Legendary Bard Full
Legendary Bard Full
Superior Inspiration
19th Level Feature Ace of the Show
At the start of your turn if you have no Bardic Inspiration 30th Level Feature
usages available, roll 1d4. On a roll of 3 or 4, you regain one
Bardic Inspiration usage. You are the best part of every show. You gain the following
benefits:
At the start of your turn if you have no usages of Bardic
Inspiration remaining, you regain one usage (This
upgrades *Superior Inspiration)
If an Outlet would have a usage time of 10 minutes or
less, you may reduce its usage time to 1 action. Once you
do so, you cannot do so again until you complete a long
rest.
Your proficiency bonus increases by 1, to a total of 10.
Bardic College Full Caster
A bards Bardic College is their subclass, and shows what Despite all the special features a bard receives, they are still
college you have dedicated your studies to. They choose their primarily a caster. If you wish to look at their casting
archetype at 3rd level, and gain features then and again at progression without seeing anything else, you can do so
levels 6, 11, 17 and 25. below:
Subclasses
All subclasses can be found below Full-Caster Spellcasting
Eloquence (Page 8) - A subclass that focuses on
diplomacy and solving things through speech. Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Glamour (Page 9) - A subclass with a focus on self beauty 1st 2 — — — — — — — —
and manipulating others.
Lore (Page 10) - A subclass that adds even more bard 2nd 3 — — — — — — — —
abilities to your bard, focusing primarily on skill checks. 3rd 4 2 — — — — — — —
Myth (Page 11) - A subclass that yoinks abilities from
every other Legendary class. 4th 4 3 — — — — — — —
Satire (Page 12) - A subclass focused on diminishing 5th 4 3 2 — — — — — —
others and garnering laughs. 6th 4 3 3 — — — — — —
Steel (Page 13) - A subclass that pulls abilities and
inspiration from the fighter class, with a focus on offense. 7th 4 3 3 1 — — — — —
Valor (Page 14) - A subclass with a martial focus that adds 8th 4 3 3 2 — — — — —
a lot of durability to the bard.
Whispers (Page 15) - A subclass with a focus on 9th 4 3 3 3 1 — — — —
infiltration and assassination. 10th 4 3 3 3 2 — — — —
11th 4 3 3 3 2 1 — — —
12th 4 3 3 3 2 1 — — —
13th 4 3 3 3 2 1 1 — —
14th 4 3 3 3 2 1 1 — —
15th 4 3 3 3 2 1 1 1 —
16th 4 3 3 3 2 1 1 1 —
17th 4 3 3 3 2 1 1 1 1
18th 4 3 3 3 3 1 1 1 1
19th 4 3 3 3 3 2 1 1 1
20th 4 3 3 3 3 2 2 1 1
21st 4 3 3 3 3 2 2 1 1
22nd 4 3 3 3 3 2 2 2 1
23rd 4 3 3 3 3 2 2 2 1
24th 4 3 3 3 3 2 2 2 2
25th 4 3 3 3 3 2 2 2 2
26th 4 3 3 3 3 3 2 2 2
27th 4 3 3 3 3 3 2 2 2
28th 4 3 3 3 3 3 3 2 2
29th 4 3 3 3 3 3 3 2 2
30th 4 3 3 3 3 3 3 3 2
College of Eloquence Universal Speech
Bards of this college understand that while blades can win a 11th Level Feature
battle, words can win a war. They master diplomacy and As an action, you may target a number of creatures up to
using a well spoken argument rather than cold hard facts to your Bard modifier (Minimum of 1) within 30-feet of you.
win an argument and sway their audiences. Until you are no longer within 30-feet of them, both you and
the chosen creatures can understand all targeted creatures,
regardless of the languages they know.
Unsettling Words This effect ends early on creatures if you use this feature
3rd Level Feature again.
You can use your words to unsettle your enemies. As a
reaction to a creature within 60-feet of you succeeding on a Infectious Inspiration
saving throw, you may expend one usage of your Bardic 17th Level Feature
Inspiration feature and roll the Inspiration Die, subtracting When you give a Bardic Inspiration die to a creature, you
the result rolled from the creatures saving throw, potentially may give one other creature within 60-feet of you a Bardic
turning it into a failure. Inspiration die as well, without expending an additional usage
You cannot use this feature if the creature cannot hear you. (You cannot target yourself with this feature)
Additionally, whenever you use Bardic Inspiration on
Silver Tongue yourself, you regain hit points equal to two times the result
3rd Level Feature rolled on the die.
When making a Deception or Persuasion check and you
roll less than 8 on the die roll, you can instead treat the result Greater Infection
as 8. Every 3 levels after you gain this feature (6, 9, 12, 15, ect) 25th Level Feature
This number increases by 1, to a maximum of 15 (Which is When using Infectious Inspiration, you can grant two other
achieved at 24th Level) creatures a Bardic Inspiration die, rather than just one.
Additionally, whenever you use Bardic Inspiration on
Unfailing Inspiration yourself, the amount of hit points regained is equal to three
6th Level Feature times the result rather than two times.
When a creature (Including you) rolls your Inspiration Die
as apart of your Bardic Inspiration feature, and their ability
check, attack roll or saving throw would still fail, they do not
lose their usage of Bardic Inspiration.
College of Glamour Feywild Influence
Bards of this college admire beauty and its spectacles, by 3rd Level Feature
studying the feywild and emulating its mystifying nature, You gain proficiency in the Performance skill. If you already
these bards achieve a level of beauty and grace impossible by have this proficiency, you instead gain expertise. Additionally,
mortal standards. you have advantage on saving throws against the Charmed
condition and can't be put to sleep by magical means. If you
already have advantage on saving throws against being
Mantle of Inspiration Charmed, you are instead immune to the Charmed condition.
3rd Level Feature
As a bonus action and by expending an Inspiration Die, you Majestic Decree
may choose a number of creatures within 60-feet of you that 6th Level Feature
you can see up to your Bard modifier (Minimum of 1) As a bonus action, you may cast the Command spell
Each target (Which may include yourself) gains temporary without expending a spell slot. Using your bonus action to
hit points equal to three times your proficiency bonus and cast command in this way does not limit your ability to use
may immediately use their reaction to move up to half their your action to cast spells.
speed without provoking attacks of opportunity. You may cast command in this way a number of times
If you only target yourself with this feature, you do not need equal to your Bard modifier (Minimum of 1) You regain all
to use your reaction to move, and you may move up to your expended uses upon completing a long rest.
full speed.
True Mantle
11th Level Feature
You may now use Mantle of Inspiration at the end of
another creatures turn by expending a legendary action. If
you do so, the temporary hit points it grants are halved
(Rounded down) and it does not require expending an
Inspiration Die.
You can only use this ability once per round.
Unbreakable Majesty
17th Level Feature
When a creature attempts to attack you, you can force it to
make a Charisma saving throw. On a failed saving throw, they
become unable to attack you, and must choose a new target
or waste their attack. That creature cannot target you for
attacks until the start of its next turn.
On a successful save, the creature can attack you as
normal, and they become immune to this effect until they
complete a long rest.
Unearthly Beauty
25th Level Feature
If a creature starts its turn and can see you, you may inflict
one of the following effects on them:
The creature automatically fails any Perception check it
makes, unless it is being made to find you.
The creature has disadvantage on any Intelligence,
Wisdom and Charisma saving throws you force it to make.
If the creature has a CR or Level of 1 or less, they
instantly die.
A creature can avert their eyes to avoid this effect, if it does
so, it is considered blinded against you. If they look at you in
the meantime, they are immediately subjected to an effect of
your choice.
College of Lore Even More Magic
Bards of this college are lorekeepers, they know at least a 6th Level Feature
little bit about most things. They seek new knowledge and Whenever you learn a spell from your Magical Secrets
they seek to make sure the truth is known, it is rare to find a feature (Levels 6, 10, 14, 18 and 26) you learn an additional
lore bard who willingly keeps knowledge from people. spell (For three total at each level, instead of two)
Mighty Proficiencies
3rd Level Feature
You gain proficiency in medium armor, heavy armor,
shields and martial weapons.
Extra Attack
6th/17th Level Feature
You can attack twice, instead of once, whenever you take
the Attack action on your turn. You may substitute one of
these attacks for casting a cantrip you know.
Upon reaching 17th level, the number of attacks you can
make is increased to 3.
Intense Song
11th Level Feature
The damage resistance from your Song of War now also
works against magical bludgeoning, piercing and slashing
damage.
Additionally, while your Song of War is active, you now add
half your Bard modifier (Minimum of 1, rounded down) to
your weapons attack and damage rolls.
Beat of War
25th Level Feature
You are considered to always be under the effects of your
Song of War, the beat of it following you like a theme song
(Which you can dismiss or reinstate as a bonus action)
Additionally, if you used your action to take the attack
action, you may immediately use your bonus action to make
an additional attack.
College of Whispers Everlasting Blades
Bards of this college are nefarious infiltrators, using the good 17th Level Feature
reputation of bards in order to slip into places they'd You may now use Psychic Blades without expending an
otherwise by unable to. Often serving as assassins or spies, Inspiration Die
these bards are incredibly dangerous to have around.
Whispering Spell
Psychic Blades 25th Level Feature
3rd Level Feature Your spells are difficult to perceive. When you cast a spell,
You are capable of infusing your strikes with psychic you may choose to make a Deception check as apart of that
energy. Once per round when you hit a target with a weapon spells casting, all creatures who can see you compare their
attack, you may expend one of your Inspiration die in order to passive perception to your Deception check.
deal 2d6 bonus psychic damage to them. If your check is higher than their passive perception, they
At 5th level, this increases to 4d6 psychic damage, every 3 cannot perceive any components involved with casting the
levels afterwards (8, 11, 14, 17, ect) this increases by an spell, and they may not even believe you casted a spell to
additional 1d6 psychic damage. begin with. Creatures immune to being surprised or with
truesight are unaffected by this feature.
Dark Proficiencies
3rd Level Feature
You gain proficiency in the Stealth skill and Thieves' tools.
If you already have either of these proficiencies, you instead
gain expertise.
Secret Strike
6th Level Feature
When you use your action to cast a bard spell you know,
you may make one weapon attack as apart of the same
action, which is performed immediately after the spell cast.
Mantle of Whispers
11th Level Feature
You are able to steal the shadows of others. 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 a number of hours equal to your
Bard modifier (Minimum of 1) 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 an Insight check contested by your 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. You cannot capture a shadow if you already have one
captured or are currently transformed by one.
Favored Medium - Cooking Favored Medium - Dance
Your favorite way to express yourself is with the culinary arts. Your favorite way to express yourself is with the art of dance.
Adept Chef Adept Dancer
2nd Level Feature 2nd Level Feature
You gain expertise with Cook's Utensils and gain You gain expertise with the Acrobatics skill and proficiency
proficiency in the Survival skill. If you already have in the Performance skill. If you already have proficiency in
proficiency in one of them, you may move your proficiency to one of them, you may instead gain proficiency in another skill.
another tool or skill. Additionally, whenever you make a check Additionally, whenever you make an Acrobatics check, or a
with Cook's Utensils, or a Performance check related to Performance check related to dancing, you may add your
cooking, you may add your Inspiration Die to the checks Inspiration Die to the checks result.
result. Finally, you learn an additional Outlet from the Dance
Finally, you learn an additional Outlet from the Cooking category. This outlet does not count against your outlets
category. This outlet does not count against your outlets known.
known.
True Movement
Chefs Senses 10th Level Feature
10th Level Feature If an effect would reduce your movement speed and your
As an action, you may target a plate of food or a drink movement speed wouldn't become 0 after the reduction, you
within 10-feet of you that you can both see and smell. You are are immune to the movement speed reduction.
able to identify any and all poisons and diseases within the
food or drink. Flash Mob
Ultimate Meal As an action, you may begin dancing and force a number of
creatures up to your Bard modifier (Minimum of 1) that you
18th Level Feature can see to make a Wisdom saving throw. On a failed saving
Over the course of 1 hour and with proper food, you may throw, a creature begins to dance with you.
create a magnificent meal that can feed up to 10 people. It While dancing, a creature cannot take any actions nor
takes a creature 10 minutes to partake in this meal. movement (This includes you) A creature is freed from thir
Creatures who partake in this meal are cured of all diseases dance if you stop dancing or they suffer damage.
and poisons afflicting them, and if their hit point maximum or Once you use this feature, you cannot do so again until you
any of their ability scores are reduced, they return to normal. complete a long rest.
Once you create this meal, you cannot do so again until you
complete a long rest. Practiced Moves
26th Level Feature
Combination Meals When you perform a dance that grants you a benefit that
26th Level Feature lasts an hour (Such as Efreeti's Jig or Loosening Dance) You
A creature can now benefit from the effects of two of your may cause all creatures who performed the dance (Including
meal outlets at a time (For example, both the Sunsoul and yourself) to retain its benefits until they complete a long rest.
Warming meal at once) If they eat a new meal, the oldest one Once you do so, you cannot do so again until you complete
they ate loses its potency. a long rest.
Favored Medium - Music Favored Medium - Oration
Your favorite way to express yourself is with Musical arts. Your favorite way to express yourself is with the art of
Oration.
Adept Musician
2nd Level Feature Public Speaker
You learn three instruments of your choice, and gain 2nd Level Feature
expertise in the Sleight of Hand skill. If you already have You gain expertise with the Persuasion skill and
proficiency in Sleight of Hand, you may instead gain proficiency in the Deception skill. If you already have
proficiency in a different skill. Additionally, whenever you proficiency in one of them, you may instead gain proficiency
make a Sleight of Hand check, or a Performance check in another skill. Additionally, whenever you make a
related to performing music, you may add your Inspiration Persuasion check, or a Performance check related to orating,
Die to the checks result. you may add your Inspiration Die to the checks result.
Finally, you learn an additional Outlet from the Music Finally, you learn an additional Outlet from the Oration
category. This outlet does not count against your outlets category. This outlet does not count against your outlets
known. known.
Creeping Tune Boundless Speech
10th Level Feature 10th Level Feature
When you would damage a creature using a Bard spell or Provided a creature understands at least one language,
an Outlet and that creature would have resistance to the they can understand what you are saying (You can choose not
damage you would deal, you can ignore their resistance. to use this feature while speaking) This feature does not give
you any ability to understand the creature in turn.
Violent Chord
18th Level Feature Convincing Argument
As an action, you may force all creatures of your choice 18th Level Feature
within 30-feet of you to make a Constitution saving throw. On As an action, you may cast the Dominate Monster spell
a failed saving throw, a creature suffers 10d8 thunder without expending a spell slot. When cast via this feature,
damage and is knocked Prone. On a successful saving throw, Dominate Monster does not require concentration.
a creature suffers half damage and is not knocked prone. Once you use this feature, you cannot do so again until you
Once you use this feature, you cannot do so again until you complete a long rest.
complete a long rest.
You cannot silence the truth!
Easygoing 26th Level Feature
26th Level Feature You can cast Bard spells with verbal components even if
If the result of a Charisma check you make would be lower you are unable to speak or in an area where no sound can be
than your Bard ability score, the result of the check is instead present (Such as that created by the Silence spell)
equal to your Bard ability score. You can also use your outlets from the Oration category
under such circumstances.
Breakdance of the Monk
Outlets of Creativity Outlet of Dance
Below you can find the outlets you can select as apart of your As a bonus action, you may begin performing a rapidly
2nd level Outlets of Creativity feature. You gain more outlets moving breakdance that makes it hard for creatures to get
at certain levels in the Bard class, as shown in the Outlets proper shots on you. Your breakdance continues until your
Known column of the Bard class table. speed is reduced to 0 by any means, you end it early (No
Every outlet has a category (Cooking, Dance, Music and action required) or a creature hits you with a ranged attack.
Oration) However you are able to select and use outlets that You may enter this dance a number of times equal to half
aren't apart of your Favored Medium (For example, your your Bard modifier (Rounded down, minimum of 1) You
Favored Medium could be Music, but you could still learn any regain all expended uses upon completing a short or long
Cooking, Dance or Oration outlets that you want) rest.
Effect. While performing this dance, ranged attacks made
Aberrant Moon Walk against you have disadvantage. If you are hit with a ranged
Outlet of Dance weapon attack roll, you may use your reaction to roll your
Over the course of 5 minutes, you may perform a Inspiration Die and reduce the damage taken by the amount
moonwalk that allows you to move with the alien grace of an rolled.
aberration. Upon completing this dance, the effects of it last If this reduces the damage to 0, as apart of the same
for the next hour. While performing this dance, up to 6 reaction, you may catch the weapons projectile and throw it
creatures who can see you may attempt to mimic your dance, back at the creature who shot it at you, using your Bard
gaining a lesser version of its benefits. modifier for the attack and damage rolls of this missile, and
Once you perform this dance, you cannot do so again until using your Inspiration Die for the damage die.
you complete a long rest. You cannot catch a missile if it is too big for you to hold, or
Effect. You may ignore all types of difficult terrain so long too heavy for you to carry. Even if you successfully catch the
as this outlet is active. missile, this dance ends afterwards.
For creatures other than the Bard, they only ignore
nonmagical difficult terrain. Breathtaking Sonnet
Outlet of Oration
Blaring Riff As an action, you may begin to deliver a sonnet of your own
Outlet of Music creation. All creatures of your choice within 60-feet of you
As a bonus action, you play a loud blast of music on an must succeed on a Wisdom saving throw. On a failed saving
instrument you are holding, this blast can be heard out to a throw, they suffer this outlets effects.
range of 120-feet, but only creatures within 30-feet of you The effects of this outlet last until the end of your next turn,
suffer its effects. until you are no longer able to speak, you cast a spell with
All other creatures within 30-feet of you must succeed on a verbal components or you end it early on your turn (No action
Constitution saving throw or suffer this outlets effects. On a required) As an action on subsequent turns, you may extend
failed saving throw, a creature suffers this outlets effects. On the duration of this sonnet by another round.
a successful saving throw, they suffer no effects. At the end of each of a creatures turns, they may repeat
There is no limit to the amount of times you can use this this saving throw, ending the effect on a successful saving
outlet. throw.
Effect. All affected creatures suffer thunder damage equal Once you use this outlet, you cannot do so again until you
to one roll your Inspiration Die + Your Bard modifier. If a complete a short or long rest.
creature must make a Concentration saving throw as a result Effects. For the duration of the sonnet, creatures who
of taking this damage, they have disadvantage on their saving failed their saving throw are unable to speak or breathe, and
throw. they automatically fail all perception checks they make to
notice things or creatures other than the bard performing
Bonding Waltz this sonnet.
Outlet of Dance
Over the course of 5 minutes, you may perform a dance
that bonds your body and heart with a willing creature who
performs the dance with you. Upon completing this dance,
the effects of it last for the next hour. Both you and the
creature you are performing it with gain its benefits.
Once you perform this dance, you cannot do so again until
you complete a long rest.
Effect. Both you and the creature who performed this
dance with you gain resistance to all damage. Whenever
either of you would take damage, the other creature takes an
equal amount of damage that is not reduced by their
resistances (But can be reduced by other sources)
Chilling Meal Efreeti's Jig
Outlet of Cooking Outlet of Dance
Using this outlet, you are capable of turning 1 day worth of Over the course of 5 minutes, you may perform a dance
rations into a meal that cools down the body. For ever that heats up your entire body, causing your skin to redden
Chilling Meal you make, you require at least 10 minutes and your body temperature to increase. Upon completing this
worth of cooking time and 1 set of rations. A creature can eat dance, the effects of it last for the next hour. While
this meal over the course of 10 minutes. performing this dance, up to 6 creatures who can see you
The effects of this meal last for 8 hours after consumption, may attempt to mimic your dance, gaining a lesser version of
a creature can only benefit from one special meal at a time, if its benefits.
they consume a new one before this time is over, this meals Once you perform this dance, you cannot do so again until
effects are lost. you complete a long rest.
There is no limit to how many Chilling Meals you can have Effect. Whenever a creature damages you with a melee
made at a time, however unless properly preserved, they lose weapon attack while within 5-feet of you, they suffer fire
their special properties 8 hours after they are made. damage equal to one roll of your Inspiration Die. Additionally,
Effect. A creature who has eaten this meal becomes you gain resistance to Cold damage.
immune to the effects of the extreme heat, and whenever they For creatures other than the Bard, they only gain the
suffer Fire damage, they may roll your Inspiration Die and benefits of having resistance to Cold damage.
reduce the damage taken by the amount rolled (Minimum of
0 damage taken) Enrapturing Performance
Countercharm Outlet of Dance or Music
As an action, you may begin performing an enrapturing
Outlet of Music song or dance. The performance captures the attention of all
As an action, you may begin playing a song that repels the of those around and can last as long as you wish. Once you
effects of mind altering abilities. You and all creatures of your complete the performance, provided you performed for at
choice within 30-feet of you gain the benefits of this song, a least 5 minutes, you may force a number of creatures who
creature must be able to hear you in order to gain its benefits. witnessed your performance equal to your Bard modifier
You remain playing this song until you are incapacitated, (Minimum of 1) to make a Wisdom saving throw.
silenced or choose to stop playing it (No action required) On a failed saving throw, a creature suffers an additional
There is no limit to the amount of times you can use this effect.
outlet. Once you make this performance, you cannot do so again
Effect. You and all applicable creatures have advantage on until you take a short or long rest.
saving throws against being Charmed or Frightened. This Effect. Throughout the duration of the performance, each
also extends to abilities that would possess or alter a creature who can see you (If it is a dance) or hear you (If it is
creatures mind in some way (Such as the Calm Emotions a song) has disadvantage on perception and investigation
spell) checks.
If a creature failed on their Wisdom saving throw against
Deathly Condemnation this performance, they become Charmed by you for 1 hour.
Outlet of Oration While charmed in this manner, they idolize you, it speaks
glowingly of you to anyone who talks to it, and it hinders
As an action, you may target a creature who can see and anyone who opposes you, although it avoids violence unless it
hear you within 60-feet of you and force them to make a was already inclined to fight on your behalf. This effect ends
Charisma saving throw, as you condemn them to horrific on a target after 1 hour, if it takes any damage, if you attack it,
fates. On a failed saving throw, they are subjected to this or if it witnesses you attacking or damaging any of its allies.
outlets effects. Targets have no idea you attempted to charm them
Once you use this outlet, you cannot do so again until you whether they succeed on this saving throw or not.
complete a short or long rest.
Effect. For every die of damage that creature suffers
throughout the duration, they suffer an additional 1d4
psychic damage at the end of their turn (For example, if they
suffered 7 dies worth of damage since they were afflicted
with this condemnation, they suffer 7d4 psychic damage at
the end of their turn)
Fortifying Snack Graves Mourning
Outlet of Cooking Outlet of Oration
Over the course of a long rest, you may make a number of Over the course of 1 hour, you may perform a funeral for
fortifying snacks up to your Bard modifier (Minimum of 1) A the corpses of creatures within 60-feet of you. You may
creature may eat one of these snacks as a bonus action on its choose any number of corpses within this range to effect,
turn. however you can not effect corpses that have been dead for
For one minute after eating one of these snacks, a creature longer than 1 month.
gains the effects of this outlet, as the snack fortifies their At the end of this oration, the effects take place on all of the
defenses. corpses within range.
Uneaten snacks lose their potency when you complete a Effect. The souls of all the affected corpses move on to
long rest. their final resting place, escaping anything that is binding
Effect. Immediately upon eating this snack, a creature them to the material plane (Such as a Soul Cage spell)
gains temporary hit points equal to one roll of your Additionally, affected corpses can never be raised to unlife
Inspiration Die. While these temporary hit points persist, that (But they can still be raised back to life with a resurrection
creature cannot be knocked prone. spell)
If they start their turn with no temporary hit points, they If a corpse that has been affected with this outlet is brought
gain temporary hit points equal to half the amount they back to life and then killed again, they must have this oration
gained upon eating the snack. This can happen 3 times in the used on them again in order to prevent them from being able
next minute before the snack loses all potency. to be raised to unlife.
A creature loses any remaining temporary hit points upon
a minute passing. Hearty Meal
Giddy Tap Dance Outlet of Cooking
Using this outlet, you are capable of turning 1 day worth of
Outlet of Dance rations into a meal that cools down the body. For ever Hearty
Over the course of 5 minutes, you may perform a tap dance Meal you make, you require at least 10 minutes worth of
that lightens your mood and encourages uplifting energy. cooking time and 1 set of rations. A creature can eat this
Upon completing this dance, the effects of it last for the next meal over the course of 10 minutes.
hour. While performing this dance, up to 6 creatures who can The effects of this meal last for 8 hours after consumption,
see you may attempt to mimic your dance, gaining a lesser a creature can only benefit from one special meal at a time, if
version of its benefits. they consume a new one before this time is over, this meals
Once you perform this dance, you cannot do so again until effects are lost.
you complete a long rest. There is no limit to how many Hearty Meals you can have
Effect. Roll your Inspiration Die upon completing this made at a time, however unless properly preserved, they lose
dance and half the result (Rounded down) Your movement their special properties 8 hours after they are made.
speed is increased by an amount equal to 5 times the new Effect. A creature who has eaten this meal becomes has
result (For example, if you got a 6, half of that is 3, so your advantage on saving throws against the Poisoned condition
movement speed is increased by 15-feet) The minimum and against diseases, and whenever they suffer Poison
movement speed increase you can receive from this dance is damage, they may roll your Inspiration Die and reduce the
10-feet. damage taken by the amount rolled (Minimum of 0 damage
For creatures other than the Bard, they gain half the taken)
movement speed increase the bard receives.
Horror Show Intensely Spicy Snack
Outlet of Cooking or Oration Outlet of Cooking
As an action, you may begin putting on a horrific Over the course of a long rest, you may make a number of
performance. For cooking, this could be you cooking with live Intensely Spicy snacks up to your Bard modifier (Minimum of
ingredients that are very much still suffering. For oration, this 1) A creature may eat one of these snacks as a bonus action
could be a haunting or disturbing story. on its turn.
The performance captures the attention of all of those For one minute after eating one of these snacks, a creature
around and can last as long as you wish. Once you complete gains fiery breath from the sheer heat of the snack. As an
the performance, provided you performed for at least 5 action or bonus acton, the creature may exhale fire in a 15-
minutes, you may force a number of creatures who witnessed foot long line that is 5-feet wide.
your performance equal to your Bard modifier (Minimum of Once a creature exhales fire three times using this snack,
1) to make a Wisdom saving throw. the effect ends early.
On a failed saving throw, a creature suffers an additional Uneaten snacks lose their potency when you complete a
effect. long rest.
Once you make this performance, you cannot do so again Effect. If a creature exhales fire as an action, all creatures
until you take a short or long rest. within the line suffer fire damage equal to three rolls of your
Effect. Throughout the duration of the performance, each Inspiration Die on a failed saving throw, or half as much on a
creature who can see you (If it is based on cooking) or hear successful one. If a creature exhales fire as a bonus action,
you (If it is based on oration) has disadvantage on perception the damage is instead equal to one roll of your Inspiration
and investigation checks. Die, and creatures suffer no damage on a successful saving
If a creature failed on their Wisdom saving throw against throw.
this performance, they become Frightened by you for 1 hour.
While frightened in this manner, they fear you greatly. They Loosening Dance
do their best to avoid you, ignoring your actions even if they Outlet of Dance
are illegal (They will only ignore minor crimes, major ones
like murder will still be noticed) This effect ends on a target Over the course of 5 minutes, you may perform a dance
after 1 hour, if it takes any damage, if you attack it, or if it that loosens your joints and allows you to move much more
witnesses you attacking or damaging any of its allies. gracefully and with greater precision. Upon completing this
At DM discretion, a creature can instead be Charmed dance, the effects of it last for the next hour. While
rather than Frightened, as they are fascinated and intrigued performing this dance, up to 6 creatures who can see you
by your macabre display or story. may attempt to mimic your dance, gaining a lesser version of
Targets have no idea you attempted to frighten them its benefits.
whether they succeed on this saving throw or not. Once you perform this dance, you cannot do so again until
you complete a long rest.
Effect. You may add your Inspiration Die to all Dexterity
Insulting Retort checks and saving throws you make, you also have advantage
Outlet of Oration on checks or saving throws made to resist or escape being
As a reaction to a creature missing an attack roll against grappled or restrained.
you, you can mock their inadequacy, forcing them to make a For creatures other than the Bard, they only gain the
Wisdom saving throw against your Bard DC. They suffer no benefits of having advantage on checks or saving throws
effect on a successful saving throw, but fall victim to this made to resist or escape being grappled or restrained.
outlets effects on a failed saving throw.
You may use this outlet a number of times equal to your
Bard modifier (Minimum of 1) You regain all expended uses
upon completing a long rest.
Effect. An affected creature has disadvantage on all attack
rolls until the end of their next turn. If they hit with an attack
roll, this effect ends early.
Motivating Speech Offering to the Rain God
Outlet of Oration Outlet of Dance
Over the course of 5 minutes, you may give a rousing and You may perform this outlet as either an action on your
invigorating speech to those around you. The number of turn or over the course of 1 hour (Which may be done over
creatures who can be affected by this outlet cannot exceed the course of a short rest) You dance in a way to appeal to the
ten times your Bard modifier (Minimum of 10) In order to be spirits of nature or the gods of water and rain.
a valid target, a creature must be able to hear you throughout If performed over the course of an hour, you attempt to
the entire speech. influence the rain, causing it to either start or stop. You
All creatures you wish to affect must be allied or at least cannot alter the rain in an area in which it is impossible to
neutral to you, and you must be convincing them to work rain in (Such as underground or in a plane with no
towards a shared goal. A creature is unaffected if they do not rainclouds) nor can you stop rain in an area that always rains.
wish to achieve the goal you are convincing them to work You may use this outlet as an action a number of times
towards. equal to your Bard modifier (Minimum of 1) You regain all
Once you use this outlet, you cannot do so again until you expended uses upon completing a long rest. In order to use
complete a long rest. this feature over the course of 1 hour, you must expend a
Effect. An affected creature gains temporary hit points number of usages equal to your Bard modifier (Minimum of
equal to your Bard Level + Your Bard modifier (Minimum of 1)
your Bard Level) While these temporary hit points persist, a Effect. If performed as an action, you may choose a
creature has advantage on attack rolls and cannot be location within 60-feet of you and cause a 15-foot cube of rain
frightened. to descend upon the location, descending all exposed flames
within the area. The water immediately evaporates after
Nymphs Lullaby extenguishing the exposed flames.
Outlet of Music If performed over the course of an hour, choose a number
As an action, you may begin performing a soothing lullaby. of miles up to your Bard modifier (Minimum of 1) rainclouds
begin to form over the selected area. 1 minute after this
At the start of each of your turns while performing this dance is completed, rain begins to fall over the selected area
lullaby, you roll your Inspiration Die, and add up the total (DM discretion as to how intense the rain is/how long it lasts)
number you have rolled from your various Inspiration Die If it was already raining in an affected area, the rainclouds
rolls. instead disperse after 1 minute.
At the end of your turn while performing this lullaby, you
may choose to end it, affecting creatures whose collective HP Preach to the Wilds
is equal to or less than the total number you rolled from your
Inspiration Die (For example, if the total you rolled was 55, Outlet of Oration
you could affect a collective 55 worth of hit points with this Over the course of 5 minutes, you may deliver a preaching
outlet) to the forces of nature around you, consulting both the
In order to be affected by this lullaby, a creature must have plantlife and wildlife. At the end of these 5 minutes, you must
been listening for at least a number of rounds equal to half make a Persuasion check.
the total number of rounds you spent performing the lullaby All beasts and plantlife within 120-feet of you are affected
(Rounded down) by this outlet. Once a beast or plant has been in the range of
Once you use this outlet, you cannot do so again until you this outlet, it cannot be subjected to it again until you
complete a long rest. complete a long rest.
Effect. All creatures you choose to affect with this outlet You may use this outlet as many times as you wish.
immediately fall to sleep. They remain asleep for a number of Effect. All beasts and plants within range can understand
rounds equal to the number of rounds you performed this what you are saying during these 5 minutes, but you have no
lullaby. They wake up early if they suffer damage or another ability in turn to understand them. You spend these 5 minutes
creature uses their action to wake them. convincing them to aid you, with the extent of their aid
depending on how high your persuasion check was (Up to
DM discretion, but no matter the result of the roll, the beasts
or plants should at least be somewhat helpful, even if the
result was a natural 1)
Regenerative Snack Song of Rest
Outlet of Cooking Outlet of Music
Over the course of a long rest, you may make a number of Over the course of 1 minute, you may perform a
regenerative snacks up to your Bard modifier (Minimum of 1) rejuvenating and uplifting song to you and your compatriots.
A creature may eat one of these snacks as a bonus action on This outlet fails to take effect if your song is interrupted
its turn. (Such as entering combat)
A creature immediately gains the benefits of this snack. You and a number of creatures up to your Bard modifier
Uneaten snacks lose their potency when you complete a (Minimum of 1 other creature) Within 30-feet of you gain the
long rest. benefits of this song.
Effect. Immediately upon eating this snack, a creature may Once you use this outlet, you cannot do so again until you
expend a number of available hit die up to your Bard modifier complete a long rest.
(Minimum of 1) They roll those hit die and regain hit points Effect. Upon the songs completion, all affected creatures
as they would when expending hit die during a short rest. gain the benefits of a short rest.
Rousing Remark Spectre's Opera
Outlet of Oration Outlet of Music
As a bonus action, you may speak an encouraging remark As an action, you may begin singing a haunting opera that
to an allied creature within 60-feet of you who can hear you. draws in undead around you. All undead within 60-feet of you
When using this outlet, you roll your Inspiration Die and half who can hear you are affected by this outlet (They can hear
the result rolled (Rounded up) you even if they lack ears, as the opera speaks to their very
You may use this outlet a number of times equal to your essence)
Bard modifier (Minimum of 1) You regain all expended uses An undead is immune to this if they are of a CR greater
upon completing a short or long rest. than half your proficiency bonus (Rounded up) There is no
Effect. An affected creature can immediately move a maximum duration for this outlet.
number of feet equal to 5 times the end result of the Once you use this outlet, you cannot do so again until you
Inspiration Die (For example, if you rolled a 6 on your complete a long rest.
Inspiration Die, half of that is 3, so the creature could move Effect. All undead who hear the song immediately become
15-feet) Charmed by you, and on each of their turns they will move
This movement does not provoke attacks of opportunity, closer to you and take no other actions. Once within at least
and it does not require the creature to use its reaction in 20-feet of you, an undead creature will stop and listen to your
order to move. performance.
If an undead creature suffers damage while under the
Shattering Frequency effects of this outlet, they immedately become immune to the
outlet, and can never be effected by it again.
Outlet of Music If you perform for at least an hour, you can choose for all
As an action, you may make a Performance check and sing affected undead within 60-feet of you to immediately crumple
at an extremely high frequency, potentially causing objects to dust
around you to crumble. All objects within 30-feet of you are
subjected to this outlets effects.
Once you use this outlet, you cannot do so again until you Sunsoul Meal
complete a short or long rest. Outlet of Cooking
Effect. Round the result of your performance check to the Using this outlet, you are capable of turning 1 day worth of
nearest multiple of 5 (For example, 17 would be rounded to rations into a meal that lights up ones body. For ever Sunsoul
15, while 18 would be rounded to 20) Divide the new result Meal you make, you require at least 10 minutes worth of
by 5, and then roll your Inspiration Die that many times cooking time and 1 set of rations. A creature can eat this
(Using the previous example, you would roll your Inspiration meal over the course of 10 minutes.
Die that many times) The effects of this meal last for 8 hours after consumption,
If an object within range has less HP than the total rolled, it a creature can only benefit from one special meal at a time, if
is destroyed as if hit by thunder damage. This can only effect they consume a new one before this time is over, this meals
objects considered to be apart of a building (Such as effects are lost.
windows or cell bars) And thus cannot effect objects being There is no limit to how many Sunsoul Meals you can have
worn or carried. made at a time, however unless properly preserved, they lose
their special properties 8 hours after they are made.
Effect. A creature who has eaten this meal sheds bright
light in a 20-foot radius around them, and dim light for
another 20-feet beyond that, this light is sunlight.
Additionally, whenever they suffer Necrotic damage, they may
roll your Inspiration Die and reduce the damage taken by the
amount rolled (Minimum of 0 damage taken)
Torture Dance Wave of Sound
Outlet of Dance Outlet of Music
As an action, you may begin performing a Torturous dance. As a bonus action, you may launch a wave of sound using
A number of creatures up to your Bard modifier (Minimum of your instrument or your voice towards a creature within 60-
1) Who witness you performing the dance can choose to join feet of you. The creature does not need to be able to hear you,
in as an action. however they are immune to this if they are in an area where
When a creature starts its turn within 30-feet of you and sound cannot exist (Such as the area created by the Silence
can see you, you may force them to make a Wisdom saving spell)
throw, as they witness the Torturous dance and experience its The creature must succeed on a Strength saving throw, or
pain. If a creature enters a space within 30-feet of you while be subjected to this outlets effects.
witnessing this dance, they must immediately make this You may use this outlet a number of times equal to your
saving throw as well. Bard modifier (Minimum of 1) You regain all expended uses
Creatures who are not looking directly at your dance are upon completing a short or long rest.
immune to its effects, a creature can choose to avert their Effect. On a failed saving throw, a creature is pushed a
eyes, however in doing so they are considered Blinded to you. number of feet back equal to 5 times your Bard modifier
If they look at your dance, they are immediately subjected to (Minimum of 5-feet) If the creature is large size, they are
its effect and must make their Wisdom saving throw. pushed half the distance. If the creature is huge or larger,
You may perform the dance for as long as you wish. There they cannot be pushed by this feature.
is no limit to the number of times you can initiate this dance.
Effect. Creatures who fail their saving throw against this
dance suffer psychic damage equal to one roll of your
Inspiration Die, increased by 1d6 for every other creature
who joined in on your dance. If a creature succeeded on their
saving throw, they instead suffer half damage.
Damage dealt from this dance cannot reduce a creature
below 1 HP, however a creature still feels an immense
amount of pain from this damage, even if it cannot make
them fall unconscious.
Warming Meal
Outlet of Cooking
Using this outlet, you are capable of turning 1 day worth of
rations into a meal that heats up the body. For ever Warming
Meal you make, you require at least 10 minutes worth of
cooking time and 1 set of rations. A creature can eat this
meal over the course of 10 minutes.
The effects of this meal last for 8 hours after consumption,
a creature can only benefit from one special meal at a time, if
they consume a new one before this time is over, this meals
effects are lost.
There is no limit to how many Warming Meals you can
have made at a time, however unless properly preserved, they
lose their special properties 8 hours after they are made.
Effect. A creature who has eaten this meal becomes
immune to the effects of the extreme cold, and whenever they
suffer Cold damage, they may roll your Inspiration Die and
reduce the damage taken by the amount rolled (Minimum of
0 damage taken)
Jack of All Trades
Combat Traits When you make an ability check that does not include your
Below you will find the features you are able to select from proficiency bonus, you may add half your proficiency bonus
your Muse of an Artist feature at levels 3, 9, 15, 21 and 27. (Rounded down) to the check.
You may select this feature again if you are at least 15th
Arcane Dabbling level in this class, if you do so, this applies to saving throws as
Choose a spell from any spell list, the spell must be a level of well.
which you have spell slots for. This spell becomes a Secret
Spell as per your Magical Secrets feature, which means the Movement of the Mage
following: When you would be caught in the area of a spell or effect
(Such as a dragons breath weapon or a spellcasters Fireball
Whenever you would cast this spell, you may instead gain spell) you may use your reaction to cast a spell or use an
entropy equal to ten times the spells level instead of ability from your active performance that moves or teleports
expending a spell slot. you, potentially moving you out of the way of the effects area.
The spell is always prepared for you, is considered a Bard
spell, and does not count against your spells prepared. Musical Recovery
During a short rest, you may choose to recover spell slots
You may select this trait multiple times, choosing a new whose collective level is no greater than half your Bard level
spell each time. (Rounded down) For example, if you are a 12th level Bard,
you could recover four 1st level spell slots and one 2nd level
spell slot, or one 6th level spell slot. Once you use this
Arcane Inspiration feature, you may not do so again until you complete a long
When you cast a spell that restores hit points or deals rest.
damage, you can expend one usage of your Bardic Inspiration If you are level 15 or greater in this class, you may select
and roll the die, adding the result to the spells healing or this trait a second time, which allows you to use this feature
damage. two times between long rests. If you are 27th level in this
Creatures whom you have given one of your Bardic class, you may select this trait a third time, which allows you
Inspiration die can use this feature as well. to use this feature three times between long rests.
You may choose to use this feature multiple times during a
Bardic Skills single short rest if you have multiple usages of it.
Choose two skills. If you lack proficiency in a chosen skill, you
gain proficiency in it. If you have proficiency in a chosen skill, Reactive Mage
you gain expertise in it. You gain an additional reaction, this reaction can only be
You may select this trait multple times. used to cast spells as a reaction, or use Outlets of Creativity
that require a reaction to use.
Combat Inspiration You may select this feature as many times as you wish,
As a reaction to being hit with a weapon attack, you may gaining an additional one of these special reactions each
expend one usage of your Bardic Inspiration and roll the die, subsequent selection.
adding the result to your AC against the triggering attack,
potentially turning it into a miss. Resilient Body
Additionally, when you deal damage with a weapon attack, Your HP maximum increases by an amount equal to three
you may expend one usage of your Bardic Inspiration and roll times your level in this class. Everytime you gain a Bard level,
the die to add the result to the weapons damage roll. your maximum HP increases by an additional 3 HP.
Creatures whom you have given one of your Bardic You may select this trait multiple times.
Inspiration die can use this feature as well.
Outlet Research
Do No Evil You learn one outlet (As per your Outlets of Creativity feature)
Prerequisite: You do not have "Speak No Evil" from any category. You also learn another outlet of your
Bard spells you cast no longer require somatic choice that is of the same category as your Favored Medium
components, however spells that do not have verbal You may select this trait multiple times.
components gain verbal components.
Plentiful Inspiration
The number of Bardic Inspiration die you have is increased
by 2 (So your total is now equal to to your Bard Modifier
(Minimum of 1) + 2)
You may select this trait multiple times, gaining an
additional 2 Bardic Inspiration die for each subsequent
taking.
Power of Music
You are capable of using instruments you are proficient in as
weapons. All instruments are considered range weapons for
you, have a range of 120-feet, and a damage die of 1d8.
You use your Bard modifier for the attack and damage rolls
of attacks using instruments, and instruments deal thunder
damage.
If your Creation Die is larger than 1d8, you use your
Creation Die for the damage die instead.
Skirmisher
When an attack misses you, you may move up to half of your
speed as a reaction. This movement does not provoke attacks
of opportunity.
Speak No Evil
Prerequisite: You do not have "Do No Evil"
Bard spells you cast no longer require verbal components,
however spells that do not have somatic components gain
somatic components.
Well Versed
Choose any combination of 3 languages, tools, or
instruments.
If you did not have proficiency in a chosen tool or
instrument, you gain proficiency in it. If you chose a language,
you learn to speak, read, and write that language. If you
choose an instrument or tool you are already proficient in,
you instead gain expertise.
You may select this trait multiple times.
Evasion
Prerequisite: 9th Level
When you are subjected to an effect that allows you to
make a Dexterity saving throw to take only half damage, you
instead take no damage if you succeed on the saving throw,
and only half damage if you fail.
If you have at least 23 levels in this class, you may select
this feature again. If you do so, it applies to all saving throws,
not just Dexterity ones.
Masters of War
Myths This Myth takes features from the Fighter class, you can be
Every trait on this page is known as a Myth combat trait, they brought to its google drive by clicking this text
interact with the College of Myths subclass. Every Myth You learn two maneuvers of your choice from the Fighter
combat trait grants the Bard abilities or features related to class. You may use them by expending your Inspiration Die in
another class. place of Mastery Die.
Despite having special interactions with the College of
Myth, a Bard of any college can select these combat traits. Mental Sovereigns
This Myth takes features from the Mystic class, you can be
Creators of the Future brought to its google drive by clicking this text
This Myth takes features from the Artificer class, you can be You learn 2 Fundamental Psionics from the Mystic class,
brought to its google drive by clicking this text that you can use as a Mystic would. You use your Bard level
You gain proficiency in Alchemists supplies and Tinkers instead of your Mystic level for determining the fundamentals
Tools. You also learn two Wondrous Innovations of your scaling.
choice from the artificer class.
Monster Slayers
Descendant from Greatness This Myth takes features from the Druid class, you can be
This Myth takes features from the Sorcerer class, you can be brought to its google drive by clicking this text
brought to its google drive by clicking this text You gain one Trophy Slot, and you can craft trophies from
You learn two Arcane Manifestations of your choice from fallen monsters as a Ranger would.
the Sorcerer class, that you can use as a sorcerer would. Your
Manifestation Range is 15-feet. Servants of Nature
This Myth takes features from the Druid class, you can be
Fists of Fury brought to its google drive by clicking this text
This Myth takes features from the Monk class, you can be You gain a Natural Affinity of your choice from the Druid
brought to its google drive by clicking this text class. You use your Bard level for determining the strength of
Your unarmed strikes use your Inspiration Die for their your Terrain Empowerment feature.
damage die if they would use a lower damage die (Or no
damage die at all) Additionally, you may use your Bard Unstoppable Berserkers
modifier for the attack and damage rolls of your unarmed This Myth takes features from the Barbarian class, you can
strikes. be brought to its google drive by clicking this text
You also learn one Stance of your choice from the monk You gain two Ancient Marks of your choice from the
class. Barbarian class, and gain their benefits. If a mark refers to
your Fury Die, instead use your Inspiration Die.
Heistmasters As a bonus action, you may grant yourself the benefits of all
This Myth takes features from the Rogue class, you can be of your marks rage effect for 1 minute. Once you do so, you
brought to its google drive by clicking this text cannot do so again until you complete a short or long rest.
You gain one Illicit Gadget of your choice from the Rogue
class, that you can use as a rogue would. Valiant Crusaders
This Myth takes features from the Paladin class, you can be
Heralds of the Beyond brought to its google drive by clicking this text
This Myth takes features from the Rogue class, you can be You gain two Smites of your choice from the Paladin class,
brought to its google drive by clicking this text that you can use as a Paladin would.
You gain one Eldritch Invocation and one Eldritch
Mutation from the Warlock class. Warriors of the Gods
This Myth takes features from the Cleric class, you can be
Lords of the Arcane brought to its google drive by clicking this text
This Myth takes features from the Wizard class, you can be You gain a Holy Pledge of your choice from the Cleric class.
brought to its google drive by clicking this text If a pledge refers to your Cleric level, you instead use your
Choose an Arcane School of your choice from the Wizard Bard level.
classes Arcane Schooling feature. You gain the rank 1 feature
of that school, and one enigma that requires rank 1 in that
school.
If a school or enigma uses your Wizard level, it instead
uses your bard level. If a school or enigma uses your
Intelligence modifier, it instead uses your Bard modfiier.
Bard Spell List
Cantrips Aid Leomund's Tiny Hut Teleportation Circle
Blade Ward Animal Messenger Major Image
Dancing Lights Blindness/Deafness Nondetection 6th Level
Friends Borrowed Knowledge Plant Growth Eyebite
Guidance Calm Emotions Sending Find the Path
Light Cloud of Daggers Slow Guards and Wards
Mage Hand Crown of Madness Speaking with Dead Heroes' Feast
Mending Detect Thoughts Speak with Plants Mass Suggestion
Message Enhance Ability Stinking Cloud Otto's Irresistible Dance
Minor Illusion Enlarge/Reduce Tongues Programmed Illusion
Prestidigitation Enthrall True Seeing
Thunderclap Heat Metal 4th Level
True Strike Hold Person Charm Monster 7th Level
Vicious Mockery Invisibility Compulsion Dream of the Blue Veil
Kinetic Jaunt Confusion Etherealness
1st Level Knock Dimension Door Forcecage
Animal Friendship Lesser Restoration Freedom of Movement Mirage Arcane
Bane Locate Animals or Plants Greater Invisibility Mordenkainen's Magnificent
Charm Person Locate Object Hallucinatory Terrain Mansion
Color Spray Magic Mouth Locate Creature Mordenkainen's Sword
Command Mirror Image Phantasmal Killer Prismatic Spray
Comprehend Languages Nathair's Mischief Polymorph Project Image
Cure Wounds Phantasmal Force Raulothim's Psychic Lance Regenerate
Detect Magic Pyrotechnics Resurrection
Disguise Self See Invisibility 5th Level Symbol
Dissonant Whispers Shatter Animate Objects Teleport
Earth Tremor Silence Awaken
Faerie Fire Skywrite Dominate Person 8th Level
Feather Fall Suggestion Dream Antipathy/Sympathy
Healing Word Warding Wind Geas Dominate Monster
Heroism Zone of Truth Greater Restoration Feeblemind
Identify Hold Monster Glibness
Illusory Script 3rd Level Legend Lore Mind Blank
Longstrider Bestow Curse Mass Cure Wounds Power Word Stun
Silent Image Catnap Mislead
Silvery Barbs Clairvoyance Modify Memory 9th Level
Speak with Animals Dispel Magic Planar Binding Foresight
Tasha's Hideous Laughter Enemies Abound Raise Dead Mass Polymorph
Thunderwave Fear Rary's Telepathic Bond Power Word Heal
Unseen Servant Feign Death Scrying Power Word Kill
Glyph of Warding Seeming Prismatic Wall
2nd Level Hypnotic Pattern Skill Empowerment Psychic Scream
Intellect Fortress Synaptic Static True Polymorph
Legendary Arts
Here you will find the Legendary arts that only a Bard of the Leveling Beyond 30
appropriate level can learn (If a Bard specific Legendary art Here you can find what the Legendary Bard gains
requires 2 actions to use, you must be a level 11 Bard to for every level beyond 30 they are! It is intentional
know it for example) that their proficiency bonus stops increasing.
Every 4 levels beyond 30 (34, 38, ect) a
Compliments and Insults legendary bard gains a regular ASI.
Cost: 1 Legendary Action Every third ASI a legendary bard would gain
You cast either the Guidance or Vicious Mockery cantrip after level 30 (42, 54, 66 ect) is instead a
(You must know either cantrip in order to cast them) legendary ASI.
Every level you gain 2 Musical Essence.
Discord Whenever you would expend a Bard spell slot of
Cost: 1 Legendary Action 9th level or lower, you may instead expend an
You play a harsh note, all creatures within 10-feet of you equal amount of Musical Essence. You recover
must succeed on a Constitution saving throw against your all Musical Essence upon completing a long
Bard DC or suffer 2d6 thunder damage. You may expend rest.
more legendary actions, if you do so the damage increases by Every even level (32, 34, 36, 38 ect) you gain a
an additional 2d6 for each additional one spent. +1 to one ability score of your choice.
Greater Outlet Your HP increases as per normal.
Cost: 3 Legendary Actions Your new ability score maximums for Dexterity,
You use one Outlet that has a usage time of 1 action. Intelligence and Charisma is equal to your Bard
level if they were not already higher.
Inspire
Cost: 1 Legendary Action
You use your Bardic Inspiration feature.
Lesser Outlet
Cost: 2 Legendary Actions
You use one Outlet that has a usage time of 1 bonus action.
Changelog Version 1.0 (May 30th 2023)
The thirteenth overall legendary class and the first release of
Version 2.0 Bard
A huge revamp to Bard as I was not happy with how the Released with 5 Subclasses: Glamour, Lore, Steel, Valor
initial version came out. and Whispers.
Completely removed the Entropy mechanic, and by Released with 12 Bardic Performances
extension this also removed Bardic Performances and
Words of Creation. Released with 19 Words of Creation
Replaced these features with new ones known as Favored Released with 19 Combat Traits
Medium and Outlets of Creativity.
Released with 3 Legendary Actions
Released with 4 different Favored Mediums: Cooking,
Dance, Music and Oration.
Released with 30 different outlets for the Outlets of
Creativity feature! Each category has 7 unique outlets,
while 2 outlets are shared between two categories.
Features 3 new Subclasses (Eloquence, Myth and Satire)
This also features all 5 subclasses from the original
version, for a total of 8 subclasses.
Removed 6 Combat Traits as they referenced
Entropy/Bardic Performances/Words of Creation. Added
16 more for a total of 29.
Replaced all of the original Legendary Actions with 5 new
ones.
Now that Bardic Inspiration is back, Mantle of Inspiration
from the College of Glamour, and Psychic Blades from
College of Whispers now require expending Inspiration
Dice in order to use them again.
Gave College of Steel a 17th level feature.
Psychic Blades from College of Whispers now scales
more linearly.
Added Guidance to the Bard spell list.
Fixed various typos throughout the document.
Credits and Thanks!
Artist Credit Patron Thanks!
I am no artist, just someone with a lot of homebrew ideas and This homebrew was supported for by my patrons on
a vague ability in graphic design. All artwork I use in this https://www.patreon.com/Zellorea. If you wish to support me
document is credited below, please show respects to the or encourage me to make more things like this or update this
artist and if the original artist sees this and feels I did not in the future, that's the best way to do it!
properly credit them/does not wish for their artwork to be A thank you to my current supporting patrons! Their
used, contact me at u/Zellorea and I will rectify this as soon names are listed below as a show of my immense
as possible. appreciation towards them.
Cover Art by Shilin on Deviantart! Living Legend: Apollyon
Art on Spellcasting page by Billy Christian on Artstation! Living Legend: Kiphea
Art on Magical Secrets/Ace of the Show page by April Living Legend: Mistaken Faith
Borchelt on Artstation! Living Legend: Trains
Art on College of Eloquence page by Katemaxpaint on
Deviantart! Savior: Bird Jormungandr
Art on College of Glamour page by @Depingo on Twitter! Renowned Hero: Cynical Sorcerer
Art on College of Lore page by Tatiana Kirgetova on Renowned Hero: InsaneInsanity
Artstation! Renowned Hero: Xabbu
Art on College of Satire page by Indah Alditha Putri Folk Hero: Xenostar
Siregar on Artstation!
Mercenary: Deathknight
Art on College of Swords page by Bo Chen on Artstation!
Mercenary: Echo Arashi
Art on College of Valor page by Kevin Glint on Artstation!
Mercenary: Miraak
Art on College of Whispers page by Nanfe on Artstation!
Mercenary: RDRGM
Art on Favored Medium Cooking/Dance by Felipe Martini
on Artstation! Mercenary: RobynHoodWest
Art on 3rd Outlets of Creativity page by Bruno Cesar on Mercenary: Xanfyr
Artstation!
Art on 7th Outlets of Creativity page by Antilous chao on
Artstation!
Art on 2nd Combat Traits page by @Krowleigh on Twitter!
Stain Credit
In all of my homebrew I use watercolor stains created by
u/flamableconcrete aka Jared Ondricek. These brews and
PDFs would not look nearly as nice without his creations, so
huge thank you to him! You can find all stains I use on his
website, watercolors.giantsoup.com.
Other Homebrew
You may recognize me for other homebrews such as the
Siphoner class and my project to turn every league of legends
champion into a subclass, if you want to be alerted as soon as
all of those are publically available, join the discord!
https://discord.gg/c4T35TqbqT
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