Alt Bard
Alt Bard
Wondrous Wanderers
TRUE PRACTITIONERS OF BARDIC MAGIC AREN'T COMMON. NOT EVERY
MINSTREL OR JESTER IS A TRUE BARD. LEARNING TO CHANNEL THE SONG
OF CREATION REQUIRES NATURAL TALENT AND DEDICATION. TRUE BARDS
SPEND THEIR LIVES WANDERING THE LAND GATHERING LOCAL LEGENDS,
SECRET LORE, AND UNIQUE MAGIC. NO TWO BARDS ARE EVER ALIKE.
BARDS ARE MARKED BY AN UNQUENCHABLE DESIRE TO LEARN NEW
THINGS, MASTER NEW SKILLS, AND GATHER STRANGE TALES. FOR THESE
TRAVELERS, THE CALL OF ADVENTURE IS NEARLY IMPOSSIBLE TO RESIST.
THEY OFTEN FIND THEMSELVES IN THE COMPANY OF HEROES DELVING
INTO FORGOTTEN TOMBS, DECIPHERING ANCIENT SCROLLS, AND ON THE
HUNT FOR STRANGE ExOTIC CREATURES. ANY BARD THAT CAN TELL AN
AWE-INSPIRING STORY FROM PERSONAL ExPERIENCE EARNS RENOWN
AMONG OTHER BARDS. INDEED, AFTER TELLING STORIES ABOUT HEROES
ACCOMPLISHING MIGHTY DEEDS, MANY BARDS TAKE THESE THEMES
TO HEART AND ASSUME HEROIC ROLES THEMSELVES.
The Bard
Bardic Cantrips Spells Chords
Level PB Features Insp. Known Known 1st 2nd 3rd 4th 5th Known
1st +2 Bardic Inspiration, Folklore d4 — — — — — — — —
2nd +2 Spellcasting, Chords of Power d4 2 2 2 — — — — 2
Bardic Tradition, Magical Secrets,
3rd +2 d4 2 3 3 ─ ─ — — 2
Harmonious Recovery
4th +2 Ability Score Improvement d4 3 3 3 ─ ─ — — 2
5th +3 Tradition Feature, Magical Secrets d6 3 4 4 2 ─ — — 2
6th +3 Folklore d6 3 4 4 2 ─ — — 3
7th +3 Bardic Virtuoso d6 3 5 4 3 ─ — — 3
8th +3 Ability Score Improvement d6 3 5 4 3 ─ — — 3
9th +4 Magical Secrets d6 3 6 4 3 2 — — 3
10th +4 Folklore, Font of Inspiration d6 4 6 4 3 2 — — 4
11th +4 Tradition Feature d8 4 7 4 3 3 — — 4
12th +4 Ability Score Improvement d8 4 7 4 3 3 — — 4
13th +5 Magical Secrets d8 4 8 4 3 3 1 — 4
14th +5 Folklore d8 4 8 4 3 3 1 — 5
15th +5 Tradition Feature d8 4 9 4 3 3 2 — 5
16th +5 Ability Score Improvement d8 4 9 4 3 3 2 — 5
17th +6 Magical Secrets d10 4 10 4 3 3 3 1 5
18th +6 Folklore d10 4 10 4 3 3 3 1 6
19th +6 Ability Score Improvement d10 4 11 4 3 3 3 2 6
20th +6 Mythic Secrets d10 4 11 4 3 3 3 2 6
BANE
CAUSE FEAR *
CHARM PERSON
COLOR SPRAY
Ability Score Improvement COMMAND
COMPREHEND LANGUAGES
WHEN YOU REACH 4TH LEVEL, AND AGAIN AT 8TH, 12TH, 16TH, AND
CURE WOUNDS
19TH LEVEL, YOU CAN INCREASE ONE ABILITY SCORE OF YOUR CHOICE
DETECT MAGIC (R)
BY 2, OR TWO ABILITY SCORES BY 1. AS NORMAL, YOU CAN'T INCREASE
DISGUISE SELF
ONE OF YOUR ABILITY SCORES ABOVE 20 USING THIS FEATURE.
DISSONANT WHISPERS
FAERIE FIRE
Bardic Virtuoso FEATHER FALL
YOUR INTUITIVE KNOWLEDGE OF THE SONG OF CREATION PROPELS YOUR HEALING WORD
PERFORMATIVE ABILITIES TO SUPERNATURAL HEIGHTS. STARTING AT 7TH HEROISM
LEVEL, YOU ADD DOUBLE YOUR PROFICIENCY BONUS TO ABILITY CHECKS HIDEOUS LAUGHTER
YOU MAKE THAT INCORPORATE A MUSICAL INSTRUMENT. IDENTIFY (R)
ALSO, WHEN YOU PERFORM A CHORD OF POWER THAT LASTS UNTIL LONGSTRIDER
THE START OF YOUR NExT TURN, SUCH AS LAY OF ALACRITY, YOU CAN SILENT IMAGE
USE A BONUS ACTION ON THE NExT TURN TO CONTINUE PERFORMING SLEEP
THAT CHORD WITHOUT ExPENDING A BARDIC INSPIRATION DIE. THUNDEROUS SMITE LL
THUNDERWAVE
Font of Inspiration 2nd-Level
YOU CAN DRAW POWER FROM THE AMBIENT MUSIC FROM THE SONG
AID
OF CREATION IN TIMES OF NEED. STARTING AT 10TH LEVEL, YOU REGAIN
BLINDNESS/DEAFNESS
ONE ExPENDED BARDIC INSPIRATION DIE WHEN YOU ROLL INITIATIVE.
CALM EMOTIONS
YOU CAN ALSO USE YOUR BONUS ACTION TO ExPEND ONE SPELL SLOT
CROWN OF MADNESS
AND REGAIN BARDIC INSPIRATION DICE EQUAL TO THE SLOT'S LEVEL.
DETECT THOUGHTS
ENHANCE ABILITY
Mythic Secrets ENLARGE/REDUCE
YOU HAVE UNCOVERED KNOWLEDGE OF SOME OF THE MOST POWERFUL HOLD PERSON
AND SECRET MAGICKS OF THE MULTIVERSE. AT 20TH LEVEL, YOU LEARN INVISIBILITY
ONE 6TH-LEVEL AND ONE 7TH-LEVEL MAGICAL SECRETS SPELL. YOU CAN LOCATE CREATURE LL
CAST EACH OF THESE SPELLS ONCE AT THEIR LOWEST LEVEL, AND REGAIN LOCATE OBJECT
THE ABILITY TO DO SO WHEN YOU FINISH A LONG REST. MAGIC MOUTH
Wondrous Tumbler
Bardic Tradition 11TH-LEVEL FOOL TRADITION FEATURE
CHOOSE A BARDIC TRADITION FROM THE OPTIONS BELOW THAT BEST YOU CAN EMBELLISH YOUR NATURAL ACROBATIC TALENTS WITH BARDIC
REPRESENTS YOUR BARD'S MUSE AND PERFORMATIVE ABILITIES: MAGIC. WHEN YOU BEGIN TUMBLING, YOU CAN TURN INVISIBLE AND
TELEPORT TO AN UNOCCUPIED SPACE YOU CAN SEE WITHIN 30 FEET.
Fool Loremaster Skald YOU REMAIN INVISIBLE UNTIL THE END OF YOUR TURN, OR UNTIL YOU
ATTACK, CAST A SPELL, OR TOUCH ANOTHER CREATURE.
Fool ONCE YOU USE THIS FEATURE YOU MUST FINISH A SHORT OR LONG
BARDS WHO COUNT THEMSELVES AMONG THIS TRADITION USE CRUDE REST BEFORE YOU CAN USE IT AGAIN. WHEN YOU HAVE NO USES LEFT,
STORIES, DARING ACROBATICS, AND CUTTING JOKES TO ENTERTAIN AND YOU CAN ExPEND A BARDIC INSPIRATION DIE TO USE IT AGAIN.
CAJOLE AUDIENCES. WHERE OTHER BARDS SEEK OUT FORGOTTEN LORE
OR TALES OF BRAVERY, FOOLS RECOUNT EMBARRASSING AND SATIRICAL
Fool's Luck
STORIES TO UNDERMINE THE PLANS OF THOSE IN POWER. THEIR SHARP 15TH-LEVEL FOOL TRADITION FEATURE
WIT AND ACROBATICS MAKE THEM SLIPPERY OPPONENTS IN BATTLE. YOUR AFFINITY FOR HIJINKS AND EMBARRASSING ANTICS ALLOWS YOU TO
REGAIN BARDIC MAGIC FROM FAILURE. WHENEVER YOU MISS WITH AN
Satirical Theatrics ATTACK ROLL OR FAIL A SAVING THROW, YOU CAN CHOOSE TO REGAIN ONE
3RD-LEVEL FOOL TRADITION FEATURE ExPENDED BARDIC INSPIRATION DIE.
YOU HAVE LEARNED TO MOVE ABOUT IN A STRANGE YET ENTERTAINING YOU CAN DO SO A NUMBER OF TIMES EQUAL TO
MANNER. YOU GAIN PROFICIENCY IN ONE OF THE FOLLOWING SKILLS OF YOUR CHARISMA MODIFIER, AND YOU REGAIN THE
YOUR CHOICE: ACROBATICS, PERFORMANCE, OR SLEIGHT OF HAND. ABILITY TO DO SO WHEN YOU FINISH A LONG REST.
YOU ALSO LEARN THE VICIOUS MOCKERY CANTRIP, BUT IT DOESN'T
COUNT AGAINST YOUR CANTRIPS KNOWN. IF YOU ALREADY KNOW THIS
CANTRIP YOU LEARN ANOTHER BARD CANTRIP OF YOUR CHOICE.
Cutting Words
3RD-LEVEL FOOL TRADITION FEATURE
YOU KNOW JUST THE RIGHT THING TO SAY TO DISTRACT, CONFUSE, AND
SAP THE CONFIDENCE OF OTHERS. WHEN A CREATURE WHO CAN HEAR
AND UNDERSTAND YOU WITHIN 30 FEET MAKES AN ABILITY CHECK OR
ATTACK ROLL, YOU CAN USE YOUR REACTION TO ExPEND ONE BARDIC
INSPIRATION DIE, ROLL IT, AND SUBTRACT IT FROM ITS ROLL.
YOU CAN USE THIS REACTION AFTER THE TARGET ROLLS, BUT BEFORE
YOU KNOW IF IT SUCCEEDS OR FAILS, OR THE DAMAGE IT WILL DEAL.
Tumbling Fool
3RD-LEVEL FOOL TRADITION FEATURE
YOU HAVE LEARNED TO MOVE ABOUT IN A STRANGE YET ENTERTAINING
MANNER. AS A BONUS ACTION, YOU CAN BEGIN TUMBLING, WHICH
GRANTS YOU THE FOLLOWING BENEFITS UNTIL THE END OF YOUR TURN:
YOUR WALKING SPEED INCREASES BY 10 FEET, AND YOU GAIN
A CLIMBING SPEED EQUAL TO YOUR WALKING SPEED.
OPPORTUNITY ATTACKS AGAINST YOU HAVE DISADVANTAGE.
YOU CAN MOVE THROUGH THE SPACE OF ANY CREATURE EQUAL TO
YOU IN SIZE, OR LARGER, WITHOUT ExPENDING ExTRA MOVEMENT.
YOU CAN REDUCE ANY FALLING DAMAGE THAT YOU TAKE BY YOUR
BARD LEVEL + YOUR DExTERITY MODIFIER (MINIMUM OF 1).
Tumbling Strike
5TH-LEVEL FOOL TRADITION FEATURE
YOUR STRANGE AND UNPREDICTABLE MOVEMENTS ALLOW YOU TO LAND
POTENT STRIKES. ONCE PER TURN WHEN YOU HIT A CREATURE WITH A
MELEE WEAPON ATTACK WHILE TUMBLING, YOU CAN DEAL BONUS
DAMAGE EQUAL TO ONE ROLL OF YOUR BARDIC INSPIRATION DIE.
YOU CAN FORGO THIS ADDITIONAL DAMAGE TO INSTEAD FORCE THE
TARGET TO MAKE A DExTERITY SAVING THROW AGAINST YOUR BARD
SPELL SAVE DC. ON A FAILURE, IT FALLS PRONE. ANY CREATURE THAT
IS AT LEAST ONE SIZE LARGER THAN YOU AUTOMATICALLY SUCCEEDS
ON THIS DExTERITY SAVING THROW.
AT CERTAIN BARD LEVELS, THE BONUS DAMAGE FROM TUMBLING
INCREASES: AT 11TH LEVEL IT BECOMES TWO ROLLS OF YOUR BARDIC
INSPIRATION DIE, AND IT BECOMES THREE ROLLS AT 15TH LEVEL.
Loremaster
THE BARDS KNOWN AS LOREMASTERS TRAVEL THE WORLD COLLECTING
BITS OF KNOWLEDGE ABOUT EVERYTHING THEY CAN. FROM SCHOLARLY
TOMES AND RELIGIOUS TExTS TO TAVERN TALES AND SUPERSTITIONS OF
LOCAL PEASANTS, THESE TRAVELERS VALUE STORIES OF ALL KINDS. THE
LOYALTY OF THESE BARDS LIES ABOVE ALL IN THE PURSUIT OF BEAUTY
AND TRUTH, NOT IN FEALTY TO A MONARCH OR THE TENETS OF A DEITY.
Bardic Lore
3RD-LEVEL LOREMASTER TRADITION FEATURE
YOUR KNOWLEDGE OF VARIOUS TRADITIONS, MAGICAL AND MUNDANE
ExCEEDS YOUR FELLOW BARDS. WHEN YOU LEARN MAGICAL SECRETS
SPELLS, YOU LEARN THREE SPELLS OF THAT LEVEL INSTEAD OF TWO.
YOU ALSO GAIN PROFICIENCY IN ONE OF THE FOLLOWING SKILLS OF
YOUR CHOICE: ARCANA, HISTORY, MEDICINE, NATURE, OR RELIGION.
WHENEVER YOU MAKE AN ABILITY CHECK WITH ANY OF THESE SKILLS,
YOU CAN USE CHARISMA IN PLACE OF THEIR NORMAL ABILITY SCORE,
REPRESENTING LOCAL TRADITIONS AND LORE YOU'VE GLEANED.
Potent Performer
5TH-LEVEL LOREMASTER TRADITION FEATURE
WHENEVER YOU CAST A BARD SPELL THAT DEALS
DAMAGE, OR RESTORES HIT POINTS TO A CREATURE,
YOU GAIN A BONUS TO THE DAMAGE ROLL OR HIT POINTS
RESTORED EQUAL TO ONE ROLL OF YOUR BARDIC INSPIRATION DIE.
MOREOVER, WHENEVER YOU ROLL A BARDIC INSPIRATION DIE, YOU
CAN ROLL THE DIE TWICE AND CHOOSE WHICH RESULT YOU USE.
Peerless Skill
11TH-LEVEL LOREMASTER TRADITION FEATURE
YOUR WIDE-RANGING KNOWLEDGE AND TALENTS WITH BARDIC MAGIC
ALLOW YOU TO TURN YOUR FAILURES INTO SUCCESS. WHEN YOU MISS
WITH AN ATTACK ROLL, OR FAIL AN ABILITY CHECK OR SAVING THROW, YOU
CAN ExPEND A BARDIC INSPIRATION DIE, ROLL IT, AND ADD IT TO THE
RESULT OF YOUR ROLL, POSSIBLY TURNING FAILURE INTO SUCCESS.
Wondrous Success
15TH-LEVEL LOREMASTER TRADITION FEATURE
YOUR SKILL WITH BARDIC MAGIC IS BEYOND REPROACH. WHEN YOU
ADD A BARDIC INSPIRATION DIE TO A CREATURE'S ATTACK ROLL, ABILITY
CHECK, OR SAVING THROW YOU CAN INVOKE A WONDROUS SUCCESS
TO REPLACE ITS D20 ROLL WITH YOUR BARD LEVEL. IF THIS ROLL CAUSES
IT TO FIND SUCCESS, IT DOES SO IN AN OVERTLY MAGICAL WAY.
ONCE YOU USE YOUR BARDIC INSPIRATION IN THIS WAY YOU MUST
FINISH A SHORT OR LONG REST BEFORE YOU CAN DO SO AGAIN.
Combat Inspiration
3RD-LEVEL SKALD TRADITION FEATURE
YOU USE YOUR BARDIC MAGIC TO INSPIRE FEATS OF VALOR IN BATTLE.
WHEN YOU ADD A BARDIC INSPIRATION DIE TO ANOTHER CREATURE'S
WEAPON ATTACK ROLL AND ITS ATTACK HITS, IT ALSO ADDS ONE ROLL OF
YOUR BARDIC INSPIRATION DIE TO THE DAMAGE ROLL OF ITS ATTACK.
ALSO, WHEN YOU MAKE A WEAPON ATTACK ROLL AND MISS, YOU
CAN ExPEND ONE BARDIC INSPIRATION DIE, ROLL IT, AND ADD THE
RESULT TO YOUR ROLL, POSSIBLY TURNING YOUR MISS INTO A HIT.
Extra Attack
5TH-LEVEL SKALD TRADITION FEATURE
YOU CAN ATTACK TWICE, INSTEAD OF ONCE, WHENEVER YOU TAKE THE
ATTACK ACTION. MOREOVER, IF YOU USE YOUR ACTION TO CAST A BARD
SPELL OR TO PERFORM A CHORD OF POWER, YOU CAN MAKE A SINGLE
WEAPON ATTACK AS A BONUS ACTION ON THAT TURN.
Gallant Charge
5TH-LEVEL SKALD TRADITION FEATURE
YOUR HEROIC PRESENCE RALLIES ALLIES TO CHARGE INTO BATTLE. AS
A REACTION WHEN YOU ROLL INITIATIVE, YOU CAN ExPEND A BARDIC
INSPIRATION DIE. CREATURES OF YOUR CHOICE WITHIN 30 FEET THAT
CAN HEAR YOU GAIN A BONUS TO THEIR INITIATIVE ROLL EQUAL TO ONE
ROLL OF YOUR BARDIC INSPIRATION DIE.
Ringing Strikes
11TH-LEVEL SKALD TRADITION FEATURE
YOUR WEAPON ATTACKS ARE EMPOWERED WITH YOUR SIGNATURE
BARDIC MAGIC. WHENEVER YOU HIT WITH A WEAPON ATTACK YOU
DEAL BONUS THUNDER DAMAGE ON HIT EQUAL TO ONE ROLL OF YOUR
BARDIC INSPIRATION DIE.
WHEN YOU MAKE A WEAPON ATTACK, YOU CAN CHOOSE TO FORGO
THIS BONUS DAMAGE TO MAKE YOUR ATTACK WITH ADVANTAGE.
Heroic Inspiration
15TH-LEVEL SKALD TRADITION FEATURE
YOUR WORDS MOTIVATE OTHERS TO EVER GREATER FEATS OF GALLANTRY.
WHEN YOU ADD A BARDIC INSPIRATION DIE TO ANOTHER CREATURE'S
ATTACK ROLL, ABILITY CHECK, OR SAVING THROW, YOU CAN ALSO GRANT
THAT CREATURE TEMPORARY HIT POINTS EQUAL TO YOUR CHARISMA
MODIFIER (MINIMUM OF 1 TEMPORARY HIT POINT).
WHILE A CREATURE HAS TEMPORARY HIT POINTS FROM THIS FEATURE
ITS WALKING SPEED INCREASES BY 10 FEET.
Disorienting Dirge
Chords of Power PREREQUISITE: 6TH-LEVEL BARD
BELOW ARE THE CHORDS OF POWER AVAILABLE FOR BARDS TO LEARN. AS AN ACTION, YOU ExPEND ONE BARDIC INSPIRATION DIE TO BEGIN
IF A CHORD HAS A BARD LEVEL PREREQUISITE, YOU CAN LEARN IT AT A PERFORMANCE THAT LASTS UNTIL THE BEGINNING OF YOUR NExT TURN.
THE SAME TIME THAT YOU MEET ITS PREREQUISITE. EVERY CHORD CREATURES OF YOUR CHOICE WHO ARE WITHIN 30 FEET AND CAN HEAR
USES YOUR BARD SPELL SAVE DC AND BARDIC INSPIRATION DIE. YOU HAVE DISADVANTAGE ON WISDOM SAVING THROWS AND SAVING
IF A CHORD OF POWER REQUIRES YOUR CONCENTRATION, IT USES THROWS TO MAINTAIN THEIR CONCENTRATION.
THE SAME RULES AS IF YOU WERE CONCENTRATING ON A SPELL. PERFORMING THIS CHORD OF POWER REQUIRES CONCENTRATION.
Extra Attack
5TH-LEVEL BLADE TRADITION FEATURE
YOU CAN ATTACK TWICE, INSTEAD OF ONCE, WHENEVER YOU TAKE THE
ATTACK ACTION. MOREOVER, IF YOU USE YOUR ACTION TO CAST A BARD
SPELL OR TO PERFORM A CHORD OF POWER, YOU CAN MAKE A SINGLE
MELEE WEAPON ATTACK AS A BONUS ACTION ON THAT TURN.
Seeds of Terror
3RD-LEVEL CONSPIRATOR FEATURE
YOU LACE YOUR SPEECH WITH INSIDIOUS BARDIC MAGIC TO INSPIRE
FEAR AND PARANOIA. IF YOU SPEAK WITH A CREATURE WHO CAN HEAR
AND UNDERSTAND YOU FOR AT LEAST 1 MINUTE, YOU CAN ExPEND A
BARDIC INSPIRATION DIE TO FORCE IT TO MAKE A WISDOM SAVING
THROW AGAINST YOUR BARD SPELL SAVE DC. ON A FAILED SAVE, FOR
THE NExT HOUR IT IS FRIGHTENED OF A CREATURE (YOUR CHOICE) WHO
YOU BOTH CAN SEE AND TREATS THAT CREATURE AS ITS ENEMY. THIS
EFFECT ENDS IF THE FRIGHTENED TARGET OR ITS ALLIES ARE ATTACKED
OR DAMAGED BY YOU OR YOUR ALLIES.
THE TARGET IS UNAWARE THAT YOU ATTEMPTED TO INFLUENCE
ITS THOUGHTS, REGARDLESS OF THE SAVING THROW'S RESULT.
Devious Strike
5TH-LEVEL CONSPIRATOR TRADITION FEATURE
YOU ARE AS DEADLY WITH A BLADE AS YOU ARE WITH WORDS.
ONCE PER TURN WHEN YOU HIT A CREATURE WITH A WEAPON
ATTACK, YOU CAN DEAL BONUS DAMAGE EQUAL TO ONE ROLL OF
YOUR BARDIC INSPIRATION DIE.
AT 11TH LEVEL THIS BONUS DAMAGE BECOMES TWO ROLLS
OF YOUR BARDIC INSPIRATION DIE, AND IT BECOMES THREE ROLLS
OF YOUR BARDIC INSPIRATION DIE WHEN YOU REACH 15TH LEVEL.
Stolen Visage
5TH-LEVEL CONSPIRATOR TRADITION FEATURE
YOU CAN USE SINISTER BARDIC MAGIC TO TRAP THE VISAGE OF OTHER
PEOPLE WHO FALL VICTIM TO YOUR SINISTER SCHEMES. WHENEVER A
HUMANOID YOU CAN SEE DIES WITHIN 30 FEET OF YOU, YOU CAN USE
YOUR REACTION TO MAGICALLY CAPTURE ITS VISAGE.
AS AN ACTION, YOU CAN CONSUME THIS VISAGE TO TRANSFORM TO
RESEMBLE THAT HUMANOID AS IT LOOKED IN LIFE, GAINING ACCESS TO
ANY MEMORIES AND INFORMATION THAT IT WOULD HAVE SHARED WITH
A CASUAL ACQUAINTANCE. THE EFFECT LASTS FOR 1 HOUR, BUT YOU CAN
END THE VISAGE WITH AN ACTION. A SUSPICIOUS CREATURE CAN SEE
THROUGH THE VISAGE BY MAKING A SUCCESSFUL WISDOM (INSIGHT)
CHECK CONTESTED BY YOUR CHARISMA (DECEPTION) CHECK.
YOU CAN ONLY HAVE ONE VISAGE TRAPPED AT A TIME. WHEN YOU
Conspirator TRAP ANOTHER CREATURE'S VISAGE, ANY PREVIOUS VISAGE IS LOST.
CONSPIRATORS USE THEIR SKILLS AND TALENTS FOR THEIR OWN BENEFIT. Mental Anguish
THEY ABUSE THE TRUST MOST HAVE FOR BARDS AND WORK THEIR WAY
11TH-LEVEL CONSPIRATOR TRADITION FEATURE
INTO POSITIONS WHERE THEY CAN GATHER INCRIMINATING SECRETS TO
YOU WEAVE YOUR MANIPULATIVE MAGIC INTO EVERY STRIKE. WHEN
USE AS BLACKMAIL. THESE NARCISSISTIC BARDS OFTEN MASQUERADE
YOU USE PSYCHIC ASSAULT, THE CREATURE MUST MAKE A WISDOM
AS OTHER TRADITIONS, OPERATING IN SECRET TO ACCUMULATE WEALTH
SAVING THROW AGAINST YOUR SPELL SAVE DC OR BE FRIGHTENED OF
AND INFLUENCE, AND RARELY, IF EVER, REVEAL THEIR TRUE MOTIVATIONS.
YOU UNTIL THE END OF YOUR NExT TURN.
Cunning Influence ALSO, WHEN YOU HIT A CREATURE THAT IS FRIGHTENED OF YOU WITH
3RD-LEVEL CONSPIRATOR TRADITION FEATURE A WEAPON ATTACK, YOU CAN END THE FRIGHTENED CONDITION FOR IT
YOU ARE AN ExPERT AT MANIPULATING CREATURES THAT MAKE THE AND TURN YOUR WEAPON ATTACK INTO AN AUTOMATIC CRITICAL HIT.
MISTAKE OF TRUSTING YOU. YOU GAIN PROFICIENCY IN DECEPTION Sinister Manipulation
AND WITH TWO OF THE FOLLOWING TOOLS OF YOUR CHOICE: DISGUISE
15TH-LEVEL CONSPIRATOR TRADITION FEATURE
KITS, FORGERY KITS, POISONER'S KITS, OR THIEVES' TOOLS.
YOUR MANIPULATIVE BARDIC MAGIC KNOWS NO BOUNDS. YOU CAN
ALSO, WHEN YOU CAST A BARD SPELL WITH A VERBAL COMPONENT
USE SEEDS OF TERROR AS AN ACTION. ON A FAILURE, IN PLACE OF THE
THAT ONLY TARGETS ONE CREATURE WITHIN 10 FEET, YOU CAN CHOOSE
NORMAL EFFECT, YOU CAN CHOOSE TO MAKE THE TARGET BELIEVE YOU
FOR ONLY THE TARGET OF YOUR SPELL TO HEAR ITS VERBAL COMPONENT.
HAVE KNOWLEDGE OF ITS DARKEST SECRET. IF YOU DO, IT IS CHARMED
Psychic Assault BY YOU INDEFINITELY, OR UNTIL YOU OR YOUR ALLIES ACT WITH HOSTILITY
TOWARD IT, AND IT WILL SECRETLY AID YOU IN ANY WAY IT CAN, SHORT
3RD-LEVEL CONSPIRATOR TRADITION FEATURE
OF DIRECTLY FIGHTING OR RISKING ITS LIFE FOR YOU.
YOU ENHANCE YOUR STRIKES WITH BARDIC MAGIC TO PIERCE BODY
AND MIND. WHEN YOU HIT A CREATURE WITH A WEAPON ATTACK, YOU YOU CAN ONLY HAVE ONE CREATURE CHARMED IN THIS UNIQUE WAY
CAN ExPEND ONE BARDIC INSPIRATION DIE TO DEAL BONUS PSYCHIC AT A TIME, AND ATTEMPTING TO CHARM ANOTHER CREATURE WITH THIS
DAMAGE EQUAL TO TWO ROLLS OF YOUR BARDIC INSPIRATION DIE. FEATURE END THIS EFFECT FOR THE PREVIOUS CREATURE.
Counselor Confounding Logic
5TH-LEVEL COUNSELOR TRADITION FEATURE
COUNSELOR BARDS USE THEIR MASTERY OVER THE SONG OF CREATION YOU CAN LACE YOUR ARGUMENTS WITH BARDIC MAGIC TO ASSAULT THE
TO EMPOWER THEIR SPEECH. THEY TRADITIONALLY TAKE UP ROLES AS MINDS OF YOUR ENEMIES. AS AN ACTION, YOU CAN FORCE A CREATURE
POLITICAL ADVISORS TO THE POWERFUL, OR MASTER SCHOLARS OF LOCAL THAT CAN HEAR AND UNDERSTAND YOU WITHIN 30 FEET TO MAKE AN
LAW WHO REPRESENT THOSE ACCUSED OF CRIMES. THEY ARE KNOWN INTELLIGENCE SAVING THROW AGAINST YOUR BARD SPELL SAVE DC.
FAR AND WIDE FOR THEIR SILVER TONGUES AND LINGUISTIC SKILLS. ON A FAILED SAVE, IT TAKES PSYCHIC DAMAGE EQUAL TO A ROLL OF
COUNSELORS CHANNEL THE SONG OF CREATION THROUGH LOGICAL YOUR BARDIC INSPIRATION DIE, AND UNTIL THE BEGINNING OF YOUR
ARGUMENTS AND WELL-CRAFTED SPEECHES RATHER THAN MUSIC. NExT TURN IT CANNOT TAKE REACTIONS AND ITS SPEED IS HALVED.
THIS PSYCHIC DAMAGE INCREASES TO TWO ROLLS OF YOUR BARDIC
Bardic Counsel INSPIRATION DIE AT 11TH LEVEL, AND THREE ROLLS AT 15TH LEVEL.
3RD-LEVEL COUNSELOR TRADITION FEATURE
YOUR BARDIC SKILL IS FOCUSED ON ORATORY SKILLS AND KNOWLEDGE Elder Tongue
OF LOCAL TRADITIONS. YOU GAIN PROFICIENCY IN HISTORY, AND WHEN 5TH-LEVEL COUNSELOR TRADITION FEATURE
YOU MAKE AN INTELLIGENCE (HISTORY) CHECK RELATED TO LOCAL LAW AS AN ACTION, YOU CAN INFUSE YOUR SPEECH WITH THE SONG OF
OR TRADITION, YOU TREAT A D20 ROLL OF 7 OR LOWER AS AN 8. CREATION ITSELF SO THAT ANY CREATURE WITHIN 60 FEET THAT CAN
YOU ALSO GAIN PROFICIENCY IN YOUR CHOICE OF EITHER DECEPTION HEAR YOU DOES SO AS IF YOU WERE SPEAKING ITS NATIVE TONGUE.
OR PERSUASION. IF YOU ARE ALREADY PROFICIENT IN THE CHOSEN SKILL THIS EFFECT LASTS FOR 1 HOUR, AND IN ORDER FOR THIS TO WORK ON
YOU CAN ADD DOUBLE YOUR PROFICIENCY BONUS TO YOUR ROLL. A CREATURE, IT MUST BE ABLE TO SPEAK AT LEAST ONE LANGUAGE.
ONCE YOU USE THIS FEATURE YOU MUST FINISH A LONG REST BEFORE
Cutting Logic YOU CAN USE IT AGAIN. IF YOU HAVE NO USES REMAINING, YOU CAN
3RD-LEVEL COUNSELOR TRADITION FEATURE
ExPEND A SPELL SLOT OF 2ND-LEVEL OR HIGHER TO USE IT AGAIN.
YOUR CONFIDENCE AND WAY WITH WORDS UNSETTLES YOUR FOES AND
EMPOWERS THE RESOLVE OF YOUR ALLIES. WHEN A CREATURE WITHIN Reliable Counsel
30 FEET THAT CAN HEAR AND UNDERSTAND YOU IS FORCED TO MAKE A 11TH LEVEL COUNSELOR TRADITION FEATURE
SAVING THROW BY A CREATURE OTHER THAN YOURSELF, YOU CAN USE YOU ALWAYS SEEM TO RECALL THE PERFECT FACT OR KNOW JUST WHAT
YOUR REACTION TO ExPEND A BARDIC INSPIRATION DIE, ROLL IT, AND TO SAY AT THE RIGHT TIME. WHENEVER YOU MAKE AN INTELLIGENCE
SUBTRACT THE RESULT FROM ITS SAVING THROW. YOU MUST USE THIS CHECK TO RECALL INFORMATION, OR YOU MAKE CHARISMA CHECK TO
REACTION BEFORE YOU KNOW THE SAVING THROW'S RESULT. CONVINCE A CREATURE OF SOMETHING, YOU CAN REPLACE YOUR D20
ROLL WITH YOUR BARD LEVEL.
Potent Advice
3RD-LEVEL COUNSELOR TRADITION FEATURE Peerless Inspiration
YOUR MAGIC HOLDS TRUE EVEN WHEN YOUR WORDS 15TH-LEVEL COUNSELOR TRADITION FEATURE
FAIL YOU. IF YOU USE YOUR BARDIC INSPIRATION YOUR ADVICE AND REASONING HAVE BECOME SO POWERFUL THAT IT
REACTION AND THE CREATURE STILL MISSES WITH IS INDISTINGUISHABLE FROM MAGIC. WHEN YOU USE YOUR BARDIC
ITS ATTACK ROLL, OR FAILS ITS ABILITY CHECK OR ITS INSPIRATION REACTION, YOU CAN CHOOSE TO USE THE MAxIMUM
SAVING THROW, YOUR BARDIC INSPIRATION DIE VALUE OF YOUR BARDIC INSPIRATION DIE IN PLACE OF ROLLING IT.
IS NOT ExPENDED. YOU CAN USE THIS FEATURE A NUMBER OF TIMES EQUAL TO YOUR
CHARISMA MODIFIER (A MINIMUM OF ONCE), AND YOU REGAIN ALL
ExPENDED USES WHEN YOU FINISH A LONG REST.
Mesmer Mantle of Protection
11TH-LEVEL MESMER TRADITION FEATURE
OFTEN HAILING FROM THE WONDROUS COURTS OF THE FEYWILD, THESE YOUR PERFORMANCES ExUDE AN AURA OF PROTECTIVE BARDIC MAGIC.
GLAMOROUS BARDS USE THEIR MAGIC TO BEGUILE AND CAPTIVATE ALL WHEN YOUR GLAMOROUS MANTLE IS ACTIVE OR WHILE YOU PERFORM
WHO LOOK UPON THEM. NEVER TO BE UPSTAGED, BARDS KNOWN AS A CHORD OF POWER, YOU AND CREATURES OF YOUR CHOICE WITHIN 30
MESMERS USE THEIR POWERFUL PERSONALITIES TO MANIPULATE AND FEET WHO CAN SEE OR HEAR YOU GAIN THE FOLLOWING BENEFITS:
MOTIVATE THEIR AUDIENCES TO SERVE THEIR GOALS.
THEY HAVE ADVANTAGE ON SAVING THROWS TO RESIST AND END
Glamorous Mantle THE CHARMED, FRIGHTENED, PARALYZED, OR STUNNED CONDITION.
3RD-LEVEL MESMER TRADITION FEATURE THEY CAN SEE THROUGH ANY ILLUSION PRODUCED BY A SPELL OF
AS A BONUS ACTION, YOU CAN ExPEND A BARDIC INSPIRATION DIE, A LEVEL EQUAL TO YOUR CHARISMA MODIFIER OR LOWER.
ROLL IT, AND MOMENTARILY ENHANCE YOUR BEAUTY WITH MAGIC. YOU MOREOVER, WHEN YOU ROLL INITIATIVE AND ARE NOT SURPRISED OR
THEN CHOOSE A NUMBER OF CREATURES WHO CAN SEE YOU WITHIN INCAPACITATED, YOU CAN USE YOUR REACTION TO ExPEND A BARDIC
30 FEET (UP TO YOUR CHARISMA MODIFIER) TO GAIN TEMPORARY HIT INSPIRATION DIE TO ACTIVATE YOUR GLAMOROUS MANTLE.
POINTS EQUAL TO YOUR BARDIC INSPIRATION DIE ROLL AND MOVE UP
TO THEIR SPEED WITHOUT PROVOKING OPPORTUNITY ATTACKS. Majestic Presence
THIS MAGIC THEN FADES, AND YOUR NORMAL BEAUTY RETURNS. 15TH-LEVEL MESMER TRADITION FEATURE
THE POWERFUL ENCHANTMENT MAGICS YOU USE HAVE GIVEN YOU A
Mesmerizing Presence LOVELY, YET FIERCE APPEARANCE, MUCH LIKE THE POWERFUL ARCHFEY.
3RD-LEVEL MESMER TRADITION FEATURE WHEN YOU CAST AN ENCHANTMENT SPELL ON A CREATURE THAT CAN
YOUR WORDS ARE LACED WITH SEDUCTIVE ENCHANTMENT. YOU LEARN SEE YOU WITHIN 30 FEET, YOU CAN ExPEND A BARDIC INSPIRATION
THE FRIENDS, CHARM PERSON, AND COMMAND SPELLS, BUT THEY DO DIE AND FORCE IT TO MAKE ITS SAVING THROW WITH DISADVANTAGE.
NOT COUNT AGAINST YOUR NUMBER OF CANTRIPS OR SPELLS KNOWN. IF YOUR GLAMOROUS MANTLE IS ACTIVE, YOU CAN USE THIS FEATURE
ADDITIONALLY, YOU ALWAYS KNOW ENTHRALLING PERFORMANCE, WITHOUT ExPENDING YOUR
AND IT DOES NOT COUNT AGAINST YOUR TOTAL CHORDS KNOWN, BUT BARDIC INSPIRATION DIE.
YOU CANNOT REPLACE IT WITH ANOTHER CHORD OF POWER.
Otherworldly Visage
5TH-LEVEL MESMER TRADITION FEATURE
THE OTHERWORLDLY POWER OF YOUR BARDIC MAGIC HAS INCREASED.
WHEN YOU USE GLAMOROUS MANTLE, IT LASTS FOR UP TO 1 MINUTE,
OR UNTIL YOU ARE INCAPACITATED OR END IT AS A BONUS ACTION.
FOR THE DURATION, YOU CAN USE YOUR BONUS ACTION ON TO
PRODUCE ONE OF THE FOLLOWING EFFECTS TARGETING ONE
CREATURE THAT CAN SEE OR HEAR YOU WITHIN 30 FEET:
YOU CAST CHARM PERSON OR COMMAND, WITHOUT
ExPENDING A SPELL SLOT, BUT THE EFFECTS OF CHARM
PERSON ONLY LAST FOR THE DURATION OF YOUR MANTLE.
YOU GRANT A CREATURE TEMPORARY HIT POINTS EQUAL
TO ONE ROLL OF YOUR BARDIC INSPIRATION DIE,
AND IT CAN MOVE UP ITS SPEED WITHOUT
PROVOKING OPPORTUNITY ATTACKS.
Reflexive Charm
5TH-LEVEL MESMER TRADITION FEATURE
YOU CAN DISTRACT ATTACKERS WITH
YOUR WHIMSICAL BARDIC MAGICS.
WHEN A CREATURE WHO CAN SEE
YOU HITS YOU WITH AN ATTACK,
YOU CAN ExPEND A BARDIC
INSPIRATION DIE AS YOUR
REACTION, ROLL IT, AND ADD
THE RESULT TO YOUR ARMOR
CLASS AGAINST THAT ATTACK.
WHEN YOUR GLAMOROUS
MANTLE IS ACTIVE, YOU CAN
USE THIS REACTION AT WILL,
WITHOUT ExPENDING A
BARDIC INSPIRATION
DIE TO USE IT.
True Singer True Inspiration
3RD-LEVEL TRUE SINGER TRADITION FEATURE
WHILE ALL BARDS CAN WIELD THE SONG OF CREATION, THOSE KNOWN YOUR INTIMATE KNOWLEDGE OF THE SONG OF CREATION EMPOWERS
AS TRUE SINGERS ARE SAID TO HAVE A UNIQUE UNDERSTANDING OF IT. YOUR BARDIC ABILITIES. YOUR BARDIC INSPIRATION DICE ARE D6S.
THIS INTIMATE KNOWLEDGE OF THE SONG WHICH CREATED ALL THINGS AT CERTAIN BARD LEVELS, THE SIZE OF YOUR BARDIC INSPIRATION
TENDS TO MAKE THEM ECCENTRIC, EVEN MORE SO THAN THE AVERAGE DICE INCREASE AGAIN: AT 5TH LEVEL (D8S), AT 11TH LEVEL (D10S),
BARD, AND DRIVES THEM TO TAKE UP RESIDENCE IN THE WILDERNESS, AND FINALLY AT 17TH LEVEL (D12S).
WHERE THEY CAN BE CLOSEST TO CREATION IN ITS PUREST FORM.
Dancing Creation
Creator's Song 5TH-LEVEL TRUE SINGER TRADITION FEATURE
3RD-LEVEL TRUE SINGER TRADITION FEATURE YOUR UNDERSTANDING OF THE SONG OF CREATION HAS DEEPENED,
YOUR UNDERSTANDING OF THE SONG OF CREATION ALLOWS YOU TO ALLOWING YOU TO TEMPORARILY BRING LIFE TO LIFELESS OBJECTS. AS AN
SING OBJECTS INTO BEING. AS AN ACTION, YOU CAN SING AND CREATE ACTION, YOU CAN SING LIFE INTO A LARGE OR SMALLER OBJECT THAT IS
ONE INANIMATE OBJECT NO LARGER THAN YOUR HAND, IN YOUR HAND NOT BEING WORN OR CARRIED, AWAKENING IT AS A LIVING OBJECT.
OR IN AN UNOCCUPIED SPACE THAT CAN SUPPORT IT WITHIN 10 FEET. STATISTICS. THE LIVING OBJECT USES THE STAT BLOCK OF THE
YOU MUST BE FAMILIAR WITH ANY OBJECT YOU CREATE THIS WAY, SAME NAME ON THE FOLLOWING PAGE. IT USES YOUR PROFICIENCY
AND TO CREATE AN OBJECT THAT WOULD REQUIRE SPECIFIC SKILLS TO BONUS (PB), CHARISMA MODIFIER (CHA), AND SPELL SAVE DC.
CRAFT YOU MUST BE PROFICIENT IN THE CORRESPONDING TOOLS. COMBAT. THE LIVING OBJECT OBEYS YOU COMPLETELY AND ACTS
THE OBJECT IS VISIBLY MAGICAL, AND PRODUCES FAINT PLEASANT DURING YOUR TURN IN COMBAT. IT WILL ONLY TAKE THE DODGE ACTION
MUSIC. IT HAS A NUMBER OF HIT POINTS EQUAL TO YOUR BARD LEVEL, UNLESS YOU USE YOUR BONUS ACTION TO SING A COMMAND TO IT TO
AND ITS ARMOR CLASS IS EQUAL TO YOUR CHARISMA SCORE. THIS TAKE AN ACTION FROM ITS STAT BLOCK OR ANOTHER ACTION.
OBJECT DISAPPEARS AFTER 1 HOUR, OR WHEN IT IS REDUCED TO 0 HIT DURATION. THE LIVING OBJECT REMAINS ANIMATED IN THIS WAY
POINTS OR YOU USE THIS FEATURE TO CREATE ANOTHER OBJECT. FOR 1 MINUTE, BUT IT INSTANTLY REVERTS TO ITS LIFELESS STATE IF YOU
WHEN YOU USE THIS FEATURE YOU CAN ExPEND A SPELL SLOT TO ARE INCAPACITATED, IF YOU USE THIS FEATURE TO BRING ANOTHER
CREATE LARGER OBJECTS, AS DETERMINED BY THE SLOT ExPENDED: OBJECT TO LIFE, OR IF IT IS REDUCED TO 0 HIT POINTS. IF THE OBJECT IS
REDUCED TO 0 HIT POINTS IT IS DESTROYED AND SHATTERS TO PIECES.
Spell Slot Size Spell Slot Size
USES. ONCE YOU USE THIS FEATURE TO ANIMATE AN OBJECT. YOU
None hand-sized 3rd Medium MUST COMPLETE A LONG REST BEFORE YOU CAN USE IT AGAIN.
1st Tiny 4th Large WHEN YOU HAVE NO USES OF THIS FEATURE REMAINING, YOU CAN
ExPEND A SPELL SLOT OF 1ST-LEVEL OR HIGHER TO ANIMATE ANOTHER
2nd Small 5th Huge LIFELESS OBJECT AS A LIVING OBJECT.
Living Object
Construct, Chaotic Good
Wondrous Chords
11TH LEVEL TRUE SINGER TRADITION FEATURE
YOUR NATURAL AFFINITY WITH THE SONG OF CREATION ALLOWS YOU TO
CHANNEL IT IN WAYS IMPOSSIBLE FOR OTHER BARDS. WHENEVER YOU
PERFORM A CHORD OF POWER, YOU CAN PERFORM TWO CHORDS YOU
KNOW TO PRODUCE BOTH EFFECTS SIMULTANEOUSLY. HOWEVER, YOU
MUST ExPEND A BARDIC INSPIRATION DIE FOR EACH AS NORMAL.
IF YOU USE BARDIC VIRTUOSO TO CONTINUE PERFORMING THESE
CHORDS, YOU CAN CONTINUE BOTH WITH ONE BONUS ACTION.
True Song
15TH-LEVEL TRUE SINGER TRADITION FEATURE
YOU UNDERSTAND THE SONG OF CREATION AS IF YOU WERE PRESENT
WHEN IT FIRST BROUGHT THE MULTIVERSE INTO ExISTENCE. YOU LEARN
THE AWAKEN SPELL, AND YOU CAN CAST IT WITHOUT ExPENDING THE
NORMAL MATERIAL COMPONENT. ONCE YOU DO SO, YOU MUST FINISH
1D4 LONG RESTS BEFORE YOU CAN CAST IT IN THIS WAY AGAIN.
ALSO, WHEN YOU USE DANCING CREATION TO CREATE A LIVING
OBJECT, THE OBJECT STAYS ANIMATED UNTIL YOU ANIMATE ANOTHER
OBJECT OR IT IS DESTROYED. MOREOVER, IF YOU CAST AWAKEN ON YOUR
LIVING OBJECT, IT BECOMES AN INDEPENDENT LIVING CREATURE.
FINALLY, WHEN YOU USE CREATOR'S SONG TO CREATE AN OBJECT BY
ExPENDING A SPELL SLOT, THE OBJECT IS A PERMANENT CREATION.
Alternate Bard
Become the wandering master of folk magic you
were meant to be with this alternate take on the
Bard! Channel the Song of Creation with eight
Bardic Traditions and thirteen Chords of Power!
Artist Credits:
Covers - S. Prescott - Ellywick Tumblestrum
Page 1 - Rudy Siswanto - Wandering Troubadour
Page 3 - Lie Setaiwan - Song of Inspiration
Page 4 - Eric Deschamps - God of Storytelling
Page 5 - Eelis Kyttanen - Inspiring Bard
Page 6 - Filipe Pagliuso - Titan of the Waves
Page 7 - Olivier Bernard - Dwarf Berserker Token
Page 9 - Kieran Yanner - Moon Dancer
Page 10 - Livia Prima - Nirkana Revenant
Page 11 - Livia Prima - Deadly Fugitive
Page 12 - Tomas Duchek - Scholarship Advisor
Page 13 - David Rapoza - Dragonsguard Elite
Page 14 - Marie Magny - Tom Bombadil
Page 15 - Joseph Weston - Firbolg Flutist