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
youSpel
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.