6",
"Mystical Connection|Bard||Spirits|VRGR|14"
],
"hasFluffImages": true
},
{
"name": "College of Tragedy",
"shortName": "Tragedy",
"source": "TDCSR",
"className": "Bard",
"classSource": "PHB",
"page": 167,
"subclassFeatures": [
"College of Tragedy|Bard|PHB|Tragedy|TDCSR|3",
"Tale of Hubris|Bard|PHB|Tragedy|TDCSR|6",
"Impending Misfortune|Bard|PHB|Tragedy|TDCSR|6",
"Tale of Hubris (14th Level)|Bard|PHB|Tragedy|TDCSR|14",
"Nimbus of Pathos|Bard|PHB|Tragedy|TDCSR|14"
],
"hasFluffImages": true
}
],
"classFeature": [
{
"name": "Bardic Inspiration",
"source": "PHB",
"page": 51,
"srd": true,
"className": "Bard",
"classSource": "PHB",
"level": 1,
"entries": [
"You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a {@dice d6}.",
"Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the {@dice d20} before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.",
"You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.",
"Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a {@dice d8} at 5th level, a {@dice d10} at 10th level, and a {@dice d12} at 15th level."
]
},
{
"name": "Spellcasting",
"source": "PHB",
"page": 51,
"srd": true,
"className": "Bard",
"classSource": "PHB",
"level": 1,
"entries": [
"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. See {@book chapter 10|PHB|10} for the general rules of spellcasting and {@book chapter 11|PHB|11} for the {@filter bard spell list|spells|class=bard}.",
{
"type": "entries",
"name": "Cantrips",
"entries": [
"You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level."
]
},
{
"type": "entries",
"name": "Spell Slots",
"entries": [
"The Bard table shows how many spell slots you have to cast your {@filter bard spells|spells|class=bard} 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 {@spell cure wounds} and have a 1st-level and a 2nd-level spell slot available, you can cast {@spell cure wounds} using either slot."
]
},
{
"type": "entries",
"name": "Spells Known of 1st Level and Higher",
"entries": [
"You know four 1st-level spells of your choice from the bard spell list.",
"You learn an additional bard spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.",
"Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots."
]
},
{
"type": "entries",
"name": "Spellcasting Ability",
"entries": [
"Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.",
{
"type": "abilityDc",
"name": "Spell",
"attributes": [
"cha"
]
},
{
"type": "abilityAttackMod",
"name": "Spell",
"attributes": [
"cha"
]
}
]
},
{
"type": "entries",
"name": "Ritual Casting",
"entries": [
"You can cast any bard spell you know as a ritual if that spell has the ritual tag."
]
},
{
"type": "entries",
"name": "Spellcasting Focus",
"entries": [
"You can use a {@item musical instrument|PHB} as a spellcasting focus for your bard spells."
]
}
]
},
{
"name": "Jack of All Trades",
"source": "PHB",
"page": 51,
"srd": true,
"className": "Bard",
"classSource": "PHB",
"level": 2,
"entries": [
"Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus."
]
},
{
"name": "Magical Inspiration",
"source": "TCE",
"page": 27,
"className": "Bard",
"classSource": "PHB",
"level": 2,
"isClassFeatureVariant": true,
"entries": [
"{@i 2nd-level bard {@variantrule optional class features|tce|optional feature}}",
"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."
]
},
{
"name": "Song of Rest (d6)",
"source": "PHB",
"page": 51,
"srd": true,
"className": "Bard",
"classSource": "PHB",
"level": 2,
"entries": [
"Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the short rest, each of those creatures regains an extra {@dice 1d6} hit points.",
"The extra hit points increase when you reach certain levels in this class: to {@dice 1d8} at 9th level, to {@dice 1d10} at 13th level, and to {@dice 1d12} at 17th level."
]
},
{
"name": "Bard College",
"source": "PHB",
"page": 51,
"srd": true,
"className": "Bard",
"classSource": "PHB",
"level": 3,
"entries": [
"At 3rd level, you delve into the advanced techniques of a bard college of your choice from the list of available colleges. Your choice grants you features at 3rd level and again at 6th and 14th level."
]
},
{
"name": "Expertise",
"source": "PHB",
"page": 51,
"srd": true,
"className": "Bard",
"classSource": "PHB",
"level": 3,
"entries": [
"At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.",
"At 10th level, you can choose another two skill proficiencies to gain this benefit."
]
},
{
"name": "Ability Score Improvement",
"source": "PHB",
"page": 51,
"srd": true,
"className": "Bard",
"classSource": "PHB",
"level": 4,
"entries": [
"When you reach 4th 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.",
"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."
]
},
{
"name": "Bardic Versatility",
"source": "TCE",
"page": 27,
"className": "Bard",
"classSource": "PHB",
"level": 4,
"isClassFeatureVariant": true,
"entries": [
"{@i 4th-level bard {@variantrule optional class features|tce|optional feature}}",
"Whenever 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:",
{
"type": "list",
"items": [
"Replace one of the skills you chose for the Expertise feature with one of your other skill proficiencies that isn't benefiting from Expertise.",
"Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the {@filter bard spell list|spells|level=0|class=bard}."
]
}
]
},
{
"name": "Bardic Inspiration (d8)",
"source": "PHB",
"page": 51,
"srd": true,
"className": "Bard",
"classSource": "PHB",
"level": 5,
"entries": [
"At 5th level, your Bardic Inspiration die changes to a {@dice d8}."
]
},
{
"name": "Font of Inspiration",
"source": "PHB",
"page": 51,
"srd": true,
"className": "Bard",
"classSource": "PHB",
"level": 5,
"entries": [
"Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest."
]
},
{
"name": "Bard College feature",
"source": "PHB",
"page": 51,
"srd": true,
"className": "Bard",
"classSource": "PHB",
"level": 6,
"entries": [
"At 6th level, you gain a feature from your Bard College."
]
},
{
"name": "Countercharm",
"source": "PHB",
"page": 51,
"srd": true,
"className": "Bard",
"classSource": "PHB",
"level": 6,
"entries": [
"At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being {@condition frightened} or {@condition charmed}. A creature must be able to hear you to gain this benefit. The performance ends early if you are {@condition incapacitated} or silenced or if you voluntarily end it (no action required)."
]
},
{
"name": "Ability Score Improvement",
"source": "PHB",
"page": 51,
"srd": true,
"className": "Bard",
"classSource": "PHB",
"level": 8,
"entries": [
"When you reach 8th 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.",
"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."
]
},
{
"name": "Song of Rest (d8)",
"source": "PHB",
"page": 51,
"srd": true,
"className": "Bard",
"classSource": "PHB",
"level": 9,
"entries": [
"At 9th level, the extra hit points gained from Song of Rest increases to {@dice 1d8}."
]
},
{
"name": "Bardic Inspiration (d10)",
"source": "PHB",
"page": 51,
"srd": true,
"className": "Bard",
"classSource": "PHB",
"level": 10,
"entries": [
"At 10th level, your Bardic Inspiration die changes to a {@dice d10}."
]
},
{
"name": "Expertise",
"source": "PHB",
"page": 51,
"srd": true,
"className": "Bard",
"classSource": "PHB",
"level": 10,
"entries": [
"At 10th level, you can choose another two skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies."
]
},
{
"name": "Magical Secrets",
"source": "PHB",
"page": 51,
"srd": true,
"className": "Bard",
"classSource": "PHB",
"level": 10,
"entries": [
"By 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.",
"The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.",
"You learn two additional spells from any classes at 14th level and again at 18th level."
]
},
{
"name": "Ability Score Improvement",
"source": "PHB",
"page": 51,
"srd": true,
"className": "Bard",
"classSource": "PHB",
"level": 12,
"entries": [
"When you reach 12th 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.",
"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."
]
},
{
"name": "Song of Rest (d10)",
"source": "PHB",
"page": 51,
"srd": true,
"className": "Bard",
"classSource": "PHB",
"level": 13,
"entries": [
"At 13th level, the extra hit points gained from Song of Rest increases to {@dice 1d10}."
]
},
{
"name": "Bard College feature",
"source": "PHB",
"page": 51,
"srd": true,
"className": "Bard",
"classSource": "PHB",
"level": 14,
"entries": [
"At 14th level, you gain a feature from your Bard College."
]
},
{
"name": "Magical Secrets",
"source": "PHB",
"page": 51,
"srd": true,
"className": "Bard",
"classSource": "PHB",
"level": 14,
"entries": [
"At 14th level, choose two additional spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.",
"The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table."
]
},
{
"name": "Bardic Inspiration (d12)",
"source": "PHB",
"page": 51,
"srd": true,
"className": "Bard",
"classSource": "PHB",
"level": 15,
"entries": [
"At 15th level, your Bardic Inspiration die changes to a {@dice d12}."
]
},
{
"name": "Ability Score Improvement",
"source": "PHB",
"page": 51,
"srd": true,
"className": "Bard",
"classSource": "PHB",
"level": 16,
"entries": [
"When you reach 16th 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.",
"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."
]
},
{
"name": "Song of Rest (d12)",
"source": "PHB",
"page": 51,
"srd": true,
"className": "Bard",
"classSource": "PHB",
"level": 17,
"entries": [
"At 17th level, the extra hit points gained from Song of Rest increases to {@dice 1d12}."
]
},
{
"name": "Magical Secrets",
"source": "PHB",
"page": 51,
"srd": true,
"className": "Bard",
"classSource": "PHB",
"level": 18,
"entries": [
"At 18th level, choose two additional spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.",
"The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table."
]
},
{
"name": "Ability Score Improvement",
"source": "PHB",
"page": 51,
"srd": true,
"className": "Bard",
"classSource": "PHB",
"level": 19,
"entries": [
"When you reach 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.",
"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."
]
},
{
"name": "Superior Inspiration",
"source": "PHB",
"page": 51,
"srd": true,
"className": "Bard",
"classSource": "PHB",
"level": 20,
"entries": [
"At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use."
]
}
],
"subclassFeature": [
{
"name": "College of the Road",
"source": "HWCS",
"page": 36,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Road",
"subclassSource": "HWCS",
"level": 3,
"entries": [
"Not an officially recognized college, the College of the Road represents the personal and eclectic sets of skills, knowledge, and techniques a wandering bard picks up along their journey. As inveterate jacks-of-all-trades, bards possess a variety of aptitudes in combat, magecraft, and general know-how, making them particularly well suited to learning a variety of different skills. It often happens that while traveling, a bard winds up sharing their campfire with a motley assortment of wandering adventurers who may impart valuable lessons in exchange for a lively song or a well-told tale. Compared to students of other Bard Colleges, a special kind of sensibility is important for the College of the Road. How effectively a bard of this College can apply what they have learned depends on their understanding and insight. The College of the Road is sometimes a harsh teacher, but bards who follow this path often find themselves rewarded with a diverse array of useful tricks and tactics. Those who underestimate a bard from the College of the Road soon find that these \"graduates\" are full of surprises.",
{
"type": "entries",
"name": "Bonus Proficiencies",
"entries": [
"When you join the College of the Road at 3rd level, you gain a few useful proficiencies picked up from your time on the road. Choose three of the following options (each option can only be selected once):",
{
"type": "list",
"items": [
"You gain proficiency with a {@filter Gaming Set|items|source=phb|miscellaneous=mundane|type=gaming set} of your choice.",
"You gain proficiency with a {@filter martial weapon|items|source=phb|category=basic|type=martial weapon;melee weapon=u~u~sand} of your choice",
"You gain proficiency with {@item Herbalism Kit|phb|Herbalism Kits}",
"You gain proficiency with {@item Thieves' Tools|PHB}",
"You gain proficiency with a skill of your choice",
"You learn two languages of your choice"
]
}
]
},
{
"type": "entries",
"name": "Wanderer's Lore",
"entries": [
"At 3rd level, you can share any useful tidbits of information you have come across in your travels to help others to see problems from a new angle. When a creature has a Bardic Inspiration die granted by you, they may make a single {@skill Arcana}, {@skill History}, {@skill Nature}, or {@skill Religion} check with advantage. The creature may choose whether or not to add the Bardic Inspiration die to this roll."
]
},
{
"type": "entries",
"name": "Traveler's Tricks",
"entries": [
"At 3rd level you already have several memorable experiences from your life on the road. You learn two Traveler's Tricks of your choice (see Traveler's Trick Options).",
"These Traveler's Tricks represent skills, techniques, and useful pieces of knowledge picked up along the way. Each one requires you to expend a use of your Bardic Inspiration, and takes a bonus action to use unless otherwise specified.",
"At 6th level and at 14th level you learn an additional Traveler's Trick."
]
},
{
"type": "entries",
"name": "Traveler's Trick Options",
"entries": [
"The Traveler's Trick feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. Each one is associated with a different class, and those marked with an asterisk (*) are magical effects.",
"Unlike traditional bard abilities which rely on skill or panache to be properly executed, the greatest asset for picking up tricks along the road is common sense and an openness to learning new ideas. Wisdom affects how powerful your traveler's tricks are, as well as how hard they are to counter. If an option requires a saving throw, your Traveler's Trick save DC equals 8 + your proficiency bonus + your Wisdom modifier.",
{
"type": "options",
"entries": [
{
"type": "entries",
"name": "Acrobatics Lessons",
"entries": [
"A slick rogue once gave you some pointers on zigging and zagging. When you or an ally makes a Dexterity saving throw, you may expend one use of your Bardic Inspiration, rolling a Bardic Inspiration die and adding the result to the saving throw. An ally must be within 60 feet of you and able to see and hear you to benefit from this trick.",
"At 6th level, if the target succeeds the saving throw against an effect that would deal half damage on a successful save, the target takes no damage instead.",
"At 14th level, even if the target fails their saving throw they only take half damage from the effect."
]
},
{
"type": "entries",
"name": "Armed Combat Lessons",
"entries": [
"A seasoned fighter taught you how to use a simple combat stance to wield your weapons more effectively. When you select this option, choose from the following {@b Fighting Styles}:",
{
"type": "list",
"items": [
"Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.",
"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.",
"Great Weapon Fighting: When you roll a 1 or 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, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.",
"Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier."
]
},
"When you make a weapon attack, you can expend one use of your Bardic Inspiration, adding your Bardic Inspiration die to the attack or damage roll. When you do this, you gain the benefits of your chosen Fighting Style for 10 minutes.",
"At 6th level, you learn how to use your stance to chain your attacks together in deadly combination. Once, while your Fighting Style is active, you may attack twice, instead of once, when taking the Attack action on your turn.",
"At 14th level you have learned to shore up any weaknesses in your stance. You gain +1 to your AC for the effect's duration."
]
},
{
"type": "entries",
"name": "Bind the Wound",
"entries": [
"An experienced paladin instructed you in the basics of combat triage. When you or an ally within 5 feet of you receives healing of any kind, you may use your reaction to expend one use of your Bardic Inspiration and provide extra healing equal to the number on the Bardic Inspiration die roll + your Wisdom modifier (minimum of 1). You must have at least one hand free in order to quickly staunch the target's wound.",
"At 6th level, you have learned to identify a selection of useful herbs that you can carry with you. When providing additional healing with this trick you may also remove the poisoned or paralyzed condition from the target.",
"At 14th level, you have developed a true knack for emergency triage. You may additionally remove a single disease affecting the target of this ability."
]
},
{
"type": "entries",
"name": "Boxing Lessons",
"entries": [
"A wise monk was happy to share the basic form of the jab and weave. When you take the {@action Attack} action, you can expend one use of your Bardic Inspiration to quickly execute two unarmed strikes against one or more creatures you could target. You may use Dexterity instead of Strength for the attack and damage rolls of these unarmed strikes. The damage die used for these unarmed strikes is the same as your Bardic Inspiration die.",
"At 6th level, you have finally mastered the \"weave\" portion of your technique. You do not provoke {@action opportunity attack|phb|attacks of opportunity} this turn.",
"At 14th level, your practice has paid off, granting you the use of a slightly ki-infused attack. When you hit with one of these attacks you may attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn."
]
},
{
"type": "entries",
"name": "Conjure Woodland Spirit*",
"entries": [
"A patient druid shared the secrets of forest magic with you. You can expend one use of your Bardic Inspiration as an action to conjure a forest guardian spirit in an unoccupied space you can see within 60 feet of you. The guardian spirit is Large, and takes the appearance of a spectral predatory cat. Any enemy that moves into or leaves a space adjacent to the guardian spirit must make a Wisdom saving throw, taking magical slashing damage equal to your Bardic Inspiration die on a failure. The guardian spirit will remain for as long as you concentrate on it, up to 10 minutes.",
"At 6th level, your bond with the guardian spirit grows even deeper. Any creature dealt damage by your guardian spirit has their speed reduced to 0 for the rest of the turn.",
"At 14th level, any Large or smaller creature who has their speed reduced to 0 by the guardian spirit is restrained for as long as you maintain your concentration, as your guardian spirit pins them in place. The target can break free by spending an action to make a Strength ({@skill Athletics}) check against your Traveler's Trick save DC."
]
},
{
"type": "entries",
"name": "Dark Bargain*",
"entries": [
"You made a shady bargain with a haggard warlock. When you select this option, choose a {@filter Eldritch Invocation|optionalfeatures|type=EI} from the Warlock's list of class features for which you meet the prerequisites. You can expend one use of your Bardic Inspiration to gain the benefits of this Dark Invocation for 10 minutes. Doing this requires you to roll your Bardic Inspiration die and take an amount of necrotic damage equal to the roll.",
"At 6th level, you have learned how to deepen your pact with the warlock you once met. You may choose to take double the necrotic damage you rolled on your Bardic Inspiration die to instead have the effect last for 1 hour.",
"At 14th level, your pact with the warlock unlocks frightening new power. When you reach 14th level, choose a single spell of 7th level or lower from the {@filter warlock's spell list|spells|level=0;1;2;3;4;5;6;7|class=warlock}. You may cast the spell once during this effect without expending any spell slots, although you must cast it at the level of your highest spell slot. In exchange, the spell deals additional necrotic damage to you equal to twice the level at which it was cast."
]
},
{
"type": "entries",
"name": "Evocation Lessons*",
"entries": [
"A venerable wizard shared secrets of evocation magic with you. When you select this option, choose a damage-dealing spell you can cast. You can expend one use of your Bardic Inspiration when you cast this spell to change the type of damage it deals to your choice of either acid, cold, fire, lightning, or thunder (chosen when you cast the spell). Add the number you roll on your Bardic Inspiration die + your Wisdom modifier (minimum of 1) to the damage dealt by the spell.",
"At 6th level you may choose to change the spell you had previously selected with this feature to another spell that you know.",
"At 14th level you may choose to change the spell you had previously selected with this feature to another spell that you know."
]
},
{
"type": "entries",
"name": "Hunting Lessons*",
"entries": [
"A skilled ranger taught you how to use your magic to pinpoint your quarry's weak spots. You can expend one use of your Bardic Inspiration to target one creature you can see within 90 feet of you as your quarry. For as long as you concentrate on this ability, up to 1 hour, all weapon attacks you make against the target deal additional damage equal to your Bardic Inspiration die.",
"At 6th level, you have honed your skills to the point where you can easily track your quarry. For the duration of the effect, you are aware of your target's approximate distance and direction from you, so long as you are on the same plane.",
"At 14th level, you can maintain this effect for up to 24 hours."
]
},
{
"type": "entries",
"name": "Reckless Tactics",
"entries": [
"You learned from a hardened barbarian that sometimes you have to charge into combat with no regard for your own safety. When you make an attack with a melee weapon that has either the heavy, two handed, or versatile quality, you can expend one use of your Bardic Inspiration to gain advantage on the attack. Add the number you roll on your Bardic Inspiration die + your Wisdom modifier (minimum of 1) to the attack's damage roll. Attacks made against you this round have advantage.",
"At 6th level you have learned, through practice, how to push your offense even further. You may impose a -5 penalty to this attack roll. If the attack hits, you add +10 to the attack's damage.",
"At 14th level, your experience has taught you how to really go all in. If you have not moved this turn, you may voluntarily reduce your speed to 0 until your next turn to resolve this attack against any number of creatures within 5 feet of you, making a separate attack roll for each target."
]
},
{
"type": "entries",
"name": "Warding Trick*",
"entries": [
"A gentle cleric taught you how to channel your magic into a protective veil. You can expend one use of your Bardic Inspiration as an action to grant an ally you can see within 60 feet of you a number of temporary hit points equal to your roll on the Bardic Inspiration die + your Wisdom modifier (minimum of 1). This ward lasts for as long as you maintain concentration on it, up to 10 minutes.",
"At 6th level, your practice allows you to weave wards that retaliate against those who would harm your allies. Any creature who deals damage to an ally with temporary hit points granted by this effect must make a Wisdom saving throw. On a failure, the creature dealing damage takes an amount of radiant damage equal to your Bardic Inspiration die.",
"At 14th level, you have learned how to make your ward even more resilient. For the duration of the effect, at the beginning of each round on your turn the target gains a number of temporary hit points equal to your Bardic Inspiration die + your Wisdom modifier (minimum of 1). These replace any previous temporary hit points."
]
}
]
}
]
}
]
},
{
"name": "Favorite Trick",
"source": "HWCS",
"page": 36,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Road",
"subclassSource": "HWCS",
"level": 6,
"header": 2,
"entries": [
"At 6th level, you have gained enough mastery over one of your Traveler's Tricks that you can use it whenever it's needed. You may choose one Traveler's Trick that you know and designate it as your favorite trick. If you roll initiative and have no uses of Bardic Inspiration remaining, you regain one use of it. Any Bardic Inspiration gained in this way can only be used to perform your favorite trick."
]
},
{
"name": "Improved Tricks",
"source": "HWCS",
"page": 36,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Road",
"subclassSource": "HWCS",
"level": 6,
"header": 2,
"entries": [
"At 6th level, your Traveler's Tricks become stronger. By practicing the tricks you know, and encountering stronger adventurers who share their knowledge with you, your mastery over your tricks increases."
]
},
{
"name": "Traveler's Tricks",
"source": "HWCS",
"page": 36,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Road",
"subclassSource": "HWCS",
"level": 6,
"header": 2,
"entries": [
"At 6th level you learn an additional Traveler's Trick."
]
},
{
"name": "Favorite Trick",
"source": "HWCS",
"page": 36,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Road",
"subclassSource": "HWCS",
"level": 14,
"header": 2,
"entries": [
"At 14th level you can select a second favorite trick from among Traveler's Tricks you know."
]
},
{
"name": "Improved Tricks",
"source": "HWCS",
"page": 36,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Road",
"subclassSource": "HWCS",
"level": 14,
"header": 2,
"entries": [
"At 14th level, your Traveler's Tricks become stronger. By practicing the tricks you know, and encountering stronger adventurers who share their knowledge with you, your mastery over your tricks increases."
]
},
{
"name": "Traveler's Tricks",
"source": "HWCS",
"page": 36,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Road",
"subclassSource": "HWCS",
"level": 14,
"header": 2,
"entries": [
"At 14th level you learn an additional Traveler's Trick."
]
},
{
"name": "College of Lore",
"source": "PHB",
"page": 54,
"srd": true,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Lore",
"subclassSource": "PHB",
"level": 3,
"entries": [
"Bards 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.",
"The 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.",
"The 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.",
{
"type": "refSubclassFeature",
"subclassFeature": "Bonus Proficiencies|Bard||Lore||3"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Cutting Words|Bard||Lore||3"
}
]
},
{
"name": "Bonus Proficiencies",
"source": "PHB",
"page": 54,
"srd": true,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Lore",
"subclassSource": "PHB",
"level": 3,
"header": 1,
"entries": [
"When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice."
]
},
{
"name": "Cutting Words",
"source": "PHB",
"page": 54,
"srd": true,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Lore",
"subclassSource": "PHB",
"level": 3,
"header": 1,
"entries": [
"Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being {@condition charmed}."
]
},
{
"name": "Additional Magical Secrets",
"source": "PHB",
"page": 54,
"srd": true,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Lore",
"subclassSource": "PHB",
"level": 6,
"header": 2,
"entries": [
"At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know."
]
},
{
"name": "Peerless Skill",
"source": "PHB",
"page": 54,
"srd": true,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Lore",
"subclassSource": "PHB",
"level": 14,
"header": 2,
"entries": [
"Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail."
]
},
{
"name": "College of Valor",
"source": "PHB",
"page": 55,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Valor",
"subclassSource": "PHB",
"level": 3,
"entries": [
"Bards 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.",
{
"type": "refSubclassFeature",
"subclassFeature": "Bonus Proficiencies|Bard||Valor||3"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Combat Inspiration|Bard||Valor||3"
}
]
},
{
"name": "Bonus Proficiencies",
"source": "PHB",
"page": 55,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Valor",
"subclassSource": "PHB",
"level": 3,
"header": 1,
"entries": [
"When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons."
]
},
{
"name": "Combat Inspiration",
"source": "PHB",
"page": 55,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Valor",
"subclassSource": "PHB",
"level": 3,
"header": 1,
"entries": [
"Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses."
]
},
{
"name": "Extra Attack",
"source": "PHB",
"page": 55,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Valor",
"subclassSource": "PHB",
"level": 6,
"header": 2,
"entries": [
"Starting at 6th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn."
]
},
{
"name": "Battle Magic",
"source": "PHB",
"page": 55,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Valor",
"subclassSource": "PHB",
"level": 14,
"header": 2,
"entries": [
"At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action."
]
},
{
"name": "College of Creation",
"source": "TCE",
"page": 27,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Creation",
"subclassSource": "TCE",
"level": 3,
"entries": [
"Bards 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.\"",
"Dwarves 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.",
{
"type": "refSubclassFeature",
"subclassFeature": "Mote of Potential|Bard||Creation|TCE|3"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Performance of Creation|Bard||Creation|TCE|3"
}
]
},
{
"name": "Mote of Potential",
"source": "TCE",
"page": 27,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Creation",
"subclassSource": "TCE",
"level": 3,
"header": 1,
"entries": [
"{@i 3rd-level College of Creation feature}",
"Whenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of potential, which orbits within 5 feet of that creature. The mote is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. The mote looks like a musical note, a star, a flower, or another symbol of art or life that you choose.",
"When the creature uses the Bardic Inspiration die, the mote provides an additional effect based on whether the die benefits an ability check, an attack roll, or a saving throw, as detailed below:",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Ability Check",
"entry": "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."
},
{
"type": "item",
"name": "Attack Roll",
"entry": "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."
},
{
"type": "item",
"name": "Saving Throw",
"entry": "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)."
}
]
}
]
},
{
"name": "Performance of Creation",
"source": "TCE",
"page": 27,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Creation",
"subclassSource": "TCE",
"level": 3,
"header": 1,
"entries": [
"{@i 3rd-level College of Creation feature}",
"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 {@book Player's Handbook|PHB|5}.",
"Once 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.",
"The size of the item you can create with this feature increases by one size category when you reach 6th level (Large) and 14th level (Huge)."
]
},
{
"name": "Animating Performance",
"source": "TCE",
"page": 27,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Creation",
"subclassSource": "TCE",
"level": 6,
"header": 2,
"entries": [
"{@i 6th-level College of Creation feature}",
"As an action, you can animate one Large or smaller nonmagical item within 30 feet of you that isn't being worn or carried. The animate item uses the {@creature Dancing Item|TCE} 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.",
"In combat, the item shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the {@action 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 {@condition incapacitated}, the item can take any action of its choice, not just {@action Dodge}.",
"When you use your Bardic Inspiration feature, you can command the item as part of the same bonus action you use for Bardic Inspiration.",
"Once you animate an item with this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use this feature again. You can have only one item animated by this feature at a time; if you use this action and already have a {@creature dancing item|TCE} from this feature, the first one immediately becomes inanimate."
]
},
{
"name": "Creative Crescendo",
"source": "TCE",
"page": 27,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Creation",
"subclassSource": "TCE",
"level": 14,
"header": 2,
"entries": [
"{@i 14th-level College of Creation feature}",
"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.",
"You are no longer limited by gp value when creating items with Performance of Creation."
]
},
{
"name": "College of Eloquence",
"source": "TCE",
"page": 29,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Eloquence",
"subclassSource": "TCE",
"level": 3,
"entries": [
"Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more persuasive than facts. 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 audiences.",
{
"type": "refSubclassFeature",
"subclassFeature": "Silver Tongue|Bard||Eloquence|TCE|3"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Unsettling Words|Bard||Eloquence|TCE|3"
}
]
},
{
"name": "Silver Tongue",
"source": "TCE",
"page": 29,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Eloquence",
"subclassSource": "TCE",
"level": 3,
"header": 1,
"entries": [
"{@i 3rd-level College of Eloquence feature}",
"You are a master at saying the right thing at the right time. When you make a Charisma ({@skill Persuasion}) or Charisma ({@skill Deception}) check, you can treat a {@dice d20} roll of 9 or lower as a 10."
]
},
{
"name": "Unsettling Words",
"source": "TCE",
"page": 29,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Eloquence",
"subclassSource": "TCE",
"level": 3,
"header": 1,
"entries": [
"{@i 3rd-level College of Eloquence feature}",
"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."
]
},
{
"name": "Unfailing Inspiration",
"source": "TCE",
"page": 29,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Eloquence",
"subclassSource": "TCE",
"level": 6,
"header": 2,
"entries": [
"{@i 6th-level College of Eloquence feature}",
"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."
]
},
{
"name": "Universal Speech",
"source": "TCE",
"page": 29,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Eloquence",
"subclassSource": "TCE",
"level": 6,
"header": 2,
"entries": [
"{@i 6th-level College of Eloquence feature}",
"You have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.",
"Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it again."
]
},
{
"name": "Infectious Inspiration",
"source": "TCE",
"page": 29,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Eloquence",
"subclassSource": "TCE",
"level": 14,
"header": 2,
"entries": [
"{@i 14th-level College of Eloquence feature}",
"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.",
"You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest."
]
},
{
"name": "College of Tragedy",
"source": "TDCSR",
"page": 167,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Tragedy",
"subclassSource": "TDCSR",
"level": 3,
"entries": [
"Not all grand stories conclude in triumphant victory. Many tales end with death and despair, and bards of the College of Tragedy know that sorrow and pathos are emotions just as potent as joy and delight. These bards specialize in the power of tragic storytelling, weaving words and spells together to dramatic and devastating effect.",
{
"type": "refSubclassFeature",
"subclassFeature": "Poetry in Misery|Bard|PHB|Tragedy|TDCSR|3"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Sorrowful Fate|Bard|PHB|Tragedy|TDCSR|3"
}
]
},
{
"name": "Poetry in Misery",
"source": "TDCSR",
"page": 167,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Tragedy",
"subclassSource": "TDCSR",
"level": 3,
"header": 1,
"entries": [
"When you join the College of Tragedy at 3rd level, you learn to harness the beauty in failure, finding inspiration in even the direst twists of fate. Whenever you or an ally within 30 feet of you rolls a 1 on the {@dice d20} for an attack roll, an ability check, or a {@quickref saving throws|PHB|2|1|saving throw}, you can use your reaction to soliloquize and regain one expended use of your Bardic Inspiration feature."
]
},
{
"name": "Sorrowful Fate",
"source": "TDCSR",
"page": 167,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Tragedy",
"subclassSource": "TDCSR",
"level": 3,
"header": 1,
"entries": [
"Starting at 3rd level, you exploit a foe's peril to instill deep feelings of sorrow and doom. When you or an ally you can see forces a creature to make a {@quickref saving throws|PHB|2|1|saving throw}, you can expend one use of your Bardic Inspiration to change the type of {@quickref saving throws|PHB|2|1|saving throw} to a Charisma save instead.",
"If the target fails this save, roll a Bardic Inspiration die. The target takes psychic damage equal to the result, and is plagued with regret for 1 minute. If the target is reduced to 0 hit points during this time and can speak, they are magically compelled to utter darkly poetic final words before succumbing to their injuries.",
"Once you use this feature, you can't use it again until you finish a {@quickref resting|PHB|2|0|short or long rest}."
]
},
{
"name": "Impending Misfortune",
"source": "TDCSR",
"page": 167,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Tragedy",
"subclassSource": "TDCSR",
"level": 6,
"header": 2,
"entries": [
"Also at 6th level, your words can twist the power of fate to create triumph from the promise of future despair. When you make an attack roll or a {@quickref saving throws|PHB|2|1|saving throw}, you can gain a +10 bonus to the roll, but the next attack roll or {@quickref saving throws|PHB|2|1|saving throw} you make takes a \u221210 penalty. If not used, this penalty disappears when you finish a {@quickref resting|PHB|2|0|short or long rest}.",
"You can't use this feature again until you finish a {@quickref resting|PHB|2|0|short or long rest}, or until you are reduced to 0 hit points."
]
},
{
"name": "Tale of Hubris",
"source": "TDCSR",
"page": 167,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Tragedy",
"subclassSource": "TDCSR",
"level": 6,
"header": 2,
"entries": [
"At 6th level, you learn to weave a magical narrative that draws out the fatal arrogance of your foes. When a creature scores a critical hit against you or an ally within 60 feet of you that you can see, you can use your reaction and expend one use of your Bardic Inspiration to target the attacking creature and evoke the story of their downfall. For 1 minute or until the target suffers a critical hit, any weapon attack against the target scores a critical hit on a roll of 18\u201320."
]
},
{
"name": "Nimbus of Pathos",
"source": "TDCSR",
"page": 167,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Tragedy",
"subclassSource": "TDCSR",
"level": 14,
"header": 2,
"entries": [
"Upon reaching 14th level, you can touch a willing creature as an action and empower it with tragic heroism. For 1 minute, the creature is surrounded by mournful music and ghostly singing, granting it the following benefits and drawbacks:",
{
"type": "list",
"items": [
"The creature has a +4 bonus to AC.",
"It has {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on attack rolls and {@quickref saving throws|PHB|2|1}.",
"When the creature hits a target with a weapon attack or spell attack, that target takes an extra {@damage 1d10} radiant damage.",
"Any weapon attack against the creature scores a critical hit on a roll of 18\u201320."
]
},
"When this effect ends, the creature immediately drops to 0 hit points and is dying. Once you use this feature, you can't use it again until you finish a {@quickref resting|PHB|2|0|long rest}."
]
},
{
"name": "Tale of Hubris (14th Level)",
"source": "TDCSR",
"page": 167,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Tragedy",
"subclassSource": "TDCSR",
"level": 14,
"header": 2,
"entries": [
"At 14th level, the critical hit range of this feature increases to 17\u201320."
]
},
{
"name": "College of Spirits",
"source": "VRGR",
"page": 28,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Spirits",
"subclassSource": "VRGR",
"level": 3,
"entries": [
"Bards of the College of Spirits seek tales with inherent power\u2014be they legends, histories, or fictions\u2014and 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.",
{
"type": "refSubclassFeature",
"subclassFeature": "Guiding Whispers|Bard||Spirits|VRGR|3"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Spiritual Focus|Bard||Spirits|VRGR|3"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Tales from Beyond|Bard||Spirits|VRGR|3"
}
]
},
{
"name": "Guiding Whispers",
"source": "VRGR",
"page": 28,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Spirits",
"subclassSource": "VRGR",
"level": 3,
"header": 1,
"entries": [
"{@i 3rd-level College of Spirits feature}",
"You can reach out to spirits to guide you and others. You learn the {@spell guidance} cantrip, which doesn't count against the number of bard cantrips you know. For you, it has a range of 60 feet when you cast it."
]
},
{
"name": "Spiritual Focus",
"source": "VRGR",
"page": 28,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Spirits",
"subclassSource": "VRGR",
"level": 3,
"header": 1,
"entries": [
"{@i 3rd-level College of Spirits feature}",
"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 {@deck tarokka deck|CoS}.",
"Starting at 6th level, when you cast a bard spell that deals damage or restores hit points through the Spiritual Focus, roll a {@dice d6}, and you gain a bonus to one damage or healing roll of the spell equal to the number rolled."
]
},
{
"name": "Tales from Beyond",
"source": "VRGR",
"page": 28,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Spirits",
"subclassSource": "VRGR",
"level": 3,
"header": 1,
"entries": [
"{@i 3rd-level College of Spirits feature}",
"You reach out to spirits who tell their tales through you. While you are holding your Spiritual Focus, you can use a bonus action to expend one use of your Bardic Inspiration and roll on the Spirit Tales table using your Bardic Inspiration die to determine the tale the spirits direct you to tell. You retain the tale in mind until you bestow the tale's effect or you finish a short or long rest.",
"You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the target of the tale's effect. Once you do so, you can't bestow the tale's effect again until you roll it again.",
"You can retain only one of these tales in mind at a time, and rolling on the Spirit Tales table immediately ends the effect of the previous tale.",
"If the tale requires a saving throw, the DC equals your spell save DC.",
{
"type": "table",
"caption": "Spirit Tales",
"colLabels": [
"Bardic Insp. Die",
"Tale Told Through You"
],
"colStyles": [
"col-2 text-center",
"col-10"
],
"rows": [
[
"1",
"Tale of the Clever Animal. 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 {@dice d20} and add the extra die's number to the check. The extra die is the same type as your Bardic Inspiration die."
],
[
"2",
"Tale of the Renowned Duelist. You make a melee spell attack against the target. On a hit, the target takes force damage equal to two rolls of your Bardic Inspiration die + your Charisma modifier."
],
[
"3",
"Tale of the Beloved Friends. 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."
],
[
"4",
"Tale of the Runaway. The target can immediately use its reaction to teleport up to 30 feet to an unoccupied space it can see. When the target teleports, it can choose a number of creatures it can see within 30 feet of it up to your Charisma modifier (minimum of 0) to immediately use the same reaction."
],
[
"5",
"Tale of the Avenger. 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."
],
[
"6",
"Tale of the Traveler. The target gains temporary hit points equal to a roll of your Bardic Inspiration die + your bard level. While it has these temporary hit points, the target's walking speed increases by 10 feet and it gains a +1 bonus to its AC."
],
[
"7",
"Tale of the Beguiler. The target must succeed on a Wisdom saving throw or take psychic damage equal to two rolls of your Bardic Inspiration die, and the target is {@condition incapacitated} until the end of its next turn."
],
[
"8",
"Tale of the Phantom. The target becomes {@condition invisible} until the end of its next turn or until it hits a creature with an attack. If the target hits a creature with an attack during this invisibility, the creature it hits takes necrotic damage equal to a roll of your Bardic Inspiration die and is {@condition frightened} of the target until the end of the {@condition frightened} creature's next turn."
],
[
"9",
"Tale of the Brute. Each creature of the target's choice it can see within 30 feet of it must make a Strength saving throw. On a failed save, a creature takes thunder damage equal to three rolls of your Bardic Inspiration die and is knocked {@condition prone}. A creature that succeeds on its saving throw takes half as much damage and isn't knocked {@condition prone}."
],
[
"10",
"Tale of the Dragon. The target spews fire from the mouth in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking fire damage equal to four rolls of your Bardic Inspiration die on a failed save, or half as much damage on a successful one."
],
[
"11",
"Tale of the Angel. The target regains hit points equal to two rolls of your Bardic Inspiration die + your Charisma modifier, and you end one condition from the following list affecting the target: {@condition blinded}, {@condition deafened}, {@condition paralyzed}, {@condition petrified}, or {@condition poisoned}."
],
[
"12",
"Tale of the Mind-Bender. You evoke an incomprehensible fable from an otherworldly being. The target must succeed on an Intelligence saving throw or take psychic damage equal to three rolls of your Bardic Inspiration die and be {@condition stunned} until the end of its next turn."
]
]
}
]
},
{
"name": "Spirit Session",
"source": "VRGR",
"page": 28,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Spirits",
"subclassSource": "VRGR",
"level": 6,
"header": 2,
"entries": [
"{@i 6th-level College of Spirits feature}",
"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 {@filter one spell of your choice from any class|spells|school=d;n|level=0;1;2;3;4;5;6}.",
"The spell you choose must be of a level equal to the number of creatures that conducted the ritual or less, the spell must be of a level you can cast, and it must be in the school of divination or necromancy. The chosen spell counts as a bard spell for you but doesn't count against the number of bard spells you know.",
"Once you perform the ritual, you can't do so again until you start a long rest, and you know the chosen spell until you start a long rest."
]
},
{
"name": "Mystical Connection",
"source": "VRGR",
"page": 28,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Spirits",
"subclassSource": "VRGR",
"level": 14,
"header": 2,
"entries": [
"{@i 14th-level College of Spirits feature}",
"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.",
{
"type": "inset",
"name": "Spirit Tales",
"entries": [
"Storytellers, like bards of the College of Spirits, often give voice to tales inspired by some greater theme or body of work. When determining what stories you tell, consider what unites them. Do they all feature characters from a specific group, like archetypes from the {@deck tarokka deck|CoS}, figures from constellations, childhood imaginary friends, or characters in a particular storybook? Or are your inspirations more general, incorporating historic champions, mythological heroes, or urban legends? Use the tales you tell to define your niche as a storytelling adventurer."
]
}
]
},
{
"name": "College of Glamour",
"source": "XGE",
"page": 14,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Glamour",
"subclassSource": "XGE",
"level": 3,
"entries": [
"The 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.",
"The 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, misusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors.",
{
"type": "refSubclassFeature",
"subclassFeature": "Mantle of Inspiration|Bard||Glamour|XGE|3"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Enthralling Performance|Bard||Glamour|XGE|3"
}
]
},
{
"name": "Enthralling Performance",
"source": "XGE",
"page": 14,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Glamour",
"subclassSource": "XGE",
"level": 3,
"header": 1,
"entries": [
"Starting at 3rd level, you can charge your performance with seductive, fey magic.",
"If 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 {@condition charmed} by you. While {@condition charmed} in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.",
"If a target succeeds on its saving throw, the target has no hint that you tried to charm it.",
"Once you use this feature, you can't use it again until you finish a short or long rest."
]
},
{
"name": "Mantle of Inspiration",
"source": "XGE",
"page": 14,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Glamour",
"subclassSource": "XGE",
"level": 3,
"header": 1,
"entries": [
"When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed.",
"As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.",
"The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level."
]
},
{
"name": "Mantle of Majesty",
"source": "XGE",
"page": 14,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Glamour",
"subclassSource": "XGE",
"level": 6,
"header": 2,
"entries": [
"At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast {@spell command}, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your {@status concentration} ends (as if you were {@status concentration||concentrating} on a spell). During this time, you can cast {@spell command} as a bonus action on each of your turns, without expending a spell slot.",
"Any creature {@condition charmed} by you automatically fails its saving throw against the {@spell command} you cast with this feature.",
"Once you use this feature, you can't use it again until you finish a long rest."
]
},
{
"name": "Unbreakable Majesty",
"source": "XGE",
"page": 14,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Glamour",
"subclassSource": "XGE",
"level": 14,
"header": 2,
"entries": [
"At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.",
"In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are {@condition incapacitated}. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn.",
"Once you assume this majestic presence, you can't do so again until you finish a short or long rest."
]
},
{
"name": "College of Swords",
"source": "XGE",
"page": 15,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Swords",
"subclassSource": "XGE",
"level": 3,
"entries": [
"Bards 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.",
"Their 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's talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks.",
"Blades 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' guilds or strike out on their own as adventurers.",
{
"type": "refSubclassFeature",
"subclassFeature": "Bonus Proficiencies|Bard||Swords|XGE|3"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Fighting Style|Bard||Swords|XGE|3"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Blade Flourish|Bard||Swords|XGE|3"
}
]
},
{
"name": "Blade Flourish",
"source": "XGE",
"page": 15,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Swords",
"subclassSource": "XGE",
"level": 3,
"header": 1,
"entries": [
"At 3rd level, you learn to perform impressive displays of martial prowess and speed.",
"Whenever you take the {@action 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.",
{
"type": "options",
"entries": [
{
"type": "refSubclassFeature",
"subclassFeature": "Defensive Flourish|Bard|XGE|Swords|XGE|3"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Slashing Flourish|Bard|XGE|Swords|XGE|3"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Mobile Flourish|Bard|XGE|Swords|XGE|3"
}
]
}
]
},
{
"name": "Bonus Proficiencies",
"source": "XGE",
"page": 15,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Swords",
"subclassSource": "XGE",
"level": 3,
"header": 1,
"entries": [
"When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the {@item scimitar|phb}.",
"If you're proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells."
]
},
{
"name": "Fighting Style",
"source": "XGE",
"page": 15,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Swords",
"subclassSource": "XGE",
"level": 3,
"header": 1,
"entries": [
"At 3rd level, you adopt a 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 something in the game lets you choose again.",
{
"type": "options",
"count": 1,
"entries": [
{
"type": "refOptionalfeature",
"optionalfeature": "Dueling"
},
{
"type": "refOptionalfeature",
"optionalfeature": "Two-Weapon Fighting"
}
]
}
]
},
{
"name": "Extra Attack",
"source": "XGE",
"page": 15,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Swords",
"subclassSource": "XGE",
"level": 6,
"header": 2,
"entries": [
"Starting at 6th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn."
]
},
{
"name": "Master's Flourish",
"source": "XGE",
"page": 15,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Swords",
"subclassSource": "XGE",
"level": 14,
"header": 2,
"entries": [
"Starting at 14th level, whenever you use a Blade Flourish option, you can roll a {@dice d6} and use it instead of expending a Bardic Inspiration die."
]
},
{
"name": "College of Whispers",
"source": "XGE",
"page": 16,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Whispers",
"subclassSource": "XGE",
"level": 3,
"entries": [
"Most 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 other bards, 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.",
"Many other bards hate the College of Whispers, viewing it as a parasite that uses a bard's reputation to acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts and other settings of power.",
{
"type": "refSubclassFeature",
"subclassFeature": "Psychic Blades|Bard||Whispers|XGE|3"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Words of Terror|Bard||Whispers|XGE|3"
}
]
},
{
"name": "Psychic Blades",
"source": "XGE",
"page": 16,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Whispers",
"subclassSource": "XGE",
"level": 3,
"header": 1,
"entries": [
"When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature's mind.",
"When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra {@damage 2d6} psychic damage to that target. You can do so only once per round on your turn.",
"The psychic damage increases when you reach certain levels in this class, increasing to {@dice 3d6} at 5th level, {@dice 5d6} at 10th level, and {@dice 8d6} at 15th level."
]
},
{
"name": "Words of Terror",
"source": "XGE",
"page": 16,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Whispers",
"subclassSource": "XGE",
"level": 3,
"header": 1,
"entries": [
"At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.",
"If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be {@condition frightened} of you or another creature of your choice. The target is {@condition frightened} in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.",
"If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.",
"Once you use this feature, you can't use it again until you finish a short or long rest."
]
},
{
"name": "Mantle of Whispers",
"source": "XGE",
"page": 16,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Whispers",
"subclassSource": "XGE",
"level": 6,
"header": 2,
"entries": [
"At 6th level, you gain the ability to adopt a humanoid's persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.",
"You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action.",
"While you're in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.",
"Another creature can see through this disguise by succeeding on a Wisdom ({@skill Insight}) check contested by your Charisma ({@skill Deception}) check. You gain a +5 bonus to your check.",
"Once you capture a shadow with this feature, you can't capture another one with it until you finish a short or long rest."
]
},
{
"name": "Shadow Lore",
"source": "XGE",
"page": 16,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Whispers",
"subclassSource": "XGE",
"level": 14,
"header": 2,
"entries": [
"At 14th level, you gain the ability to weave dark magic into your words and tap into a creature's deepest fears.",
"As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn't share a language with you or if it can't hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.",
"On a failed saving throw, the target is {@condition charmed} by you for the next 8 hours or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it.",
"The {@condition charmed} creature obeys your commands for fear that you will reveal its secret. It won't risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.",
"When the effect ends, the creature has no understanding of why it held you in such fear.",
"Once you use this feature, you can't use it again until you finish a long rest."
]
},
{
"name": "Defensive Flourish",
"source": "XGE",
"page": 15,
"className": "Bard",
"classSource": "XGE",
"subclassShortName": "Swords",
"subclassSource": "XGE",
"level": 3,
"entries": [
"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."
]
},
{
"name": "Mobile Flourish",
"source": "XGE",
"page": 15,
"className": "Bard",
"classSource": "XGE",
"subclassShortName": "Swords",
"subclassSource": "XGE",
"level": 3,
"entries": [
"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."
]
},
{
"name": "Slashing Flourish",
"source": "XGE",
"page": 15,
"className": "Bard",
"classSource": "XGE",
"subclassShortName": "Swords",
"subclassSource": "XGE",
"level": 3,
"entries": [
"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."
]
}
]
}