Bard Profession in Dierde | World Anvil

Bard

Bard [–] Humming as she traces her fingers over an ancient monument in a long-forgotten ruin, a half-elf in rugged leathers finds knowledge springing into her mind, conjured forth by the magic of her song—knowledge of the people who constructed the monument and the mythic saga it depicts.
  A stern human warrior bangs his sword rhythmically against his scale mail, setting the tempo for his war chant and exhorting his companions to bravery and heroism. The magic of his song fortifies and emboldens them.
  Laughing as she tunes her cittern, a gnome weaves her subtle magic over the assembled nobles, ensuring that her companions' words will be well received.
  Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds.
  Music and Magic [–] In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of bards is an attempt to snatch and harness those echoes, subtly woven into their spells and powers.
  The greatest strength of bards is their sheer versatility. Many bards prefer to stick to the sidelines in combat, using their magic to inspire their allies and hinder their foes from a distance. But bards are capable of defending themselves in melee if necessary, using their magic to bolster their swords and armor. Their spells lean toward charms and illusions rather than blatantly destructive spells. They have a wide-ranging knowledge of many subjects and a natural aptitude that lets them do almost anything well. Bards become masters of the talents they set their minds to perfecting, from musical performance to esoteric knowledge.
  Learning from Experience [–] True bards are not common in the world. Not every minstrel singing in a tavern or jester cavorting in a royal court is a bard. Discovering the magic hidden in music requires hard study and some measure of natural talent that most troubadours and jongleurs lack. It can be hard to spot the difference between these performers and true bards, though. A bard's life is spent wandering across the land gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer. But a depth of knowledge, a level of musical skill, and a touch of magic set bards apart from their fellows.
  Only rarely do bards settle in one place for long, and their natural desire to travel—to find new tales to tell, new skills to learn, and new discoveries beyond the horizon—makes an adventuring career a natural calling. Every adventure is an opportunity to learn, practice a variety of skills, enter long-forgotten tombs, discover lost works of magic, decipher old tomes, travel to strange places, or encounter exotic creatures. Bards love to accompany heroes to witness their deeds firsthand. A bard who can tell an awe-inspiring story from personal experience earns renown among other bards. Indeed, after telling so many stories about heroes accomplishing mighty deeds, many bards take these themes to heart and assume heroic roles themselves.
  Creating a Bard [–] Bards thrive on stories, whether those stories are true or not. Your character's background and motivations are not as important as the stories that he or she tells about them. Perhaps you had a secure and mundane childhood. There's no good story to be told about that, so you might paint yourself as an orphan raised by a hag in a dismal swamp. Or your childhood might be worthy of a story. Some bards acquire their magical music through extraordinary means, including the inspiration of fey or other supernatural creatures.
  Did you serve an apprenticeship, studying under a master, following the more experienced bard until you were ready to strike out on your own? Or did you attend a college where you studied bardic lore and practiced your musical magic? Perhaps you were a young runaway or orphan, befriended by a wandering bard who became your mentor. Or you might have been a spoiled noble child tutored by a master. Perhaps you stumbled into the clutches of a hag, making a bargain for a musical gift in addition to your life and freedom, but at what cost?
  Quick Build [–] You can make a bard quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the entertainer background. Third, choose the dancing lights and vicious mockery cantrips, along with the following 1st-level spells: charm person, detect magic, healing word, and thunderwave.
  The following information is from Xanathar’s Guide to Everything, page 12.
  “Music is the fruit of the divine tree that vibrates with the Words of Creation. But the question I ask you is, can a bard go to the root of this tree? Can one tap into the source of that power? Ah, then what manner of music they would bring to this world!”
  — Fletcher Danairia, master bard
  Bards bring levity during grave times; they impart wisdom to offset ignorance; and they make the ridiculous seem sublime. Bards are preservers of ancient history, their songs and tales perpetuating the memory of great events down through time—knowledge so important that it is memorized and passed along as oral history, to survive even when no written record remains.
  It is also the bard's role to chronicle smaller and more contemporary events—the stories of today's heroes, including their feats of valor as well as their less than impressive failures.
  Of course, the world has many people who can carry a tune or tell a good story, and there's much more to any adventuring bard than a glib tongue and a melodious voice. Yet what truly sets bards apart from others—and from one another—are the style and substance of their performances.
  To grab and hold the attention of an audience, bards are typically flamboyant and outgoing when they perform. The most famous of them are essentially the D&D world's equivalent of pop stars. If you're playing a bard, consider using one of your favorite musicians as a role model for your character.
  You can add some unique aspects to your bard character by considering the suggestions that follow.
  Defining Work [–] Every successful bard is renowned for at least one piece of performance art, typically a song or a poem that is popular with everyone who hears it. These performances are spoken about for years by those who view them, and some spectators have had their lives forever changed because of the experience.
  If your character is just starting out, your ultimate defining work is likely in the future. But in order to make any sort of living at your profession, chances are you already have a piece or two in your repertoire that have proven to be audience pleasers.
  Defining Work d6 Defining Work 1 "The Three Flambinis," a ribald song concerning mistaken identities and unfettered desire 2 "Waltz of the Myconids," an upbeat tune that children in particular enjoy 3 "Asmodeus's Golden Arse," a dramatic poem you claim was inspired by your personal visit to Avernus 4 "The Pirates of Luskan," your firsthand account of being kidnapped by sea reavers as a child 5 "A Hoop, Two Pigeons, and a Hell Hound," a subtle parody of an incompetent noble 6 "A Fool in the Abyss," a comedic poem about a jester's travels among demons Instrument [–] In a bard's quest for the ultimate performance and the highest acclaim, one's instrument is at least as important as one's vocal ability. The instrument's quality of manufacture is a critical factor, of course; the best ones make the best music, and some bards are continually on the lookout for an improvement. Perhaps just as important, though, is the instrument's own entertainment value; those that are bizarrely constructed or made of exotic materials are likely to leave a lasting impression on an audience.
  You might have an "off the rack" instrument, perhaps because it's all you can afford right now. Or, if your first instrument was gifted to you, it might be of a more elaborate sort. Are you satisfied with the instrument you have, or do you aspire to replace it with something truly distinctive?
  Instrument d6 Instrument 1 A masterfully crafted halfling fiddle 2 A mithral horn made by elves 3 A zither made with drow spider silk 4 An orcish drum 5 A wooden bullywug croak box 6 A tinker's harp of gnomish design Embarrassment [–] Almost every bard has suffered at least one bad experience in front of an audience, and chances are you're no exception. No one becomes famous right away, after all; perhaps you had a few small difficulties early in your career, or maybe it took you a while to restore your reputation after one agonizing night when the fates conspired to bring about your theatrical ruin.
  The ways that a performance can go wrong are as varied as the fish in the sea. No matter what sort of disaster might occur, however, a bard has the courage and the confidence to rebound from it—either pressing on with the show (if possible) or promising to come back tomorrow with a new performance that's guaranteed to please.
  Embarrassment d6 Embarrassment 1 The time when your comedic song, "Big Tom's Hijinks"—which, by the way, you thought was brilliant—did not go over well with Big Tom 2 The matinee performance when a circus's owlbear got loose and terrorized the crowd 3 When your opening song was your enthusiastic but universally hated rendition of "Song of the Froghemoth" 4 The first and last public performance of "Mirt, Man about Town" 5 The time on stage when your wig caught fire and you threw it down—which set fire to the stage 6 When you sat on your lute by mistake during the final stanza of "Starlight Serenade" A Bard's Muse [–] Naturally, every bard has a repertoire of songs and stories. Some bards are generalists who can draw from a wide range of topics for each performance, and who take pride in their versatility. Others adopt a more personal approach to their art, driven by their attachment to a muse—a particular concept that inspires much of what those bards do in front of an audience.
  A bard who follows a muse generally does so to gain a deeper understanding of what that muse represents and how to best convey that understanding to others through performance.
  If your bard character has a muse, it could be one of the three described here, or one of your own devising.
  Nature. You feel a kinship with the natural world, and its beauty and mystery inspire you. For you, a tree is deeply symbolic, its roots delving into the dark unknown to draw forth the power of the earth, while its branches reach toward the sun to nourish their flowers and fruit. Nature is the ancient witness who has seen every kingdom rise and fall, even those whose names have been forgotten and wait to be rediscovered. The gods of nature share their secrets with druids and sages, opening their hearts and minds to new ways of seeing, and as with those individuals, you find that your creativity blossoms while you wander in an open field of waving grass or walk in silent reverence through a grove of ancient oaks. Love. You are on a quest to identify the essence of true love. Though you do not disdain the superficial love of flesh and form, the deeper form of love that can inspire thousands or bring joy to one's every moment is what you are interested in. Love of this sort takes on many forms, and you can see its presence everywhere—from the sparkling of a beautiful gem to the song of a simple fisher thanking the sea for its bounty. You are on the trail of love, that most precious and mysterious of emotions, and your search fills your stories and your songs with vitality and passion. Conflict. Drama embodies conflict, and the best stories have conflict as a key element. From the morning-after tale of a tavern brawl to the saga of an epic battle, from a lover's spat to a rift between powerful dynasties, conflict is what inspires tale-tellers like you to create your best work. Conflict can bring out the best in some people, causing their heroic nature to shine forth and transform the world, but it can cause others to gravitate toward darkness and fall under the sway of evil. You strive to experience or witness all forms of conflict, great and small, so as to study this eternal aspect of life and immortalize it in your words and music. Bardic Inspiration PHB p51 [–] 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 the Bardic Inspiration die, but must decide before the DM 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 PHB p51 [–] 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. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list.
  Cantrips [–] You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level.
  Spell Slots [–] The Bard table shows how many spell slots you have to cast your bard 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.
  You learn an additional bard spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. 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 as a spellcasting focus for your bard spells.
  Jack of All Trades PHB p51 [–] 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 (d6) PHB p51 [–] 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 by spending Hit Dice at the end of the short rest, 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 Inspiration TCE p27 [–] 2nd-level bard optional feature
  If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.
  Bard College PHB p51 [–] At 3rd level, you delve into the advanced techniques of a bard college of your choice from the list of available colleges. Your choice grants you features at 3rd level and again at 6th and 14th level.
  Expertise PHB p51 [–] 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 PHB p51 [–] When you reach 4th 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.
  If your DM allows the use of feats, you may instead take a feat.
  Bardic Versatility TCE p27 [–] 4th-level bard optional feature
  Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change in focus as you use your skills and magic:
  Replace one of the skills you chose for the Expertise feature with one of your other skill proficiencies that isn't benefiting from Expertise. Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the bard spell list. Bardic Inspiration (d8) PHB p51 [–] At 5th level, your Bardic Inspiration die changes to a d8.
  Font of Inspiration PHB p51 [–] Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.
  Countercharm PHB p51 [–] 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).
  Bard College feature PHB p51 [–] At 6th level, you gain a feature from your Bard College.
  Ability Score Improvement PHB p51 [–] When you reach 8th 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.
  If your DM allows the use of feats, you may instead take a feat.
  Song of Rest (d8) PHB p51 [–] At 9th level, the extra hit points gained from Song of Rest increases to 1d8.
  Bardic Inspiration (d10) PHB p51 [–] At 10th level, your Bardic Inspiration die changes to a d10.
  Expertise PHB p51 [–] At 10th level, you can choose another two skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
  Magical Secrets PHB p51 [–] By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, 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 classes at 14th level and again at 18th level.
  Ability Score Improvement PHB p51 [–] When you reach 12th 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.
  If your DM allows the use of feats, you may instead take a feat.
  Song of Rest (d10) PHB p51 [–] At 13th level, the extra hit points gained from Song of Rest increases to 1d10.
  Magical Secrets PHB p51 [–] At 14th level, choose two additional spells from any classes, 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.
  Bard College feature PHB p51 [–] At 14th level, you gain a feature from your Bard College.
  Bardic Inspiration (d12) PHB p51 [–] At 15th level, your Bardic Inspiration die changes to a d12.
  Ability Score Improvement PHB p51 [–] When you reach 16th 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.
  If your DM allows the use of feats, you may instead take a feat.
  Song of Rest (d12) PHB p51 [–] At 17th level, the extra hit points gained from Song of Rest increases to 1d12.
  Magical Secrets PHB p51 [–] At 18th level, choose two additional 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.
  Ability Score Improvement PHB p51 [–] When you reach 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.
  If your DM allows the use of feats, you may instead take a feat.
  Superior Inspiration PHB p51 [–] At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.
  College of Creation TCE p27 [–] Bards believe the cosmos is a work of art-the creation of the first dragons and gods. That creative work included harmonies that continue to resound through existence today, a power known as the Song of Creation. The bards of the College of Creation draw on that primeval song through dance, music, and poetry, and their teachers share this lesson:
  "Before the sun and the moon, there was the Song, and its music awoke the first dawn. Its melodies so delighted the stones and trees that some of them gained a voice of their own. And now they sing too. Learn the Song, students, and you too can teach the mountains to sing and dance."
  Dwarves and gnomes often encourage their bards to become students of the Song of Creation. And among dragonborn, the Song of Creation is revered, for legends portray Bahamut and Tiamat-the greatest of dragons-as two of the song's first singers.
  Mote of Potential TCE p27 [–] 3rd-level College of Creation feature
  Whenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of potential, which orbits within 5 feet of that creature. The mote is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. The mote looks like a musical note, a star, a flower, or another symbol of art or life that you choose.
  When the creature uses the Bardic Inspiration die, the mote provides an additional effect based on whether the die benefits an ability check, an attack roll, or a saving throw, as detailed below:
  Ability Check. When the creature rolls the Bardic Inspiration die to add it to an ability check, the creature can roll the Bardic Inspiration die again and choose which roll to use, as the mote pops and emits colorful, harmless sparks for a moment.
  Attack Roll. Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll against a target, the mote thunderously shatters. The target and each creature of your choice that you can see within 5 feet of it must succeed on a Constitution saving throw against your spell save DC or take thunder damage equal to the number rolled on the Bardic Inspiration die.
  Saving Throw. Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw, the mote vanishes with the sound of soft music, causing the creature to gain temporary hit points equal to the number rolled on the Bardic Inspiration die plus your Charisma modifier (minimum of 1 temporary hit point).
  Performance of Creation TCE p27 [–] 3rd-level College of Creation feature
  As an action, you can channel the magic of the Song of Creation to create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can't be more than 20 times your bard level, and the item must be Medium or smaller. The item glimmers softly, and a creature can faintly hear music when touching it. The created item disappears after a number of hours equal to your proficiency bonus. For examples of items you can create, see the equipment chapter of the Player's Handbook.
  Once you create an item with this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to use this feature again. You can have only one item created by this feature at a time; if you use this action and already have an item from this feature, the first one immediately vanishes.
  The size of the item you can create with this feature increases by one size category when you reach 6th level (Large) and 14th level (Huge).
  Animating Performance TCE p27 [–] 6th-level College of Creation feature
  As an action, you can animate one Large or smaller nonmagical item within 30 feet of you that isn't being worn or carried.. The animate item uses the Dancing Item stat block, which uses your proficiency bonus (PB). The item is friendly to you and your companions and obeys your commands. It lives for 1 hour, until it is reduced to 0 hit points, or until you die.
  In combat, the item shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the item can take any action of its choice, not just Dodge.
  When you use your Bardic Inspiration feature, you can command the item as part of the same bonus action you use for Bardic Inspiration.
  Once you animate an item with this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use this feature again. You can have only one item animated by this feature at a time; if you use this action and already have a dancing item from this feature, the first one immediately becomes inanimate.
  Creative Crescendo TCE p27 [–] 14th-level College of Creation feature
  When you use your Performance of Creation feature, you can create more than one item at once. The number of items equals your Charisma modifier (minimum of two items). If you create an item that would exceed that number, you choose which of the previously created items disappears. Only one of these items can be of the maximum size you can create; the rest must be Small or Tiny.
  You are no longer limited by gp value when creating items with Performance of Creation.
  College of Cuisine [–] Food: it fuels thought, builds bones, and delights the senses. But more than that, breaking bread with a foe can be the beginning of a lasting peace, sculptures of sugar glass can inspire architects to design soaring cities, and the fusion of disparate culinary traditions can tie cultures together. Though we see food every day, it is truly the epitome of inspiration.
  Bards from the College of Cuisine are as prized in the kitchens of nobles as in the mess halls of the rank and file. While peace treaties might be signed over hoisin-glazed duck with sides of spiced jackfruit and crispy shallots, it is the well-fed army that will win the war on a hearty oat and raisin porridge. Such bards never struggle to find employment; they travel where their work is appreciated, be their diners highborn or down-to-earth.
  Culinary Exploration [–] Years spent adapting recipes allows you to try unheard-of combinations of ingredients. You gain proficiency with cook's utensils, which you can use as a spellcasting focus, and your proficiency bonus is doubled for any ability checks you make that uses these utensils to prepare food. In addition, whenever you craft a food, you can add one additional ingredient to the recipe, conferring the benefits of that ingredient to the dish on a successful Cooking check.
  Petit Fours [–] During a short or long rest, you can create a number of magical treats equal to your Charisma modifier (minimum one). Choose one of the flavours from the list below with which to imbue these treats, which remain magical until you finish a short or long rest.
  A creature can use an action or bonus action to eat a treat, gaining a benefit based on the treat's flavour which, unless otherwise stated, lasts until the end of its next turn.
  As a bonus action, you can expend one use of your Bardic Inspiration, teleporting any number of treats on your person next to creatures you can see within 60 feet of you, where they remain, hovering near the creature's mouth. Such a creature can use its reaction to eat the treat, or it can do so on its next turn as normal. Otherwise, the treat falls to the ground.
  Bitter. The creature gains resistance to poison damage and has advantage on saving throws made to resist the poisoned condition.
  Salty. The creature gains advantage on Wisdom saving throws and is immune to the charmed condition.
  Sour. The creature's weapon attacks deal bonus acid damage equal to one roll of your Bardic Inspiration die.
  Sweet. The creature gains temporary hit points equal to one roll of your Bardic Inspiration dice plus your Charisma modifier (minimum 1) that last for 1 hour.
  Umami. The creature gains a +2 bonus to its AC.
  Culinary Specialisation [–] You pursue a particular style of cuisine, choosing from the list below and gaining its feature.
  Slow Cooking. You gain proficiency with medium armour, heavy armour, shields, and martial weapons. At the start of each of your turns, you gain temporary hit points equal to your proficiency bonus.
  Fast Food. You gain proficiency with medium armour and you can attack twice, instead of once, whenever you take the Attack action on your turn.
  Patissier. You learn two spells of your choice from any spell list. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. These don't count against the number of bard spells you know. In addition, when you finish a short rest, you can expend one use of your Bardic Inspiration, rolling the die and recovering a number of levels of spell slots with a combined value equal to or less than the value rolled, and none of the spell slots can be 6th level or higher. Once you use this feature, you can't do so again until you finish a long rest.
  Executive Chef [–] Your confidence and authority in the kitchen translates to battlefield command. When a creature that can hear you rolls one of your Bardic Inspiration dice or eats one of your Petit Fours, you can shout authoritative, verbal encouragement (no action required). The creature can immediately use its reaction to either make one weapon attack or move up to its speed without provoking opportunity attacks. A creature that eats a Petit Fours can attack or move as described as part of the same action or reaction used to eat the Petit Fours.
  College of Dance TGS1 p157 [–] Bards of the College of Dance tell stories and perform music without making a sound, choosing to instead move with feylike grace and magic to evade harm and inspire others. These dances originate from the Festerwood, whose radiant spores and light made for miraculous performances and deadly hazards. These bards can be found anywhere from the local tavern to the highest levels of theater moving crowds to tears as quickly as rebellion. At every turn, they inspire others to be brave, move, and join in.
  Fast Movement TGS1 p157 [–] When you join the College of Dance at 3rd level, your walking speed increases by 10 feet. When you reach 6th and 14th level in this class, your walking speed increases by an extra 5 feet.
  Inspirational Dance TGS1 p157 [–] Also at 3rd level, you learn how to use the universal language of dance. As a bonus action, you can expend one of your uses of Bardic Inspiration to dance and reinvigorate a creature other than you who can see you. When you do, roll a Bardic Inspiration die. That creature gains temporary hit points equal to the number rolled plus your Charisma modifier (minimum of 1). When a creature gains temporary hit points in this way, it can immediately use its reaction to move up to its speed without provoking opportunity attacks or take the Dodge action.
  Entrancing Movement TGS1 p157 [–] At 6th level, your movements become so graceful that even the most cold-hearted enemies are filled with remorse for having stopped your dance. Whenever a creature hits you with an opportunity attack, that creature takes psychic damage equal to your Charisma modifier + half your bard level.
  In addition, you can use your dance to cast the charm person spell, without expending a spell slot. When cast in this way, the target doesn't have advantage on the saving throw if you're currently fighting it. When you reach 14th level in this class, you can cast the irresistible dance spell in this way as well. A spell cast with this feature requires only somatic components. After you cast a spell in this way, you can't use this feature to cast it again until you finish a long rest.
  Endless Dance TGS1 p157 [–] By 14th level, your dance has become so invigorating that it can inspire an ally to attack. A creature that gains temporary hit points from your Inspirational Dance can choose to use its reaction to make one weapon attack.
  In addition, your endless dancing allows you to more easily avoid being hit. You can use a bonus action to take the Dodge action, and whenever you use a bonus action to expend a Bardic Inspiration die, you can take the Dodge action as part of that bonus action.
  College of Eloquence TCE p29 [–] Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more persuasive than facts. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to appeal to the emotions of audiences.
  Silver Tongue TCE p29 [–] 3rd-level College of Eloquence feature
  You are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.
  Unsettling Words TCE p29 [–] 3rd-level College of Eloquence feature
  You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.
  Unfailing Inspiration TCE p29 [–] 6th-level College of Eloquence feature
  Your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.
  Universal Speech TCE p29 [–] 6th-level College of Eloquence feature
  You have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.
  Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it again.
  Infectious Inspiration TCE p29 [–] 14th-level College of Eloquence feature
  When you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses.
  You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
  College of Fleshweaving [–] If leather is a material, then why not skin itself? Students of the College of Fleshweaving make works of art out of weeping wounds, transform disfigurement into displays of transcendent beauty, and mould flesh into innovative adaptations inspired by the flora and fauna around them. A fleshweaver bard down on their luck might find employment as a battlefield surgeon, while the epitome of a fleshweaver's career is to be the chief facemaker to royalty, altering their visage and physiology through biomantic rituals and deft needlework.
  Malleable Visage [–] Years spent mending, shaping, and adapting flesh have given you a preternatural ability to modify your own body. You are proficient with surgeon's tools, which you can use as a spellcasting focus, and you know the alter self spell, which counts as a bard spell for you, but it doesn't count against the number of bard spells you know. Over the course of 1 minute, you can cast the spell without expending a spell slot, choosing only the Change Appearance option. When you cast the spell in this way, it doesn't require concentration.
  In addition, over the course of 10 minutes, you can use your surgeon's tools to change the appearance of a willing creature. It magically gains the benefits of the Change Appearance effect of the alter self spell, which lasts until it finishes a long rest. After you use your surgeon's tools in this way, you can't do so again until you finish a long rest.
  Suturer [–] You know the spiritual weapon spell, which is a bard spell for you, but doesn't count against the number of spells you know. You can cast this spell once without expending a spell slot, and you regain the ability to cast it in this way when you finish a long rest. When you cast it as a bard spell, the weapon takes the form of a giant needle and thread, and deals piercing damage instead of force damage.
  You also learn different ways to use this spiritual weapon. You gain the Suture benefit below, and you gain an additional benefit below when you reach 5th level and 10th level in this class.
  Suture (3rd Level). As a bonus action or an action, you can expend one use of your Bardic Inspiration to move the weapon up to 20 feet and grant temporary hit points equal to one roll of your Bardic Inspiration die to one creature within 5 feet of the weapon. If the creature has 0 hit points, you can stabilise it, instead. Suturer II [–] You learn different ways to use your spiritual weapon. You gain the Unspool benefit below.
  Unspool [–] As an action, you can expend one use of your Bardic Inspiration to move the weapon up to 20 feet and force one creature within 5 feet of the weapon to make a Strength saving throw against your bard spell save DC. On a failure, magical threads wrap around the creature, which is restrained for 1 minute. The target can use its action to repeat the saving throw, ending the effect on a success.
  Ritual Reskin [–] Over the course of 10 minutes, you can perform a surgical ritual on creatures that you can see within 60 feet of you (including yourself), up to a number equal to your Charisma modifier (minimum of one creature). The creatures gain one of the following adaptations for the next hour. You choose one adaptation to affect all creatures:
  Bull's Buns. The target has advantage on Strength checks, and counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.
  Cactus Skin. The target is covered in razor-sharp spikes. At the end of each of the target's turns, each creature grappling it must make a Constitution saving throw against your bard spell save DC. On a failure, a creature takes piercing damage equal to your Bardic Inspiration die and releases the target from its grapple. On a success, a creature takes half as much damage and doesn't have to release the target.
  Cat's Paws. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
  Fish Form. The target can breathe underwater and gains a swimming speed equal to its walking speed.
  Owl's Sight. The target has advantage on Wisdom checks and initiative rolls.
  Rhino's Hide. The target has advantage on Constitution checks and gains temporary hit points equal to one roll of your Bardic Inspiration die plus you Charisma modifier (minimum 1), which are lost when the effect ends.
  After you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use this feature again.
  Suturer III [–] You learn different ways to use this spiritual weapon. You gain the Acupuncture benefit below.
  Acupuncture [–] As an action, you can expend one use of your Bardic Inspiration to move the weapon up to 20 feet and make a melee spell attack against one creature within 5 feet of it. On a hit, the creature takes piercing damage equal to one roll of your Bardic Inspiration die plus your Charisma modifier, and must make a Constitution saving throw against your bard spell save DC. On a failure, the creature is paralysed until the end of its next turn.
  Soulsew [–] When a creature uses one of your Bardic Inspiration dice, or fails a saving throw against your Suturer feature's Unspool or Acupuncture effect, it becomes 'soulsewn' to you for the next minute. While soulsewn, an ethereal thread connects you to this creature via a straight line that only you and creatures with truesight can see. This thread breaks if the creature is ever more than 100 feet away from you.
  Spool [–] You can use a bonus action to teleport to the nearest unoccupied space of a soulsewn creature of your choice, or attempt to switch places with a soulsewn creature. If the creature is unwilling to switch places, you must succeed on a contested Charisma check against the creature. On a success, or if the creature is willing, you and the target teleport, switching places with one another. If there is not enough space for either of you to switch places, you automatically lose the contest.
  You can teleport using this feature a number of times equal to your Charisma modifier (minimum 1), and you regain all expended uses when you finish a long rest.
  College of Glamour XGE p14 [–] The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others.
  The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. These bards are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, misusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors.
  Mantle of Inspiration XGE p14 [–] When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed.
  As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.
  The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.
  Enthralling Performance XGE p14 [–] Starting at 3rd level, you can charge your performance with seductive, fey magic.
  If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.
  If a target succeeds on its saving throw, the target has no hint that you tried to charm it.
  Once you use this feature, you can't use it again until you finish a short or long rest.
  Mantle of Majesty XGE p14 [–] At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast command as a bonus action on each of your turns, without expending a spell slot.
  Any creature charmed by you automatically fails its saving throw against the command you cast with this feature.
  Once you use this feature, you can't use it again until you finish a long rest.
  Unbreakable Majesty XGE p14 [–] At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.
  In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn.
  Once you assume this majestic presence, you can't do so again until you finish a short or long rest.
  College of Lore PHB p54 [–] 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 advisor 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 PHB p54 [–] When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.
  Cutting Words PHB p54 [–] 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 DM 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 PHB p54 [–] At 6th level, you learn two spells of your choice from any class. 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 but don't count against the number of bard spells you know.
  Peerless Skill PHB p54 [–] 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 DM tells you whether you succeed or fail.
  College of Revelry DGtT p51 [–] Bards of the College of Revelry employ bawdy folk songs to fill their allies with courage and cheer. As entertainers, they commonly ply their trade in taverns frequented by working folk, where their performances inspire merry dancing and laughter.
  Other bard colleges sometimes condescend the College of Revelry for its low humor and simple verse. Those who practice its ways know otherwise: their music channels the very soul of the people. When the strings are plucked just so, they can soothe old wounds and sow peace where dissent or uprising would otherwise bloom.
  Bards from this college rarely gather in a single place to train, preferring to impart knowledge through chance meetings on highways or taverns. Fairgrounds and beer festivals draw them together, but such gatherings are an opportunity to entertain rather than study. Those seeking to join their ranks must go where local folk gather after work, where the ale flows free and the evenings are long and jolly.
  Inspire Bravado [–] When you join the College of Revelry at 3rd level, your music and song inspire bravado in your allies, creating an effect akin to a brief bout of reckless drunkenness.
  When a creature gains a Bardic Inspiration die from you, it can choose to additionally gain the following benefits which remain until the die is lost: the creature can't be frightened and gains a bonus to melee weapon damage rolls equal to your Charisma modifier (with a minimum bonus of +1). In addition, attack rolls against the creature have advantage. When an attack damages the creature, it can use its reaction to roll the Bardic Inspiration die and reduce the damage taken by the result.
  Merry Performance [–] Starting at 3rd level, your performances can pacify enemies and bring rivals together in mirth and song.
  If you perform to a non-hostile audience for at least 1 minute, you can attempt a DC 15 Charisma (Performance) check to magically inspire cheer. On a success, for 1 hour you gain advantage on Charisma (Persuasion or Deception) checks when interacting with members of that audience. In addition, any creature in the audience that attempts a hostile action during that hour must first succeed on a Wisdom saving throw against your spell save DC. On a failure, the creature become indifferent to the creature it was hostile toward. These effects end if you or your companions do anything harmful to the audience.
  Once you use this feature, you can't use it again until you finish a short or long rest.
  Powerful Magic DGtT p51 [–] At 6th level, certain spells gain new potency when added to your repertoire. When you cast any of the following enchantment spells on a target, you can spend a Bardic Inspiration die to impose disadvantage on the next saving throw that the target makes to resist its effects: calm emotions, charm person, compulsion, enthrall, friends, hypnotic pattern, mass suggestion, otto's irresistible dance, suggestion, tasha's hideous laughter.
  Lord of Revels DGtT p51 [–] At 14th level, your performances can calm even hostile crowds. As a bonus action, you cast calm emotions, without expending a spell slot, and begin a performance that lasts for 1 minute or until you are incapacitated. During this time, you can cast calm emotions as a bonus action on each of your turns, without expending a spell slot. The spell's duration lasts for the duration of the performance, even if you lose concentration on it.
  Once you use this feature, you can't use it again until you finish a long rest.
  College of Spirits VRGR p28 [–] Bards of the College of Spirits seek tales with inherent power—be they legends, histories, or fictions—and bring their subjects to life. Using occult trappings, these bards conjure spiritual embodiments of powerful forces to change the world once more. Such spirits are capricious, though, and what a bard summons isn't always entirely under their control.
  Guiding Whispers VRGR p28 [–] 3rd-level College of Spirits feature
  You can reach out to spirits to guide you and others. You learn the guidance cantrip, which doesn't count against the number of bard cantrips you know. For you, it has a range of 60 feet when you cast it.
  Spiritual Focus VRGR p28 [–] 3rd-level College of Spirits feature
  You employ tools that aid you in channeling spirits, be they historical figures or fictional archetypes. You can use the following objects as a spellcasting focus for your bard spells: a candle, crystal ball, skull, spirit board, or tarokka deck.
  Starting at 6th level, when you cast a bard spell that deals damage or restores hit points through the Spiritual Focus, roll a d6, and you gain a bonus to one damage or healing roll of the spell equal to the number rolled.
  Tales from Beyond VRGR p28 [–] 3rd-level College of Spirits feature
  You reach out to spirits who tell their tales through you. While you are holding your Spiritual Focus, you can use a bonus action to expend one use of your Bardic Inspiration and roll on the Spirit Tales table using your Bardic Inspiration die to determine the tale the spirits direct you to tell. You retain the tale in mind until you bestow the tale's effect or you finish a short or long rest.
  You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the target of the tale's effect. Once you do so, you can't bestow the tale's effect again until you roll it again.
  You can retain only one of these tales in mind at a time, and rolling on the Spirit Tales table immediately ends the effect of the previous tale.
  If the tale requires a saving throw, the DC equals your spell save DC.
  Spirit Tales Bardic Insp. Die Tale Told Through You 1 Tale of the Clever Animal. For the next 10 minutes, whenever the target makes an Intelligence, a Wisdom, or a Charisma check, the target can roll an extra die immediately after rolling the d20 and add the extra die's number to the check. The extra die is the same type as your Bardic Inspiration die. 2 Tale of the Renowned Duelist. You make a melee spell attack against the target. On a hit, the target takes force damage equal to two rolls of your Bardic Inspiration die + your Charisma modifier. 3 Tale of the Beloved Friends. The target and another creature of its choice it can see within 5 feet of it gains temporary hit points equal to a roll of your Bardic Inspiration die + your Charisma modifier. 4 Tale of the Runaway. The target can immediately use its reaction to teleport up to 30 feet to an unoccupied space it can see. When the target teleports, it can choose a number of creatures it can see within 30 feet of it up to your Charisma modifier (minimum of 0) to immediately use the same reaction. 5 Tale of the Avenger. For 1 minute, any creature that hits the target with a melee attack takes force damage equal to a roll of your Bardic Inspiration die. 6 Tale of the Traveler. The target gains temporary hit points equal to a roll of your Bardic Inspiration die + your bard level. While it has these temporary hit points, the target's walking speed increases by 10 feet and it gains a +1 bonus to its AC. 7 Tale of the Beguiler. The target must succeed on a Wisdom saving throw or take psychic damage equal to two rolls of your Bardic Inspiration die, and the target is incapacitated until the end of its next turn. 8 Tale of the Phantom. The target becomes invisible until the end of its next turn or until it hits a creature with an attack. If the target hits a creature with an attack during this invisibility, the creature it hits takes necrotic damage equal to a roll of your Bardic Inspiration die and is frightened of the target until the end of the frightened creature's next turn. 9 Tale of the Brute. Each creature of the target's choice it can see within 30 feet of it must make a Strength saving throw. On a failed save, a creature takes thunder damage equal to three rolls of your Bardic Inspiration die and is knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone. 10 Tale of the Dragon. The target spews fire from the mouth in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking fire damage equal to four rolls of your Bardic Inspiration die on a failed save, or half as much damage on a successful one. 11 Tale of the Angel. The target regains hit points equal to two rolls of your Bardic Inspiration die + your Charisma modifier, and you end one condition from the following list affecting the target: blinded, deafened, paralyzed, petrified, or poisoned. 12 Tale of the Mind-Bender. You evoke an incomprehensible fable from an otherworldly being. The target must succeed on an Intelligence saving throw or take psychic damage equal to three rolls of your Bardic Inspiration die and be stunned until the end of its next turn. Spirit Session VRGR p28 [–] 6th-level College of Spirits feature
  Spirits provide you with supernatural insights. You can conduct an hour-long ritual channeling spirits (which can be done during a short or long rest) using your Spiritual Focus. You can conduct the ritual with a number of willing creatures equal to your proficiency bonus (including yourself). At the end of the ritual, you temporarily learn one spell of your choice from any class.
  The spell you choose must be of a level equal to the number of creatures that conducted the ritual or less, the spell must be of a level you can cast, and it must be in the school of divination or necromancy. The chosen spell counts as a bard spell for you but doesn't count against the number of bard spells you know.
  Once you perform the ritual, you can't do so again until you start a long rest, and you know the chosen spell until you start a long rest.
  Mystical Connection VRGR p28 [–] 14th-level College of Spirits feature
  You now have the ability to nudge the spirits of Tales from Beyond toward certain tales. Whenever you roll on the Spirit Tales table, you can roll the die twice and choose which of the two effects to bestow. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.
  Spirit Tales [–] Storytellers, like bards of the College of Spirits, often give voice to tales inspired by some greater theme or body of work. When determining what stories you tell, consider what unites them. Do they all feature characters from a specific group, like archetypes from the tarokka deck, figures from constellations, childhood imaginary friends, or characters in a particular storybook? Or are your inspirations more general, incorporating historic champions, mythological heroes, or urban legends? Use the tales you tell to define your niche as a storytelling adventurer.
  College of Swords XGE p15 [–] Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.
  Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade's talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks.
  Blades who abandon their lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves' guilds or strike out on their own as adventurers.
  Bonus Proficiencies XGE p15 [–] When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar.
  If you're proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.
  Fighting Style XGE p15 [–] At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if something in the game lets you choose again.
  Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Blade Flourish XGE p15 [–] At 3rd level, you learn to perform impressive displays of martial prowess and speed.
  Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.
  Defensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn. Mobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target. Slashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die. Extra Attack XGE p15 [–] Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
  Master's Flourish XGE p15 [–] Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.
  College of Trophy Hunters HHHVIII p110 [–] Bards that have joined the College of Trophy Hunters (more simply known as 'Treasure Hunters') are swashbuckling, romantic adventurers that roam the world, searching for the beasts and monsters that legends are made of. It is not enough for them to simply experience the thrill of the hunt, however. They must also bring back a prize from their kills, using them as the set pieces of epic tales that they are sure to tell over and over again.
  While many see the Trophy Hunters as simple braggarts, they actually carry with them ancient traditions of animism that imparted great power to objects and to the histories contained within them. They are able to hear the hidden stories these trophies have to tell and use this knowledge to inspire and empower their companions around them.
  Trophy hunters are very often found in adventurer's guilds or mercenary halls, happily showing off their many trinkets to wide-eyed recruits who are just at the start of their monster-hunting journeys. It is also not uncommon to find old trophy hunters sitting in a cosy spot by the tavern fire, ready and eager to explain where the dragon head above the hearth came from. And, if they were to embellish a detail or ten, what's the harm? All that matters is that they inspire the listener to their own yearnings of adventure.
  Bonus Proficiencies HHHVIII p110 [–] When you join the College of Trophy Hunters at 3rd level, you gain proficiency in Survival checks and harvesting kits, and you always add your proficiency bonus when making Appraisal checks, even if you do not have the relevant skill for that creature type.
  Harvest Trophy HHHVIII p110 [–] Starting at 3rd level, you gain a true appreciation for the history of objects and keepsakes, allowing you to draw inspirational power from the materials you harvest. Whenever you successfully harvest a material from a creature you helped kill, you may designate it as one of your trophies. A trophy must weigh less than 10 pounds and be able to be held aloft in one hand. You may have a number of trophies equal to your Charisma modifier (minimum of one). If you exceed this number, you must replace one of your current trophies with your newest addition.
  When you use your Bardic Inspiration, you may choose to also hold one of your trophies aloft, granting an extra benefit to the creature you inspired. In addition to the normal bonus gained from your inspiration dice, a creature that used that dice may also roll their ability check, attack roll, or saving throw with advantage if that roll was made in relation to a creature that has the same creature type as the one the trophy was made from. For example, if your target gained inspiration from a trophy taken from an aberrant, they would be able to gain advantage on attack rolls made against aberrants, saving throws made to resist an aberrant's spells, and ability checks made to track an aberrant if they used the inspiration die on that roll.
  Grim Keepsake HHHVIII p110 [–] When you reach 6th level, you learn how to impart an intimidating presence to your trophies, using them to assert your dominance over lesser quarries. As an action, you may hold one of your trophies aloft. All creatures within 60 feet of you that can see you and that are of the same creature type as the one the trophy was made from must succeed on a Wisdom saving throw or become frightened of you for 1 minute. A frightened creature may make the saving throw again at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on either of these saving throws is immune to this feature for the next 24 hours. You may use this feature a number of times equal to your Charisma modifier (minimum of once), regaining all expended uses once you finish a long rest.
  Join the Hunt HHHVIII p110 [–] Beginning at 14th level, your love for the hunt becomes so great, that you are able to whip you and your companions up into a frenzy merely at the sight of your next trophy.
  As an action, you may designate a target within 60 feet of you that you can see as your quarry. For 1 minute, you and all of your allies that start their turn within 60 feet of you gain the following benefits:
  Melee weapon attacks made against your quarry are made at advantage so long as the attacker has at least one ally adjacent to your quarry. On their turn, a creature with this benefit may use their bonus action to move up to their speed in a straight line towards your quarry. Once this feature has been used once, it cannot be used again until you finish a short or long rest.
  College of Valor PHB p55 [–] Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn't pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old.
  Bonus Proficiencies PHB p55 [–] When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.
  Combat Inspiration PHB p55 [–] Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.
  Extra Attack PHB p55 [–] Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
  Battle Magic PHB p55 [–] At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.
  College of Whispers XGE p16 [–] Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.
  Many other bards hate the College of Whispers, viewing it as a parasite that uses a bard's reputation to acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts and other settings of power.
  Psychic Blades XGE p16 [–] When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature's mind.
  When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn.
  The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.
  Words of Terror XGE p16 [–] At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.
  If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.
  If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.
  Once you use this feature, you can't use it again until you finish a short or long rest.
  Mantle of Whispers XGE p16 [–] At 6th level, you gain the ability to adopt a humanoid's persona. 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 1 hour 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 a Wisdom (Insight) check contested by your Charisma (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.
  Shadow Lore XGE p16 [–] At 14th level, you gain the ability to weave dark magic into your words and tap into a creature's deepest fears.
  As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn't share a language with you or if it can't hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.
  On a failed saving throw, the target is charmed by you for the next 8 hours or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it.
  The charmed creature obeys your commands for fear that you will reveal its secret. It won't risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.
  When the effect ends, the creature has no understanding of why it held you in such fear.
  Once you use this feature, you can't use it again until you finish a long rest.