Bard

Class Features

As a Bard, you gain the following class features.

Hit Points

Hig Dice: 1d8 per bard level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st

Proficiencies

Armor:Light armor

Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords

Tools: Three musical instruments of your choice

Saving Throws: Dexterity, Charisma

Skills: Choose any three

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

The Bard
The Bard
LevelProficiency BonusFeaturesCantrips KnownSpells Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Bardic Inspiration (d6)242--------
2nd+2Jack of All Trades, Song of Rest (d6)253--------
3rd+2Bard College, Expertise2642-------
4th+2Ability Score Improvement3743-------
5th+3Bardic Inspiration (d8), Font of Inspiration38432------
6th+3Countercharm, Bard College feature39433------
7th+3-3104331-----
8th+3Ability Score Improvement3114332-----
9th+4Song of Rest (d8)31243331----
10th+4Bardic Inspiration (d10), Expertise, Magical Secrets41443332----
11th+4-415433321---
12th+4Ability Score Improvement415433321---
13th+5Song of Rest (d10)4164333211--
14th+5Magical Secrets, Bard College feature4184333211--
15th+5Bardic Inspiration (d12)41943332111-
16th+5Ability Score Improvement41943332111-
17th+6Song of Rest (d12)420433321111
18th+6Magical Secrets422433331111
19th+6Ability Score Improvement422433332111
20th+6Superior Inspiration422433332211

Bardic Inspiration

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use th Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Spellcasting

You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations.

Bard Spells

Cantrips

You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.

Spell Slots

The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. you regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice from the bard spell list.

The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Ritual Casting

You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use a musical instrument (see "Equipment") as a spellcasting focus for your bard spells.

Jack of All Trades

Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Song of Rest

Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level to 1d10 at 13th level, and to 1d12 at 17th level.

Bard College

At 3rd level, you delve into the advanced techniques of a bard college of your choice such as the College of Lore. your choice grants you features at 3rd level and again at 6th and 14th levels.

Expertise

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 10th level, you can choose another two skill proficiencies to gain this benefit.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Font of Inspiration

Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

Bardic Inspiration (now d8)

The Bardic Inspiration die increases to a d8.

Countercharm

At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).

Ability Score Improvement (lvl 8)

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Song of Rest (now 1d8)

Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level to 1d10 at 13th level, and to 1d12 at 17th level.

Expertise

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 10th level, you can choose another two skill proficiencies to gain this benefit.

Bardic Inspiration (now d10)

The Bardic Inspiration die increases to a d10.

Magical Secrets

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

You learn two additional spells from any class at 14th and again at 18th level.

Ability Score Improvement (lvl 12)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Song of Rest (now d10)

Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level to 1d10 at 13th level, and to 1d12 at 17th level.

Magical Secrets (Level 14)

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

You learn two additional spells from any class at 14th and again at 18th level.

Bardic Inspiration (now d12)

The Bardic Inspiration die increases to a d12.

Ability Score Improvement (lvl 16)

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Song of Rest (now d12)

Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level to 1d10 at 13th level, and to 1d12 at 17th level.

Magical Secrets (level 18)

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

You learn two additional spells from any class at 14th and again at 18th level.

Ability Score Improvement (lvl 19)

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Superior Inspiration

At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

Bardic Colleges

Bards share stories and wisdom from one generation to another. These vast troves of knowledge have various philosophies leading certain groups to form. Often times these groups become known as colleges.

College of Compulsion

The college of compulsion seeks to mess with the minds of their victims. Through befuddlement and misdirection their enemies wast time, resources, and spells allowing a master of the college to confound the field.

Bonus Proficiencies (Compulsion)

At level 3, the bard gains proficiency in Persuasion and Deception. If you already have proficiency in one of these skills then you can take proficiency in any Charisma based skill. If you have all Charisma based skills you and still need a substitute, then you can choose from any skill you do not yet have proficiency in.

Lulling Voice

At level 3, you learn to weave soothing words of deception deep into the verbal components of charm spells. Whenever an opponent rolls a saving throw against one of the bard's charm spells, the bard can spend a bardic inspiration use to roll an inspiration die and lower the result of the opponent's saving throw by the result.

Twin Charm

At level 6, the bard learns to double the effects of his single target charm spells. Whenever the bard casts a single target charm spell, as a bonus action he can effect a second (different) target with the same casting of the spell (no additional spell slots required).

Combat Charmer

At level 14 the bard learns to thoroughly implant trust into his targets' minds. Damage taken by your Charmed targets from area of effect or other enemies no longer breaks the spell, or allows the target an additional saving throw (using a single target attack or spell still will). This effect only applies during combat with multiple enemies.


Copy Left Notice: The College of Compulsion is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

College of Healing

Bards of the College of Healing have dedicated themselves to healing the ill of body as well as spirit. They sing encouraging melodies to inspire those who hear them to great health. Those who hear their song can be brought back, even from the brink of death itself. The college's members can be found wherever the injured have need. They often will wander to the most remote towns and might be the only healer seen there for months.

Bonus Proficiencies

When you join the College of Healing at 3rd level, you gain proficiency with the Medicine and Survival skills. If you have proficiency already with one of them, you can pick any other skill. You learn Spare the Dying cantrip, and this does not count against the number of cantrips known.

Inspired Healing

Beginning at level 3, you learn how to use your voice to heal and bolster your friends. As a bonus action, you can expend one or more uses of Bardic Inspiration, rolling Bardic Inspiration dice to heal an ally that can hear you. Roll your Bardic Inspiration dice, add your proficiency bonus, and either heal them or give them temporary hit points (Your choice). If you choose to grant temporary hit points, they last for no more than an hour.

Additional Healing Spells

At 6th level, you unlock Beacon of Hope, Mass Cure Wounds, Mass Heal, Mass Healing Word and Revivify. The spells count as bard spells for you but don't count against the number of bard spells you know. They will be learned when you reach a level high enough to cast them.

Abundant Healing

At 14th level, whenever you would roll any number of dice to heal you can expend two Bardic Inspiration die to automatically roll the maximum amount. For example, if you would roll 3d8 dice to heal, you instead heal 24.


Copy Left Notice: The College of Healing is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

College of Lore

Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.

The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or adviser knows that the bard would rather be honest than politic.

The college's members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.

Bonus Proficiencies (Lore)

When you join the College of Lore at 3rd Level, you gain proficiency with three skills of your choice.

Cutting Words

Also at 3rd level, 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 an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being Charmed.

Additional Magical Secrets

At 6th level, you learn two spells of your choice from any class. A spell you choose must be a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know.

Peerless Skill

Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail.


Copy Left Notice: The College of Lore is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

College of Pain

Some bards revel in entertaining their entire audience, playing to the crowd and giving a good show for all involved. Bards of the College of Pain take a different approach. They single out a single member of the audience and direct the song to that one individual. The College of Pain specializes in music that deals with loss, pain, and regret and genres of music which contain that subject matter. they prefer to use their music to tug at the heart strings of that one individual member of the audience through specific lyrics and song styles directed solely at that listener. This talent extends into their adventuring career as well.

Inhibiting Note

At 3rd level, you learn how to inhibit others with your music. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being Charmed.

Stop and Listen for a While

Also at 3rd level, you can distract your opponent's focus restraining them from moving while you are directing your song at them. As an action, you can direct this effect at a creature you can see within 60 feet. The creature must succeed on a Wisdom saving throw or be Restrained by the music for up to one minute. A creature Restrained by the song can use its action to make a Wisdom check against your spell save DC. On a success, it is immune for 24 hours. It is also immune if it can't hear you or if it's immune to being Charmed.

Perceptive Song

Upon reaching 6th level, when you make an investigation or perception check to learn more about a creature (interests, hobbies, skills, etc. that can be learned from their appearance/equipment) and score over a 12, you gain advantage on your next roll against this creature. You must finish a short or long rest before you can use this feature again.

Death Song

Upon reaching 14th level, the prolonged effect of your song can have deadly consequences. As an action, you can start or continue singing a magic song that causes 2d6 psychic damage per round to one creature you can see within 60 feet. This damage is imperceptible until the creature has lost more than half its hit points at which time it can begin making Constitution saving throws to detect the loss in hit points. Once detected it can start making checks (or ask others to make checks) to figure out what is happening and how to deal with it (stuff your mouth with cotton, kill the cook for poisoning her, run away, etc.).

You can continue this song for one round per bard level. Creatures that are immune to psychic damage are not effected. They are also not effected if they cannot hear you or are immune to being Charmed. You must finish a long rest before you can use this feature again.


Copy Left Notice: The College of Pain is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

College of the Band

The College of Band is all about teamwork. You have a few others that you work with and trust, and gain the benefits of their skills. This band can take one of three shapes, that of beasts, men, or spirits. This is a one time decision and cannot be changed later.

Beasts: You play to the tune of nature's call. From the sweet songs of the birds to the shrill howl of the wolf, the wilds are an orchestra waiting for your conductance.

Men: You join forces with other instrument players. Each person brings a new layer to the music that is unachievable otherwise.

Spirits: Whether they are your ancestors or old friends, the ghosts of the dead follow you to enhance your music with either ghostly choirs or spectral projections of the instruments they played in life.

Bonus Proficiency (The Band)

At 3rd level you gain a proficiency based on the members of your band.

Beasts:Nature, or one other skill if you already have Nature.

Men:Investigation, or one other skill if you already have Investigation.

Spirits:Religion, or one other skill if you already have Religion.

Service of the Band

At 3rd level, you can utilize the members of your band for extra effects while performing.

Beasts: You gain knowledge of the Find Familiar spell and can cast it using a 1st level spell slot. This does not count against the number of spells you can know.

Men: Creatures you give a bardic inspiration die to have a +1 when they use your bardic inspiration die. This increases to a +2 at level 11 and +3 at level 17.

Spirits: You can use members of your spectral band to deliver touch spells as if you had cast them. Choose one of your band members. This spirit can move up to 30 feet per turn and must stay within 30 feet of you. Your spirit can be dissipated if it takes too much damage. Your spirit has an AC = 10 + your Charisma modifier, HP 10, immunity to slashing, piercing, and bludgeoning, necrotic damage. If dissipated, you can re-summon your spirit by performing an hour long ritual. You can also, as an action, peer through the senses of your spirit as if it were a familiar.

All as One

At 6th level, your name is inseparable from the band that you are a part of.

Beasts: You are constantly under the effect of the Speak with Animals spell and beasts don't consider you a threat unless you attack them. This does not count against the number of spells known.

Men: You can expend a bardic inspiration die as a bonus action to give a dying creature one successful death saving throw. You can only use this feature once per set of saving throws for each creature. (If a creature is dying, then gains HP, then goes down again, you can use this feature again.)

Spirits: You gain knowledge of the Spirit Guardians spell and can cast it using a 3rd level spell slot. This does not count against the number of spells known.

Miracle of Sound

At 14th Level, your music is enough to perform minor miracles. You gain one of the following features. To use one of these features, you must spend all remaining bardic inspiration dice you have. If you had already spent any bardic inspiration dice prior to using this feature, you gain a number of Exhaustion levels equal to that number.

Beasts: The wilds hear you in your time of need wherever you are. You can spend an action to summon beasts to your aid. Choose any number of beasts whose challenge ratings total up to no more than half of your bard level. You summon those beasts to your aid. They can act starting on your next turn at your spoken commands. The beasts obey your commands for a maximum of 5 minutes, then unsummon themselves.

Men: You perform a miracle normally reserved for Saints. You cast either the Regenerate spell or the Resurrection spell. (This does not count as knowing these spells and you cannot cast them with spell slots unless you learn them by a different means.)

Spirits: You shield one creature (not including yourself) from harm. As an action, a creature that can see and hear you within 60 feet gains 200 temporary HP and comes under the effect of the Stoneskin spell. After 5 minutes, these effects wear off. (This does not count as knowing Stoneskin and you cannot cast Stoneskin unless you learn it by a different means.)


Copy Left Notice: The College of the Band is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

College of the Falling Star

Tales among the bards abound of pieces that fall from the sky. Ancient songs and epic poems talk about the fallen stars that provide the fabled star-metal. Fallen stars are the only known source of star-metal, a rare and precious ore infused with mighty magical power. A bard of the College of the Falling Star is the master of the strange and powerful magic derived from the mystical star-power.

Turning your back on the traditional fare of the bard, you slowly transform into a living statue of star-metal, gaining immortality and (near)invulnerability at the cost of your own flesh. Only a handful of bards can complete the rights necessary to achieve this transformation.

Note: This archetype is more powerful than a normal balance, but requires the investment of large sums of gold seeking out the star metal necessary to unlock abilities. As such, this archetype is designed to be played within a league where either a guild or multiple player characters are feeding resources to allow a Bard of the College of the Falling Star to reach its full potential.

NPC Only Features

Some tremendously powerful npcs have higher levels in a class than a player character can reach. This college grants such npcs additional features at level 25 and 30.

Initial Star-metal Infusion - Locked

At 3rd level you learn the secrets of how to infuse star-metal into your very being. Once you have acquired 2 ounces of star-metal you can powder it and turn it into a beverage using 1,000 GP of exotic arcane reagents. This beverage induces violent seizures and long bouts of intense pain. You will be Incapacitated for 24 hours and cannot travel or move. After this period you arise a changed being, the power of star-metal binding to your metabolism, changing it and giving you the following traits:

Minor Star-metal Resistance . You gain resistance to non-magical bludgeoning, piercing, and slashing damage.

Minor Star-metal Strengthening . You Strength increases by 2 up to a limit of 20, but your Dexterity is reduced by 1 point, likewise you gain disadvantage on Dexterity saves and skill checks.

Minor Star-metal Durability . You gain a +1 to AC.

Star-metal Slam . You gain proficiency with a slam attack. This is a melee attack that if it hits does your bardic inspiration die + strength in bludgeoning damage. (This does not use a bardic inspiration slot.)

Note: To anyone who is not a Bard of the College of the Falling Star, this beverage is poisonous and deals 10d6 poison damage. The body then purges the star-metal and reagents in such a way that they are not salvageable or reusable.

Finding Star-metal

At 3rd level you can begin searching for star-metal whenever you level up. To search for star-metal you must spend 3,000 GP in rare resources and bribes to know where to begin looking (which are expended regardless of the success of the hunt).

The success of the hunt is based on either an Intelligence (Investigation) or an Intelligence (History) check, your choice. The following table shows the results.

Star-metal research

History DCInvestigation DCStar-metal Quantity
1-91-10None
10-1211-130.25 ounces
13-1514-160.5 ounces
16-1817-191 ounce
19-2120-222 ounces
22-2523-262 + 1d2 ounces
>25>262 + 1d4 ounces
Lesser Star-metal Infusion - Locked

At 6th level you learn the secrets of how to infuse star-metal into your very being. Once you have acquired 5 ounces of star-metal you can powder it and turn it into a beverage using 5,000 GP of exotic arcane reagents. The reactions are more moderate but still painful. This time you are simply Poisoned for 24 hours. You are now more construct than organism and your skin is showing signs of the metal's tint. You gain the following traits in addition to those mentioned in Initial Star-metal Infusion.

Star-metal Resistance. You are resistant to magical bludgeoning, piercing, and slashing damage.

Star-vision . You gain a Darkvision of 60 feet. If you already have Darkvision, your vision increases by 60 feet.

Lesser Star-metal Metabolism . You are resistant to necrotic damage, but can no longer be healed by normal healing spells.

Star-metal Strengthening . Your Strength increases by an additional 2 points up to a limit of 22, but your Dexterity is reduced by another 1 point, you now have advantage on all Strength saves and skill checks.

Star-metal Durability . Your AC increases by +2.

Object of Star-metal . Your body is now closer to inert material than flesh. You are now immune to being Charmed, intoxicated, Paralyzed, Petrified, Poisoned, put to sleep and Stunned. Your body no longer requires sleep, however you do need to remain still for 4 hours each night to avoid Exhaustion.

Star-metal Smith . You gain the Mending cantrip. Any casting of the Mending cantrip on you heals you by 1d4 + your Constitution modifier.

Note: To anyone who is not a level 6 Bard of the College of the Falling Star, this beverage is poisonous and deals 20d6 poison damage. The body then purges the star-metal and reagents in such a way that they are not salvageable or reusable.

Greater Star-metal Infusion - Locked

At 14th level, you discover how to use a greater star-metal infusion. To create it you need 8 ounces of star-metal and 10,000 GP of exotic components. As you consume it, you can feel the last organic vestiges of your body being replaced by hard metal. You do not have any negative side effects to this infusion. You become a perfectly chiseled statue of gleaming metal with the following additional traits:

Greater Star-metal Resistance . You gain immunity to nonmagical bludgeoning, piercing, and slashing damage.

Greater Star-metal Strengthening . Your Strength increases by an additional 2 points up to a limit of 24, but your Dexterity is reduced by another 1 point.

Greater Star-metal Durability . You gain an additional +2 to AC.

Greater Star-metal Metabolism . You are also immune to necrotic damage. Mending cantrips now heal you 1d8 + your Constitution modifier. Alternatively you can expend a Bardic Inspiration die as a bonus action to regain 1d8 + your Constitution modifier in hit points.

Star-metal Form . You gain vulnerability to lightning damage.

Magical Slam . Your slam attack is now magical and deals +1 damage.

Note: To anyone who is not a level 14 Bard of the College of the Falling Star, this beverage is poisonous and deals 40d6 poison damage. The body then purges the star-metal and reagents in such a way that they are not salvageable or reusable.

Superior Star-metal Infusion - Locked

This content is meant for boss npcs and is not yet ready to be released.

Transcendent Star-metal Infusion - Locked

This content is meant for boss npcs and is not yet ready to be released.


Copy Left Notice: The College of the Falling Star is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

College of the Gambler

Some bards prefer the thrill of games of skill and chance to the polished art of Performance. These bards have formed a loose association that goes by many names: the Brotherhood of Gamesters, the Gentlemen Speculators, and the College of the Gambler.

Many dismiss gamblers as fly-by-night hucksters or swindlers, relying on the foolishness of marks to gain and lose fortunes. But the College of the Gambler teaches its adherents both the workaday skills necessary to excel in the cutthroat world of gaming and the primal aleomancy that allows them to manipulate fortune itself into a somewhat more favorable direction.

Gamester

When you join the College of the Gambler at 3rd level, you gain proficiency with two gaming sets of your choice (If you have proficiency with all gaming sets then you may gain proficiency with an artisan's tool).

Additionally, you can use a gaming set as a spellcasting focus for your bard spells.

Play to the Odds

Also at the 3rd level, you learn to use some of your natural bardic talents to manipulate fortune. When a creature that you see within 60 feet of you makes a check or saving throw with a gaming set you can use your roll a use of your Bardic Inspiration and either have it added or subtracted from their roll.

Read the Room

At 6th level, you gain advantage on Insight (Wisdom) checks meant to assess a creature's personality, spot changes in its mood, or predict its next course of action.

Poker Face

Also at 6th level, you gain advantage on any Deception (Charisma) tests meant to conceal your emotions or appear less intelligent than you are. Whenever a magical spell or effect would read your thoughts, determine the truthfulness of your statements, or compel you to tell the truth, you may make a Perception (Wisdom) check to immediately detect the spell's presence. If successful then you may attempt to remain silent and/or clear your thoughts. (May require additional saves depending on the nature of the spell being used.)

Know When to Fold 'Em

At 14th level, your natural ability to assess risk works in conjunction with your arcane abilities. During your turn, or as a reaction, you may choose to instantly cast Teleport without the use of a spell slot. (This does not count as knowing the spell and you cannot cast the spell with spell slots unless you learn it by another means.) You may use this ability only once a week.


Copy Left Notice: The College of the Gambler is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.


Copy Left Notice: The Bard is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Many of the archetypes are from different sources and are individually marked.