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Introduction A newly graduated student from the Bardic College of Leadership enters the tavern, Her mere presence of determination draws in the attention of every patron, She stands on a chai and addresses the tavern, ‘There's a monster in the forests, ready to threaten everyone in our city. They cannot defend themselves, but we can protect them. I cannot face the creature alone, but I will if must, So who's going to fight with me?” The tavern goes silent, then a woman in stands, nodding her head. So does an elf in robes, then a halfling with a crossbow on his back. Soon many patrons are inspired by her words and they join this Bard to protect their ty “Folklore of the Minstrels” is a new homebrew pack jam packed with fresh bardic abilities ready to be added to your dungeons and dragons game. This collection includes six new spells. “Bumble”, “Dazzle”, “Helping Hands’, “Lullaby”, “Spoken Ward’, and “Summon Instrument’, two new feats “Countercharm Master” and “Silver ‘Tongued’, and a Bard Subclass “College of Leadership". We hope you enjoy this homebrew expansion for Dungeons and Dragons 5e. Spell Bumble Istlevel Enchantment Casting Time: 1 Reaction, when a creature Range: 60ft Components: V Duration: Instantaneous Classes: Bard ‘You speak the word "Bumble", Choose one creature within range who has started moving, this creature must succeed a Dexterity saving throw. On a failed save the creature trips and falls prone. The affected creature can only fall at the beginning of their movement. Creatures with a flying speed are unaffected. Spell Dazzle Enchantment Cantrip Casting Time: 1 Reaction Range: o0ft Components: V Duration: Instantaneous Classes: Bard A quick tune, loud noise, or excl confuses a creature to delay their actions, When another creature within range rolls initiative can attempt to Dazzle them. The target creature must succeed a Wisdom saving throw or gain disadvantage on their initiative check. Ifthe creature is immune to being charmed or /” frightened, they automatically succeed their saving throw. sation you Spel Helping Hands Conjuration Cantrip Casting Time: 1 Bonus Action Range: 15ft Components: V Duration: 1 minute Classes: Bard ‘Two spectral, floating hands appear at a point ‘you choose within range. These hands can look however you desire, and move in a rhythmic and animated manner, occasionally having their own sentience. The hands last for the duration or ‘until you dismiss them as an action. The hands vanish if they are ever more than 15 feet away from you or if you cast this spell again. You can use your bonus action to control the hands. You can use the hands to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. They can ‘manipulate any object so long as itis in the area. ‘The hands can't attack, carry more than 20 pounds. vate magic items, or Spal Lullaby Enchantment Cantrip Casting Time: 1 Action Range: 30ft Components: V Duration: 1 minute Classes: Bard You sing, play, whisper, or make rhythmic sounds to lull a creature to a sleepy state. Choose one creature within range, it must be able to hear ‘you. The creature must succeed a Wisdom saving throw or become drowsy and inattentive gaining disadvantage on perception and insight checks. Creatures that fal this saving throw are unaware they have been magically influenced. ‘The target can re-make the save at the end of cach of their turns. Ifthe target fails 3 saves in a row, they fall unconscious for 1 minute. The effect ends if the target takes damage, Spell Spoken Ward Abjuration Cantrip 1 Action Duration: Until dispelled or triggered Classes: Bard An emotional word, phrase, or melody protects all those around you. When an attack or harmful effect would target one creature in a 1Oft radius originating from you, that creature gains resistance to that damage. The spell ends once any creature in the area takes damage. The number of attacks or effects you can resist With this spell increases by 1 when you reach 5th level (2), 11th level (3), and 17th level (4). Spell Summon Instrument Conjuration Cantrip Casting Time: 1 Action Range: Self Components: V Duration: 1 hour Classes: Bard ‘Typically casted by rhyming your vocal ‘component with the instrument you intend to summon, an instrument of your choice appears in your hands or at your feet (your choice). Only one instrument appears per casting. The summoned instrument disappears at the end of this spell, or if You summon another instrument. Feat Countercharm Master Prerequisite: Six levels in Bard You are adept in disruption of mind.influencing, effects, Your Countercharm ability improves. Instead of granting advantage to friendly creatures in range, they become immune to the frightened and charmed condition. If these friendly creatures are already under the frightened or charmed condition, the effect ends, as if they succeeded on a saving throw. Peat Silver Tongued Your people skills have taught you how to adapt to any situation You increase your Charisma score by 1, (0a maximum of 20. - You gain proficiency in one of the following skills: Deception, Intimidation, Performance, ‘ena 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 . College of Leadership Bards from the College of Leadership are skilled in boosting morale to their companions, and dis: couraging their enemies, This Bard is nothing without their teammates and their strength comes from working together. The College of Leadership teaches their Bards to never give up and to stay focused. Many of these Bards are warriors, lords, or commanders. Their skill in fighting is less comparable to the college of valor or 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 Srd-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 re: action to expend a use of bardic inspiration. The damage on the attack becomes magical for the purposes of overcoming resistances and immu- nities, and deals extra damage equal to your bardic inspiration dice. DISTRACTING DIRGE Srd-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 sueceed 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 max- imum of 8). The effect ends on the chosen er tures if they leave the area of effect. Additionally this effect ends early if you are stunned or inca pacitated. Once you use this ability, you can't do 0 again until you finish a short or long rest COMMAND WITH DETERMINATION 1Ath-Level Leadership Feature At 14th level, you control the battlefield with i spiration and leadership, When an attack you can see within 30 feet of you misses, you can expend a use of bardic inspiration to turn that miss into a hit. Alternatively when an attack you can see within 30 feet of you hits and isn'ta eriti- cal hit, you can expend a use of bardic inspira. ton to turn that hit into a miss.

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