Art demands an audience, and bards are nothing if not gregarious. To perfect their art, bards seek others out to swap songs and stories, boast of their accomplishments, and share their knowledge. Bards often form loose associations—their colleges—to facilitate their gatherings and preserve their traditions.
Whatever your background, this chapter introduces a variety of colleges for you to choose from. Define your bardic traditions and perfect your art.
Choose your college from one of the following options:
To create your own Bard College (or to convert an existing college from other sources), follow these steps:
And that's it, your college is complete!
You are a bard of the College of Dance and you know how to turn heads on the dancefloor. Whether in a fine royal court or a dark and sunken dungeon, you inspire and enflame with physical prowess, shaping the elements of movement—space, time, and force—into magic.
You—and other bards of your college—are guided by the following collegiate pledges:
You learn how to use your knowledge of dance to inspire and encourage your allies.
You can spend your bonus action and one point of composition to evoke movement and motion in your allies.
Choose one of the following dances and a number of creatures within 30 ft of you equal to your Charisma modifier—each creature gains the benefit of your dance.
This effect lasts for up to 1 minute, and a creature can benefit from only one dance at a time. You must be unarmored and not wearing a shield to use this feature.
While you are not wearing any armor and not wielding a shield, your armor class equals 10 + your Constitution modifier + your Dexterity modifier.
When you cast a bard spell, you can replace any verbal components with somatic components. You must be unarmored and not wielding a shield to use this feature.
You compel a creature to dance with you. Spend a bonus action and choose one adjacent creature. The creature must make a Wisdom saving throw—if it fails, the creature is both Charmed and Grappled by you until the end of its next turn.
While these conditions are in effect, you control the creature's movement. Your movement speed is halved and, when you move, you can pull the creature with you. This movement does not provoke opportunity attacks.
Creatures that are immune to Charmed are immune to this effect. If you cease to be adjacent to the creature, the effect ends.
You can use this feature a number of times equal to your Charisma modifier, and you regain expended uses when you finish a long rest.
You gain proficiency in either a) Acrobatics or b) Performance. Your proficiency bonus is doubled for ability checks with that skill.
You unlock the rhythm of a creature's heart, inspiring it to dance. Spend an action and choose one creature that you can see within 30 ft. The creature must make a Wisdom saving throw—if it fails, the creature begins to dance in place for up to one minute.
A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. If the creature takes damage from a source other than itself, the effect ends immediately.
You can use this feature once, and you regain expended uses when you finish a long rest.
You are a bard of the College of Lore and you know a little something about almost anything. From scholarly tomes in ancient ruins to peasant tales in dingy taverns, you collect fragments of knowledge from all corners of the world and spin local rumor into world-changing truth.
You—and other bards of your college—are guided by the following collegiate pledges:
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 (a) an attack roll, (b) an ability check, or (c) a damage roll, you can use your reaction to spend one point of composition and unleash some Cutting Words.
Roll your Bardic Inspiration die and subtract the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but it must be before (a) the GM determines whether the attack roll or ability check succeeds or fails, or (b) the creature deals its damage.
You gain proficiency with three skills of your choice.
You learn two spells of your choice from any class. The spells don't have to be from the same class, but they must be a cantrip or of a level that you can cast—as shown in the Class Features (Bard) table.
The chosen spells count as bard spells for you and don't count against the number of bard spells you know.
When you make an ability check, you can spend one point of composition to inspire yourself. Roll a Bardic Inspiration die and add the number rolled to your ability check result.
You can wait until after you roll your check before deciding to use this feature, but you must decide before the GM says whether your check succeeds or fails.
You are a bard of the College of Tongues and you know the true power of words. You study languages, collecting fragments of dead and dying tongues to study, preserve, and—on rare occasion—discover secret Words of Power.
You—and other bards of your college—are guided by the following collegiate pledges:
You have mastered a Word of Power that shares your linguistic talents with others.
You can spend your bonus action and one point of composition to speak aloud Word of Power: Tongues.
Choose a number of creatures that you can see equal to your Charisma modifier (to a minimum of 1). Each creature must a) be within 30 ft of you, b) have 50 hit points or fewer, and c) know at least one language.
For up to 1 hour, each target can understand any spoken language that you are proficient with.
You have mastered one exotic language from which your Words of Power are drawn. Choose one of the following:
Through careful study, you have mastered Words of Power in your exotic tongue.
Choose one Word of Power and a creature you can see which has 50 hit points or fewer—that creature is now bound by your selected Word. If the creature is immune to the condition inflicted by your Word (or it has too many hit points) the effect fails.
You can use this feature a number of times equal to your Charisma modifier, and you regain expended uses when you finish a long rest. You can't speak the same Word more than once per long rest, and a creature can only be affected by one Word of Power at a time.
Compel The creature is Charmed by you for up to 1 minute. In addition, you can suggest one simple activity that it should take—limited to four words. The creature will disregard suggestions that are unreasonable or cause self-harm.
At the end of its turns, the creature can make a Wisdom saving throw to overcome the effect. The effect automatically ends if the creature is attacked by you or your allies.
Fear The creature is Frightened by you—or another source you specify—for up to 1 minute. At the end of its turns, the creature can make a Wisdom saving throw to overcome the effect.
Hold The creature is Restrained by you for up to 1 minute. At the end of its turns, the creature can make a Wisdom saving throw to overcome the effect.
Isolate The creature is Deafened, Blinded, and can't speak for up to 1 minute. At the end of its turns, the creature can make a Constitution saving throw to overcome the effect.
Sicken The creature is Poisoned by you for up to 1 minute. At the end of its turns, the creature can make a Constitution saving throw to overcome the effect.
You can target creatures that have 75 hit points or fewer with your Words of Power.
You can target creatures that have 100 hit points or fewer with your Words of Power.