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Introduction Spell

A newly graduated student from the Bardic College of Dazzle


Leadership enters the tavern. Her mere presence of Enchantment Cantrip
determination draws in the attention of every patron. Casting Time:​ 1 reaction
She stands on a chair, and addresses the tavern. Range:​ 60ft
“There’s a monster in the forests, ready to threaten Components: ​V
everyone in our city. They cannot defend themselves, Duration:​ Instantaneous
but we can protect them. I cannot face the creature Classes:​ Bard.
alone, but I will if I must. So who’s going to fight with A quick tune, loud noise, or exclamation confuses a
me?” The tavern goes silent, then a woman in armor creature to delay their actions. When another creature
stands, nodding her head. So does an elf in robes, then within range rolls initiative, you can attempt to Dazzle
a halfling with a crossbow on his back. Soon many them. The target creature must succeed a Wisdom
patrons are inspired by her words and they join this saving throw or gain disadvantage on their initiative
Bard to protect their city. check. If the creature is immune to being charmed or
“Folklore of the Minstrels” is a new homebrew pack jam frightened, they automatically succeed their saving
packed with fresh bardic abilities ready to be added to throw.
your dungeons and dragons game. This collection
includes six new spells “Bumble”, “Dazzle”, “Helping Spell
Hands”, “Lullaby”, “Spoken Ward”, and “Summon
Instrument”, two new feats “Countercharm Master” and Helping Hands
“Silver Tongued”, and a Bard Subclass “College of Conjuration Cantrip
Leadership”. We hope you enjoy this homebrew Casting Time:​ 1 Bonus Action
expansion for Dungeons and Dragons 5e. Range:​ 15ft
Components: ​V
Spell
Duration:​ 1 minute
Bumble Classes:​ Bard
1st-level Enchantment Two spectral, floating hands appear at a point you
Casting Time:​ 1 Reaction, when a creature moves choose within range. These hands can look however
Range:​ 60ft you desire, and move in a rhythmic and animated
Components: ​V manner, occasionally having their own sentience. The
Duration:​ Instantaneous hands last for the duration or until you dismiss them as
Classes:​ Bard an action. The hands vanish if they are ever more than
You speak the word "Bumble". Choose one creature 15 feet away from you or if you cast this spell again.
within range who has started moving, this creature
must succeed a Dexterity saving throw. On a failed save You can use your bonus action to control the hands.
the creature trips and falls prone. The affected creature You can use the hands to manipulate an object, open an
can only fall at the beginning of their movement. unlocked door or container, stow or retrieve an item
Creatures with a flying speed are unaffected. from an open container, or pour the contents out of a
vial. They can manipulate any object so long as it is in
the area.

The hands can't attack, activate magic items, or carry


more than 20 pounds.
Spell Spell

Lullaby Summon Instrument


Enchantment Cantrip Conjuration Cantrip
Casting Time:​ 1 action Casting Time:​ 1 action
Range:​ 30ft Range:​ Self
Components: ​V Components: ​V
Duration:​ 1 minute Duration:​ 1 hour
Classes:​ Bard. Classes:​ Bard.
You sing, play, whisper, or make rhythmic sounds to Typically casted by rhyming your vocal component
lull a creature to a sleepy state. Choose one creature with the instrument you intend to summon, an
within range, it must be able to hear you. The creature instrument of your choice appears in your hands or at
must succeed a Wisdom saving throw or become your feet (your choice). Only one instrument appears
drowsy and inattentive gaining disadvantage on per casting. The summoned instrument disappears at
perception and insight checks. Creatures that fail this the end of this spell, or if you summon another
saving throw are unaware they have been magically instrument.
influenced. The target can re-make the save at the end
of each of their turns. If the target fails 3 saves in a row, Feat
they fall unconscious for 1 minute. The effect ends if Countercharm Master
the target takes damage.
Prerequisite: Six levels in Bard
Spell
You are adept in disruption of mind-influencing effects.

Spoken Ward Your Countercharm ability improves. Instead of


Abjuration Cantrip granting advantage to friendly creatures in range, they
Casting Time:​ 1 action become immune to the frightened and charmed
Range:​ Self condition. If these friendly creatures are already under
Components: ​V the frightened or charmed condition, the effect ends, as
Duration:​ Until dispelled or triggered if they succeeded on a saving throw.
Classes:​ Bard.
An emotional word, phrase, or melody protects all Feat
those around you. When an attack or harmful effect Silver Tongued
would target one creature in a 10ft radius originating
Your people skills have taught you how to adapt to any
from you, that creature gains resistance to that
situation
damage. The spell ends once any creature in the area
- You increase your Charisma score by 1, to a
takes damage.
maximum of 20.
The number of attacks or effects you can resist with
- You gain proficiency in one of the following
this spell increases by 1 when you reach 5th level (2),
skills: Deception, Intimidation, Performance,
11th level (3), and 17th level (4).
Persuasion

- When making a Charisma check in a skill you


are not proficient in, you can choose to add
your proficiency bonus to the check. You can
use this ability a number of times equal to your
Charisma Modifier (Minimum of 1). All charges
are regained on a long rest.
Bard College incapacitated. Once you use this ability, you can’t do so
College of Leadership again until you finish a short or long rest.

Command with Determination


Bards from the College of Leadership are skilled in
14th-Level Leadership Feature
boosting morale to their companions, and discouraging
At 14th level, you control the battlefield with
their enemies. This Bard is nothing without their
inspiration and leadership. When an attack you can see
teammates and their strength comes from working
within 30 feet of you misses, you can expend a use of
together. The College of Leadership teaches their Bards
bardic inspiration to turn that miss into a hit.
to never give up and to stay focused. Many of these
Alternatively when an attack you can see within 30 feet
Bards are warriors, lords, or commanders. Their skill
of you hits and isn’t a critical hit, you can expend a use
in fighting is less comparable to the college of valor or
of bardic inspiration to turn that hit into a miss.
swords, these Bards utilize the strength of their party
instead of their own. Determination and will bring
forth the magical power of this Bard who commands
their allies and bolsters them to seize the day.

Inspire the Battle


3rd-Level Leadership Feature
At 3rd level, you gain the ability to speak magic to life.
When a creature you can see hits with a non-magical
weapon attack, you can use your reaction to expend a
use of bardic inspiration. The damage on the attack
becomes magical for the purposes of overcoming
resistances and immunities, and deals extra damage
equal to your bardic inspiration dice.

Distracting Dirge
3rd-Level Leadership Feature
At 3rd level, you gain the ability to stop enemies in
their tracks. You can use your reaction to target one
creature within 30 feet. That creature must succeed a
wisdom saving throw or become stunned until the
start of your next turn. Once you use this ability, you
can’t do so again until you finish a short or long rest.

Fight as One
6th-Level Leadership Feature
At 6th level, you inspire your allies to work as a team.
As an action, choose any number of allies within 10ft of
you. For the next minute, when you end your turn, the
chosen creatures gain a +1 to AC. Additionally they
heal, gain temporary hit points, and a bonus to saving
throws equal to the number of allies chosen in the area
(to a maximum of 8). The effect ends on the chosen
creatures if they leave the area of effect. Additionally
this effect ends early if you are stunned or

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