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Bard - College of Rhetoric

Bard

You are a charming, charismatic performer whose performance and wit inspire heroism in your allies and a rising sense of dread in your enemies. When your bard chooses a bard college at 3rd level, the College of Rhetoric is a new option for an Avaleen campaign.  

College of Rhetoric

Bards of the College of Rhetoric wield the power of language with unparalleled skill, mastering the arts of persuasion, debate, and speechcraft. These bards understand that words, properly wielded, can incite revolutions, forge alliances, or bring empires to ruin. They eschew traditional bardic music in favor of mastering the spoken word, using their linguistic expertise to navigate complex political landscapes and inspire change. Whether acting as diplomats, charismatic leaders, or cunning manipulators, these bards recognize that the right phrase at the right time can alter the fate of entire nations, spark revolutions, inspire loyalty, or sow discord.   For those adventurers from the College of Rhetoric who join scholarly expeditions, their focus shifts to negotiating with reclusive factions, uncovering ancient secrets, and preserving forgotten lore. As part of these journeys, they explore ruins, decipher lost languages, and use their rhetorical talents to navigate delicate social and cultural dynamics. Their knowledge of ancient histories and their ability to forge connections with diverse groups make them indispensable in uncovering the truths of the past while ensuring those lessons shape a better future. Whether bargaining with wary locals, preserving sacred traditions, or mitigating the rise of forgotten evils, their words remain their most powerful tool.   Bards of this college share a similar intellectual fervor to other bardic colleges, but focus on preserving and disseminating knowledge itself. Historians, linguists, and archaeologists, they delve into lost civilizations and forgotten texts to illuminate the world’s mysteries. Guided by logic and curiosity, they solve challenges through intellect and reason, ensuring that ancient knowledge is safeguarded for future generations.  
Elena Virel
Half-Elf College of Rhetoric Bard
Elena Virel wasn’t called the silver-tongued ambassador for nothing. Born into a family of diplomats, she spent her youth in the courts of powerful kingdoms, travelling with her father. While her sister Delana became fascinated with ancient empires, leading expeditions to forgotten places in search of knowledge and lost tales, Elena earned her nickname for her uncanny ability to navigate political negotiations and turn enemies into allies with just her words. While she is a pacifist at heart, she is not afraid to use her influence to shift the balance of power in her favor when needed.
 

Bardic Inspiration (Expanded)

At 3rd level, in addition to the standard Bardic Inspiration, you may inspire others with your knowledge of the ancient world and the art of exploration:
  • Expedition Leader: When you inspire someone with Bardic Inspiration, the target also gains advantage on any ability check related to knowledge, investigation, or exploration (e.g., History, Survival, or Arcana), allowing them to navigate ruins, decipher ancient texts, or solve environmental puzzles more easily. This effect lasts for the duration of the Bardic Inspiration (10 minutes).
  • Rhetorical Flourish: You can expend one use of Bardic Inspiration to gain advantage on a Charisma (Persuasion) or Charisma (Deception) check for 1 minute. Additionally, after a successful Charisma (Persuasion) or Charisma (Deception) check, you can gain temporary hit points equal to your Bard level.
 

Spellcasting (Expanded)

Starting at 3rd level, you gain access to a variety of spells that complement your persuasive abilities. You can choose spells like Charm Person, Command, Suggestion, Hold Person, Mass Suggestion, and Dominate Person to bolster your influence over others.  

Silver Tongue

At 3rd level, you have mastered the power of speech and persuasion. You gain proficiency in Persuasion and Deception if you do not already have it. Additionally, you can use your words to manipulate and convince others, even when they might not be entirely truthful.
  • Cultural Understanding: You can learn an ancient language at the start of each expedition (such as Draconic, Primordial, Infernal, or Elvish), making it easier for you to interact with the remnants of lost civilizations. If the language is unknown at the time of discovery, you may use Comprehend Languages or Tongues without expending a spell slot a number of times per long rest equal to your Bard level.
 

Scholarly Rhetoric

When you join the College of Rhetoric at 3rd level, you do so because you are a master of both oral and written communication, able to persuade and educate those around you with your insightful knowledge. You gain the following benefits:
  • Tactful Teacher: You have a vast wealth of knowledge to share. You can spend 1 hour per day lecturing on an academic subject (at the GM’s discretion), and those who listen can absorb knowledge. Creatures within earshot of your lecture (up to 6 creatures) gain temporary knowledge of a topic of your choosing. This grants them advantage on Intelligence-based checks related to that topic for the next 72 hours. Topics could include but is not limited to ancient history, magic, the sciences, or forgotten languages.
  • Scholar’s Curiosity: You gain the ability to study and quickly assess any object, creature, or situation. As an action, you can observe a creature, object, or magical item within 30 feet of you for 1 minute. After the study period, you can gain insight into its history, abilities, or weaknesses. This functions similarly to the Identify spell but applies to objects and creatures you’ve studied during this process. You can use this ability a number of times equal to your Intelligence modifier (minimum once) per long rest.
 

Historian’s Eye

At 6th level, you’ve honed your ability to see connections and understand deeper meanings in the world’s history. Whenever you study a location, object, or person, you can discern historical context with startling clarity. You gain the following benefits:
  • Historical Lore: If you spend 10 minutes studying a person, place, or object, you gain advantage on Intelligence (History) checks to recall relevant details or information about it. If you fail a History check to learn something about a location, person, or artifact, you can choose to reroll the check once per short rest.
  • Research Mastery: When you make an Intelligence-based check to perform research (such as History, Arcana, or Investigation), you can add your Proficiency Bonus to the roll even if you aren’t proficient in the skill. Additionally, you can choose to gain a bonus equal to your Intelligence modifier on any Intelligence-based ability check when researching ancient lore, deciphering texts, or solving complex puzzles.

The Art of Influence

At 6th level, you gain the ability to inspire and sway the minds of groups, using your words to control the hearts and minds of many at once. You can now direct the narrative and steer the emotions of those who listen to you.
  • Rousing Speech: You can use your action to give a stirring speech or deliver a compelling argument, inspiring those around you. Choose up to six creatures within 60 feet that can hear you. Each target gains temporary hit points equal to your Bard level and has advantage on saving throws against being frightened for 1 hour. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses after a long rest.
  • Divide and Conquer: When you successfully use Silver Tongue to charm a creature, you can attempt to sow distrust and division. As a bonus action, you can force a creature charmed by you to make a Wisdom saving throw (DC equal to your Bard spell save DC). On a failed save, the creature becomes hostile toward another creature of your choice within 30 feet of it, as if under the effects of the compelled duel spell, for 1 minute. This does not break the charm effect but can cause conflict among allies or rivals.
  • Expedition Negotiator: You can use your silver tongue to affect not only individuals but also groups of people or factions you encounter on your travels. You can choose a group of up to 6 creatures within 30 feet that you can communicate with, and force them to make a Wisdom saving throw against your Spell Save DC. On a failed save, the group becomes temporarily friendly to your cause, allowing you to ask questions or request assistance during your expedition. You can use this feature once per short rest.

Master Orator

At 14th level, your mastery of rhetoric allows you to sway the will of powerful individuals and change the course of events with your words alone.
  • Commanding Presence: You can use your action to force a creature within 60 feet that can hear you to make a Wisdom saving throw (DC equal to your Bard spell save DC). On a failed save, the creature is frightened of you for 1 minute, and it must use its reaction to move away from you as far as possible. If the creature cannot move, it is instead incapacitated for the duration. A creature can only be affected by this once per long rest.
  • Dictator’s Command: You can cast Suggestion at will without expending a spell slot, and creatures have disadvantage on saving throws against it. If a creature fails its saving throw against your Suggestion, it is compelled to act in a way that serves your political goals (not necessarily harmful, but supportive of your agenda). You may use this feature once per short or long rest.
 

Encyclopedia of the Ages

At 14th level, your scholarly pursuits have culminated in an unrivaled repository of knowledge, and you can now unravel the deepest mysteries of the past. You gain the following benefits:
  • Master Researcher: You can cast Legend Lore as a ritual, without using a spell slot, once per day. When you cast this spell, the information you learn is especially detailed and relevant to the current situation. The knowledge may reveal the true nature of an artifact, a long-lost city’s history, or key information about a villain’s motivations.
  • Living Encyclopedia: Your vast knowledge of the world allows you to recall nearly any fact or piece of lore at will. You can add your Intelligence modifier to any saving throw you make to resist being charmed or deceived by false information. Additionally, you can cast Commune once per long rest without expending a spell slot, allowing you to speak with ancient deities, long-dead sages, or otherworldly entities to gain knowledge.
  • Master of Discovery: Whenever you encounter an ancient site or ruins, you can cast Legend Lore as a ritual (without using a spell slot) to learn important facts about the location, its history, and any legendary events or individuals tied to it. Additionally, you can use your Rousing Speech to inspire your companions to be extra perceptive or cautious in dangerous or mysterious locations, allowing them to gain a +2 bonus to Wisdom (Perception) and Intelligence (Investigation) checks for 1 hour.
The following should only be seen as guidelines and tips, not hard truths. Your campaign, your character, and your game are yours to approach as you please! (And yes, this might be a super overpowered Bard but it is a fun one!)
In a world ravaged by an ancient war, the College of Rhetoric Bard serves as a crucial figure who can shape the course of history through their words and actions. They could be a charismatic leader, a manipulator of public opinion, or an advisor trying to rebuild or manipulate power in the wake of devastation. Whether working to prevent the war’s resurgence, rewrite history, or rebuild societies from the ashes, these bards will leave their mark on the world. This is a perfect subclass for players who love deep lore, puzzles, intellectual challengers, a player who seeks to preserve the past for the future.   Combining the College of Rhetoric Bard with an explorer who travels to lost places opens up exciting possibilities for roleplay and gameplay. This version of the Bard would blend political savvy and social influence with the practical skills and deep knowledge required to explore forgotten ruins, ancient cities, and uncharted wilderness. The Bard could use their mastery of rhetoric to navigate the complicated political dynamics that often arise during expeditions, all while seeking knowledge of the past and uncovering long-lost secrets.

Roleplaying a Bard

Bards of the College of Rhetoric are driven by the desire to shape the world around them using the power of persuasion. They are often found at the center of political struggles, using their charm and knowledge to manipulate public opinion, broker deals, and lead revolutions. They may be seen as politicians, diplomats, or socialites who sway the decisions of rulers, guild leaders, and armies. A Bard of this college might hold public office, act as a trusted advisor to a ruler, or even lead a faction, using their skills to manipulate rivals and cultivate loyalty. These Bards may also work in less overt ways, pulling strings from behind the scenes, influencing the decisions of those in power without ever needing to be in the spotlight themselves.

This article has no secrets.

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