Bard in Ferra | World Anvil
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Bard

Information

Bards are people who have a really high talent in a specific job, a bard isn't just limited by musical talent but any talent from cooking to writing.

Sub-class Options

College of Idol
The College of Idol has its roots in a time long past, its origins shrouded in myth and legend. It is said that the college was founded by an enigmatic figure known as the Idol of Hope. The Idol of Hope was a bard of unparalleled skill and a master of both music and magic. Her performances were said to possess an otherworldly quality, capable of uplifting the spirits of even the most downtrodden and inspiring hope in the hearts of those who listened. Legends tell of how the Idol of Hope used her music to heal wounds, bring about positive change, and mend the fabric of a fractured world. Her legacy spread far and wide, and her teachings attracted countless aspiring bards who sought to harness the power of music for the greater good.   However, as with many legendary figures, the details of the Idol of Hope's life are clouded in mystery. After years of being a guiding light and beacon of inspiration, she disappeared without a trace within the World Dungeon, leaving behind only her music and the legacy of the College of Idol. Her disappearance sparked intrigue and speculation across the lands, and many believed that she had ascended to a higher plane or become one with the very music she so masterfully wielded.   In the wake of her vanishing, a new phenomenon emerged. Aspiring bards from all corners of the realm began to seek out the College of Idol, hoping to fill the void left by the Idol of Hope's departure. These individuals believed that by mastering the techniques and teachings of the College, they could step into the role of the new Idol and continue her mission of spreading hope and inspiration.   3rd Level Features
Entertainer Of The World
You learnt the way to perform for a tough audience. When you make a Charisma (Performance) check, you can treat a d20 roll of 9 or lower as a 10.   Idol's Love
Starting at 3rd level, you can use your Bardic Inspiration to enhance the magical effects of your performances. Whenever you use your Bardic Inspiration feature, you can choose to expend one use of Bardic Inspiration and declare that you are using an "Idol's Love." When you do so, you can apply one of the following effects to your Bardic Inspiration:  
  • Sonic Surge: The target of your Bardic Inspiration can immediately use their reaction to make a weapon or spell attack. If the attack hits, it deals additional idol damage equal to the number rolled on the Bardic Inspiration die.
  • Resonant Shield: The target of your Bardic Inspiration gains temporary hit points equal to the number rolled on the Bardic Inspiration die + your Charisma modifier.
  • Harmonic Soothe: The target of your Bardic Inspiration immediately regains hit points equal to the number rolled on the Bardic Inspiration die + your Charisma modifier.
  • Disruptive Cadence: The target of your Bardic Inspiration can add the number rolled on the Bardic Inspiration die to the DC of the next saving throw their enemies make against a spell they cast before the start of your next turn.
  You can use this feature a number of times equal to your Charisma modifier (a minimum of once), and you regain expended uses when you finish a long rest.   In addition, you can choose if your damage is Idol damage instead of the usual damage type on your spell and melee attacks. Idol damage is nonlethal damage that, when a creature is reduced to 0 hit points by it, they go under the effects of the Feign Death spell for 30 days. This effect can end early if the damage applier uses their action to end it or if the effects of the lesser restoration spell are applied.     6th Level Feature
Idol of Hopes Blessing
At 6th level, your connection to the true realm of music becomes so profound that your performances take on an otherworldly quality. You gain the following benefits:  
  • Enchanted Performance: Your mastery of musical expression reaches a point where even the most challenging circumstances can't hinder your performance. When you make a Charisma (Performance) check, you can treat any roll of 14 or lower as if you had rolled a 15.
  • Psychic Resilience: Your attunement to the harmonies of the world grants you resistance to psychic damage. You gain resistance to psychic damage, and you can use your reaction to heal from the damage you take from it.
  • Resonant Aura: As part of a 1-hour performance where you are the central figure, you can channel your inner harmony and extend its protection to those who listen to your music. At the end of the performance, choose a number of creatures within 30 feet of you who have been listening to your music. Each chosen creature gains resistance to psychic damage and advantage on saving throws against being charmed or frightened for 1 hour. Once you use this feature, you can't use it again until you finish a long rest.
  14th Level Feature
An Idol's Dream
Harmony's Veil Starting at 14th level, your musical prowess becomes an enigma, shrouding your true nature in an aura of mystery. You gain the following benefits:  
  • Concealed Persona: Your connection to the melodies of the World allows you to obscure your true appearance from magical and supernatural scrutiny. You are immune to spells and effects that would reveal your true form, alignment, or intentions, such as the true seeing spell or divination magic.
  • Divine Word: You gain the ability to cast the divine word spell once per long rest without expending a spell slot. When you cast divine word, it is woven into the lyrics of your performance, resonating with divine energy. You use your Charisma as your spellcasting ability for this spell.
College of the Intoner
Intoners are mysterious bards who draw power from a connection to ancient, mystical songs. They employ these melodies to manipulate reality and exert influence over both themselves and those in their vicinity. Despite their mysterious nature, one widely recognized aspect of Intoners is their role as envoys to the End of the World.   3rd Level Features
School of Sisters
Select a digit from the range of 0 to 5. Opting for a number between 1 and 5 results in the manifestation of said numeral upon your body in a location of your preference. Should you opt for 0, a flower of your design will adorn your eye instead of a numeral (Once you have chosen this number you cannot go back).   The chosen numeral dictates the specific benefits you would receive from the following options;  
  • Zero Gain proficiency with Greatswords & Intimidation, you double your proficiency modifier if you are already proficient with Intimidation. You also have advantage on any intimidation checks against creatures of the opposite sex.
  • One You gain proficiency with Chakrams & Arcana, you add your CHA mod to your Arcana checks. You can also cast identify as a ritual spell without needing to know the spell.
  • Two You gain proficiency with Scimitars & Acrobatics, you double your proficiency modifier if you are already proficient with Persuasion. You have advantage on Persuasion checks to stop fighting.
  • Three You gain proficiency with War Picks & Weavers Tools, you can use Weavers Tools as weapons and they count as War Picks for the purpose of attacks. Once per long rest, you can use your Weavers Tools to create a Homunculus Servant, you can only have one out at a time.
  • Four You can use CHA instead of STR for the attack and damage rolls of your unarmed strikes, your unarmed strikes can deal bludgeoning damage equal to 1d8 + your STR/CHA modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d8 becomes a d10. In addition, after talking to creatures for 1 minute you can determine whether a creature is Good, Neutral, or Evil.
  • Five You gain proficiency with Spears & Persuasion. You are immune to the charmed condition. You have the Charm Person spell prepared. It counts as a Bard spell for you, and it doesn't count against the number of spells you can have prepared. You can cast Charm Person without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  Intoner's Song
As a bonus action, you can commence singing an ancient, forgotten tune for 1 minute or until you end it as a bonus action. Your physical form shrouds itself in the harmonies of this melody. Creatures attempting to strike you do so at a disadvantage, while your spell attacks and weapon attacks against creatures who can perceive your song are made with advantage. Furthermore, if your hit points are reduced to 0, you may expend a use of Bardic Inspiration to instead regain 1 hit point.   You also gain an additional feature depending on the Number you choose from School of Sisters;  
  • Zero's Persistence - You magically manifest a clone of yourself in an unoccupied space you can see within 30 feet of you. This Clone is a magical, translucent, pink image of you that lasts until it is destroyed or until your Intoner’s Song ends. Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your clone is ever more than 30 feet from you at the end of your turn, it appears at another space within 30ft of you (Your choice). When you take the Attack action or Cast a Spell on your turn, any attack or spell you make with that action can originate from your space or the Clone's space. You make this choice for each attack or spell. When a creature misses you with an attack roll, you can use your reaction to make an attack back from either your clone's space or your own.
  • One's Insight - When you regain hit points using Bardic Inspiration after reaching 0 hit points, you regain additional hit points equal to your Bard level instead of 1. You have advantage on Intelligence (Arcana) and Wisdom (Martial) checks. When a creature misses an attack roll against you, you can use your reaction to look into your opponent's true ability, you gain insight into the creature's vulnerabilities, resistances, immunities, and condition immunities.
  • Two's Agility - You can use your reaction to move up to half your speed when a creature misses you with an attack, this doesn’t provoke an attack of opportunity. You also gain advantage on Dexterity saving throws, and Dexterity checks while in Intoner’s Song.
  • Three's Vitality - You leave ethereal threads of magical rope and thread in your wake as you move. These threads linger for as long as the Intoner's song is active or a creature is restrained in that space. Any creature entering this area or starting its turn there must succeed on a Strength saving throw or become restrained until the start of its next turn. Additionally, as a reaction in response to a missed melee attack against, you can manipulate the threads to restrain the attacker. The creature must succeed on a Strength saving throw or become restrained until the start of its next turn.
  • Four's Ferocity - When you score a critical hit with a weapon or unarmed attack, the target must succeed on a Constitution saving throw or be stunned until the end of its next turn. Furthermore, if a creature misses an attack roll against you, your body adjusts to their strikes and allows you to use your reaction to gain +2 to your AC against that creature for the remainder of Intoner's Song. This bonus can stack up to a maximum of half your Bard level at a time.
  • Five's Allure - When you score a critical hit with a weapon the target must succeed on a Wisdom saving throw or become charmed until the end of its next turn. Furthermore, When a creature misses an attack roll against you, your seductive charm allows you to use your reaction to cast the Command spell on that creature without expending a spell slot.
  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.   Intoner's Guardian   Also at 3rd level, your connection to the mystical forces of Intoner's Song grants you a celestial or fey creature as a loyal companion. This entity, known as your Guardian, is a manifestation of the harmonious energies you wield and the ancient song.   As an action, you can summon your Guardian. The creature appears in an unoccupied space within 30 feet of you. The Guardian remains until you use this feature again, is reduced to 0 hit points, is dismissed as a bonus action or you die. Anything the Guardian was wearing or carrying is left behind when the Guardian vanishes.   The Guardian is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Guardian stat block, which uses your proficiency bonus (PB) in several places. Whenever you summon the Guard, its appearance and features are determined by the number you choose from School of Sisters.   In combat, the Guardian 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 an Action or 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 Guardian can take any action of its choice, not just Dodge.   Once you summon the Guardian, you can't do so again until you finish a long rest, unless you expend a bardic inspiration to summon it again.  

Intoner's Guardian

Small celestial or fey (your choice),
Armor Class: 14+PB
Hit Points: 5 + five times your bard level (the Guardian has a number of Hit Dice [d8s] equal to your bard level)
Speed: 40 ft (Zero, One, Four/Fly) (Five, Three/Swim) (Three, Two/Climb)

STR

16 +3

DEX

12 +1

CON

12 +1

INT

10 +0

WIS

7 -2

CHA

14 +2

Saving Throws: Cha + PB / Dex + PB
Damage Immunities: Non-magical bludgeoning, piercing, and slashing (Three, Four)
Senses: darkvision 60 ft., passive Perception 9
Languages: Yours
Proficiency Bonus: equals your bonus

Uncanny Speed (Two): When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
  Relentless Dash (Three): You can take the Dash action as a bonus action.
  Protecting Body (Four): Allies within 10ft of you gain a bonus +2 AC.

Actions

Bite. Melee Weapon Attack: 3+PB to hit, 5ft reach. Damage: D6+PB piercing

Breath Weapon (Recharge 5-6) (Zero, One). You exhales in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (Using your spellcasting modifier), taking d10 Radiant (Zero) or Necrotic (One) damage on a failed save, or half as much damage on a successful one. This damage increases by 1d10 when you reach 5th bard level (2d10), 11th bard level (3d10), and 17th bard level (4d10).

Web (Recharge 5–6) (Two). Ranged Weapon Attack: 3+PB to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Punch (Three). Melee Unarmed Attack: 3+PB, 5ft reach. Damage: 2d6+pb bludgeoning

Arc Cannon (Four). Ranged Weapon Attack: 3+PB to hit, 120/600 ft., one creature. Damage: d10+PB Force

Claw (Five) Melee Weapon Attack: 3+PB to hit, reach 10 ft., one target. Hit: 2d6 + PB bludgeoning damage, and the target is grappled (escape is Spell DC). The crab has two claws, each of which can grapple only one target

Zero - A white dragon with golden accents. The dragon's scales have an iridescent sheen, and its wings bear patterns reminiscent of golden constellations. Graceful and regal, and emanates an aura of celestial beauty, embodying the harmonious blend of pristine white and radiant gold. Its eyes gleam with intelligence and a gentle, child-like gaze.

One - A sleek black dragon. Its scales possess a dark, onyx hue that seems to absorb surrounding light, giving it an almost shadowy appearance. Subtle, ethereal veins of midnight blue traverse its body, lending an otherworldly and mysterious aura. The drake's wings, resembling the night sky adorned with distant stars, exude a sort of corruption.

Two - A giant blue spider with a see through look. Its intricate cobalt-blue exoskeleton is adorned with subtle, glowing patterns reminiscent of constellations. As it moves, the spider's agile legs leave behind traces of shimmering stardust.

Three - A giant doll-like thread golem. Its form is crafted from ethereal threads woven together with a crude, almost beginner level of talent. The golem's body is a mosaic of soft pastel colors, and its limbs seem to move very robotic and almost unstable at times.

Four - A small flying fortress, a testament to the ancients might and architectural design for quality over quantity. Its structure is composed of raw metal materials, creating a metallic look, like it would cut your finger just touching it. This fortess hovers gracefully, supported by magic that pulse with blue energy of song.

Five - A metal crab. Its exoskeleton is adorned with translucent, shimmering patterns that echo the ebb and flow of roaring tides. The crab's claws, crafted from blue energy of song, emit a gentle, soothing glow until they attack. As it moves, the crab leaves behind a sparkling mist, reminiscent of ocean water spray.
  6th Level Feature
Intoner's Presence
At 6th level, your connection to the ancient song deepens, allowing you to infuse your Bardic Inspiration with it. Whenever a creature makes a roll with your Bardic Inspiration die, you can choose to add your Charisma modifier to the result.   In addition, whenever you would kill a creature you regain hit points equal to your Constitution modifier plus Charisma modifier as you absorb their song.   Your intoner’s Guardian is now Medium size, and can change size as an action between Small or Medium.   14th Level Feature
Intoner's Freedom
At 14th level, upon activating your Intoner’s Song, you can choose to select the desired number rather than using your chosen numeral. This choice specifically affects the feature of the Intoner’s Song and does not extend to the features associated with the Intoner's Guardian or the School of Sisters.   Your intoner’s Guardian is now Large size, and can change size as an action between Small or Large.
College of Cantrip Virtuoso (Cantrip Bard)
The College of Cantrip Virtuoso was founded by the forbidden bard Luthar Ulith. Luthar was not only a master of music but also a cantrip caster, known for his exceptional ability to augment cantrips through the simplest of incantations. He believed that the true essence of cantrips lay not in grand spells but also in the subtle and continuous flow of 'something' found in cantrips.   The college continues to attract those who seek to explore the boundless potential of cantrips, fostering a community of bards who not only entertain with their music but also entertain with basic cantrips and magic alike.   3rd Level Features
Cantrip Versatility
Starting at 3rd level, you gain proficiency in the Arcana skill. Additionally, you learn two cantrips of your choice from any spell list. These cantrips count as bard spells for you and are always prepared.   Overruled Magic
Also at 3rd level, you have learned to bend the rules of magic, infusing your cantrips and spells with additional effects through the manipulation of the arcane. Whenever you cast a cantrip or a spell of 1st level or higher, you can choose to expend one use of your Bardic Inspiration die to apply one of the following effects:  
  • Forbidden Infusion: You can apply the effect of a spell that you know of a level equal to or lower than the expended Bardic Inspiration die roll. This effect is added to your cantrip or spell. For example, if you expend a Bardic Inspiration die of 1d6 and roll a 3, you can add the effects of a 1st to 3rd level spell that you know to the casted spell or cantrip.
  • Forbidden Augmentation: You can alter the casting time of the spell or cantrip by combining it with another you know. For instance, if you cast a spell with a casting time of 1 action, you could expend a Bardic Inspiration die to make it a bonus action instead. Alternatively, if the spell has a casting time of 1 minute, you could expend a Bardic Inspiration die to reduce it to 1 action.
  • Forbidden Manipulation: You can choose to manipulate the duration of the spell or cantrip. Instead of using the spells base duration, you can now choose another spell that you know and apply its duration to the currently cast spell or cantrip.
  • Forbidden Mark: When you successfully hit a target with a cantrip, you apply a mark onto the target. As a bonus action on your turn, you can release the cantrip mark on the target. The released effect replicates the cantrip that applied the mark. For example, if you hit a target with Fire Bolt and apply the mark, you can release the cantrip mark as a Fire Bolt. Dealing the damage without needing to make the save or attack roll.
  6th Level Feature
Rhythmic Resonance
At 6th level, whenever you cast a cantrip, you can choose to add your Charisma modifier to the damage dealt; this feature applies to any cantrip, whether it's from the bard spell list or not. Additionally, as a bonus action, you can change the damage type of a cantrip you're about to cast to any other damage type of a spell you know.   At 17th level, this changes and you can apply this to all spells, not just cantrips.   14th Level Feature
Cantrip Symphony
At 14th level, you can cast two cantrips as a single action, choosing different targets for each. Alternatively, you can cast the same cantrip twice, targeting the same or different creatures.   Whenever you critically hit with a cantrip or spell, you regain Bardic Inspiration equal to half your Charisma modifier (Rounded down).
Jester
3rd Level Features
Ballroom Mask
You magically turn a non-magical mask into a Jester's mask and attune to the item, its design is up to the creator however it will always have a face of emotion showing on the design; The base emotion it has is a sad crying face. However the Charismatic Focus scales with your bard level, it being no bonus at level 3, +1 bonus at level at level 5, +2 bonus at level 8, and +3 bonus at level 12.   While you wear the mask you gain advantage on deception and performance checks, your hit point maximum increases by 3 and increases by 1 again whenever you gain a level in this class, and you learn one necromancy cantrip of your choice from any spell list. All features only take effect while wearing the mask and are lost when you take it off.   While wearing your mask, you gain three laugh effects, and the calculation of when they activate is on the list; each effect becomes active only when your hp is equal to or lower than the calculated amount. The following laughing effects are;  
  • The First Laugh (Hp/2(Rounded Up)) - Your mask makes a small slight smile, the tears still there. You can add your CHA modifier to your damage rolls, this additional damage counts as psychic damage. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.
  • The Second Laugh (Hp/4(Rounded Up)) - Your mask makes a smile, and the tears disappear. You gain additional AC equal to your proficiency modifier, additionally when you roll an ability check, attack roll, or saving throw you can use your reaction to expend a bardic inspiration and roll your bardic die onto that roll. If the roll still fails, you keep your reaction and bardic inspiration.
  • The Last Laugh (0hp) - Your mask turns into a laugh visage, and black tears of joy begin to leak from the mask. When you are reduced to 0 hit points your body begins to cackle manically, all creatures who can hear you and are not incapacitated must make a CHA save against your spell DC. On a failure, they take psychic damage equal to Xd bardic die. For example; You are level 3 so your prof is 2 and bardic die is d6 so the roll is 2d6. On a success, they take half the amount. Each time you make a death save, you repeat this effect until you die or become stabilized.
  If necessary, you can replace the mask over the course of a short rest by using your Spell-Casting Instrument to play magical musical notes onto a mask or mask-like surface to which you attach yourself to. At the end of the rest, your mask gains its effects and if the previous mask still existed somewhere, it becomes cracked and loses its effects.   The Joy of Limbo
You can use your Ballroom Mask as a spellcasting focus for your bard spells. Additionally, when you cast a spell using your Ballroom Mask you can expend one bardic inspiration die to use the max dice roll instead of rolling.   If you have used this feature more than once, you take psychic damage (Cannot be reduced) equal to the roll of your bardic die.   6th Level Feature
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Shrouded In Death
While in your Second Laugh phase, you can possibly avoid attacks that would result in your death. If an attack roll would reduce you to 0 hit points, you can roll a D20+DEX mod+Prof. If the roll is higher than the creature's attack roll, you take no damage and instead cause the damage back onto the attacking creature as psychic damage as your mask lashes out at them with black liquid.   14th Level Feature
Embrace of Lady Death
You are resistant to Psychic damage as you finally accept death for what it is, beautiful. When you take psychic damage you gain a bardic inspiration die up to a max equal to your CHA mod.   Additionally, when you fail all death saves and die, roll a percentile die. If the result is equal to or lower than your character level, you regain hit points equal to your bard level as if you rolled a nat 20 death save and become immune to all damage until the start of your next turn. Every time this effect has been used more than once per long rest, you increase the DC by 5 (to a minimum of 1). For example, A level 20 Jester would need to roll a 20 or lower the first time, but then the second time they will need to roll a 15 or lower but the lowest the DC can go is always going to be 1.
Elemental Trainers
3rd Level Features
I'M GONNA BE THE VERY BEST!
You have begun your journey to become the elemental trainer master, you can expend a bardic inspiration die to cast the Summon Elemental Spell at the same level equal to half your bard level (Rounded Up). You can choose the elemental type that you summon and their appearance determines which you choose;
Air - Flying type creature
Water - Water type creature
Fire - Fire type creature
Earth - Grass or Rock type creature   GOTTA CATCH THEM ALL
If you should encounter an elemental, you can expend a bardic inspiration to conjure a ball of the song. If the creature should be unconscious then you can throw the ball at the creature, and soothe them into friendship. When you use the I'M GONNA BE THE VERY BEST! the feature you can now choose this creature instead of the default Elemental Spirit.   6th Level Feature
A Journey to Come
You can now summon 2 Elemental Spirits when you use the I'M GONNA BE THE VERY BEST! instead of one. If your elemental spirits take damage, you can use your reaction to give them resistance to that damage.   The 2 spirits elementals cannot be the same elemental type.   14th Level Feature
Elemental Master
You no longer need to concentrate on the summon elemental spell and the effect lasts until dispelled, this effect can only apply to one summon elemental spell at a time. If you should be reduced to 0 hit points, you can use your reaction to destroy one elemental and gain hit points equal to the destroyed elemental hit points.
College of Wonder
Bards of the College of Wonder are masters of mystery and magic, wielding the arcane forces that flow through their enchanted decks of cards. They dazzle audiences with card tricks and weave spells that leave onlookers in awe.   3rd Level Features
Magicians Secrets
At 3rd level, you gain a magical deck of cards that take on the appearance of The Deck of Wonder. You can use these cards as a spell-casting focus. Additionally, as long as the cards aren't within 5 feet of you, you can use your bonus action to conjure them back into your hand.   While holding the cards in your hand, you can cast one of the following spells once per long rest without expending a spell slot, and without needing the spell prepared:   Minor Illusion   Mage Hand   Prestidigitation   Colour Spray   Silent Image   Once you have cast a spell this way, you cannot cast any other spell from this list until you finish a long rest.   Draw of Wonder
As an action you can expend a bardic inspiration to pull a card from your deck. Roll a D22, and take the effect from the Deck of Wonder item, if the effect states "Chosen by the DM" you can choose instead.   The effect you rolled becomes a card in your hand. While holding the card in your hand, you can use a bonus action to choose a creature (Including yourself) within 30 feet and apply the effect corresponding to the card you choose. If the target is unwilling, it must make a Charisma saving throw against your spell save DC. The target suffers the effects of the card upon failure. The card lasts until your next long rest or until you apply the card effect onto a creature. You can have a max amount of cards equal to your Charisma modifier.
Deck of Wonder Table

Deck of Wonder Table


NumberCard TitleEffect
1ChancellorWithin 8 hours of drawing this card, you can cast Augury once as an action, requiring no material components. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice).
2DayYou gain a +1 bonus to saving throws. This benefit lasts until you finish a long rest.
3NightYou gain darkvision within a range of 300 feet. This darkvision lasts for 8 hours.
4DawnThis card invigorates you. For the next 8 hours, you can add your proficiency bonus to your initiative rolls.
5DuskThis card supernaturally saps your energy. You have disadvantage on initiative rolls. This effect lasts until you finish a long rest, but it can be ended early by a Remove Curse spell or similar magic.
6DestinyThis card protects you against an untimely demise. The first time after drawing this card that you would drop to 0 hit points from taking damage, you instead drop to 1 hit point.
7CrownYou learn the Friends cantrip. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). If you already know this cantrip, the card has no effect.
8LockYou gain the ability to cast Knock 1d3 times. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice).
9ChampionYou gain a +1 bonus to weapon attack and damage rolls. This bonus lasts for 8 hours.
10CoinFive pieces of jewelry, each worth 100 gp, or ten gemstones, each worth 50 gp, appear at your feet.
11VultureOne nonmagical item or piece of equipment in your possession (chosen by the DM) disappears. The item remains nearby but concealed for a short time, so it can be found with a successful DC 15 Wisdom (Perception) check. If the item isn't recovered within 1 hour, it disappears forever.
12ChaosYou gain resistance to one of the following damage types (chosen by the DM): acid, cold, fire, lightning, or thunder. This resistance lasts for 1d12 days.
13OrderYou gain resistance to one of the following damage types (chosen by the DM): force, necrotic, poison, psychic, or radiant. This resistance lasts for 1d12 days.
14BeginningYour hit point maximum and current hit points increase by 2d10. Your hit point maximum remains increased in this way for the next 8 hours.
15MysteryYou have disadvantage on Intelligence saving throws for 1 hour. Discard this card and draw from the deck again; together, the two draws count as one of your declared draws.
16IsolationYou disappear, along with anything you are wearing or carrying, and become trapped in a harmless extradimensional space for 1d4 minutes. You draw no more cards. You then reappear in the space you left or the nearest unoccupied space. When you reappear, you must succeed on a DC 11 Constitution saving throw or have the poisoned condition for 1 hour as your body reels from the extradimensional travel.
17EndThis card is an omen of death. You take 2d10 necrotic damage, and your hit point maximum is reduced by an amount equal to the damage taken. This effect can't reduce your hit point maximum below 10 hit points. This reduction lasts until you finish a long rest, but it can be ended early by a Remove Curse spell or similar magic.
18MonsterThis card's monstrous visage curses you. While cursed in this way, whenever you make a saving throw, you must roll 1d4 and subtract the number rolled from the total. The curse lasts until you finish a long rest, but it can be ended early with a Remove Curse spell or similar magic.
19KnifeAn uncommon magic weapon you're proficient with appears in your hands. The DM chooses the weapon.
20JusticeYou momentarily gain the ability to balance the scales of fate. For the next 8 hours, whenever you or a creature within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage or disadvantage.
21StudentYou gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
22MischiefYou receive an uncommon wondrous item (chosen by the DM), or you can draw two additional cards beyond your declared draws.
  6th Level Feature
Slight of Magic
At 6th level, your manipulation of magical energies through your deck of cards becomes more refined. Whenever you use your Draw of Wonder feature, you can choose to draw two cards from your deck instead of one. You then choose one of the drawn cards and apply its effect and discard the other (Discard Cards cannot be drawn again until you finish a long rest).   14th Level Feature
Master of Wonder
At 14th level, Once per long rest, you can choose to forgo drawing a card from your Deck of Wonder. Instead, you reach into the depths of the arcane and pull out a card from the legendary Deck of Many More Things. The card's effect becomes a card that works like your Draw of Wonder feature, and the card vanishes after its effect takes place. You cannot draw the same card again until you have drawn every other possible card from The Deck of Many More Things.   Additionally, you can use your bonus action to discard a card from your hand and draw a new one from your Deck of Wonder (Discard Cards cannot be drawn again until you finish a long rest).
College of Student Debt
3rd Level Features
Debt Repayment
As a bonus action, as long as you are holding gold you can make that gold disappear into a separate plane of existence and cannot get the gold back. Depending on how much gold you have deposited over time will give certain effects, the following being:
Gold Debt Effects
  • 625gp - +1 AC
  • 1,250gp - +1 to weapon and spell attacks
  • 2,500gp - +1 to spell save DC
  • 5,000gp - +1 Pact Magic Spell Slot
  • 10,000gp - Gain another bard level 3 subclass feature (5e subclass only).
  • 20,000gp - +10 Max Hit Points
  • 40,000gp - 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. You can change the spell on a long rest
  • 80,000gp - You gain 2 Skill Proficiencies
  • 160,000gp - You gain one Saving Throw Proficiency of your choice.
  • 320,000gp - You gain one magic item of your choice that lacks the Artifact or Legendary properties.
  • 640,000gp - Your CHA and DEX scores increase by 4 and your cap raises to 24.
  • 1,280,000gp - You gain a single use of the Wish spell, you do not suffer the negative effects of wishing for an effect that isn’t a 8th level spell or lower.

Once you have paid off all your Debt, you can make a 1 hour ritual during a long rest to reset your counter to 0 but still keep the effects of each threshold (The effect stacks).   6th Level Feature
Student Forgiveness
Once per debt iteration during a long rest, you can choose to instantly go to one of the thresholds of your debt feature as a mysterious amnesiac patron pays for you instead. E.g. you are at 15,000g then the entity will give you 5000g to get to the 20,000g benefit.   14th Level Feature
Debt Aversion
Once per 4 days, you can choose to cheat the debt paying system. When you reach a threshold you can choose to take half the amount of money that you have put in but it doesn’t reduce the counter. E.g. You get to 80,000g you can use this feature and get 40,000g in return. The gold taken cannot be added to your gold debt feature.
College of Power Words
3rd Level Features
Primordial Words
You have learnt the basics of power words and their understanding. As an action you can speak a power word and activate it's effect, the range of your power words is loudness of your voice.   You have a resource called Power Die (PD). The dice roll of the die uses the same roll as your bardic inspiration and they determine the number rolled on your power words, whether it will be for Damage or Healing.   You gain the following Power Words to start with;  
  • Gwellhad (Cure) - A creature is healed PD+cha modifer.
  • Clais (Bruise) - A creature must make a con save or take PD+Cha modifer force damage.
  • Penlinio (Kneel) - A creature must make a WIS save or have their movement speed reduced by an amount equal to your PD+cha score (rounded up) until the start of your next turn.
  If you come across a power word in written form, such as a magical spell scroll or a runes, you might be able to add it to your known list of power words. The power words level must be no higher than half your level (rounded up). The process of memorising the power word takes one hour per level of the power word, and costs 1 spell slot equal to the power words level.   Spell Augments
When you cast a spell, instead of using the usual method, you can instead speak the spells name as a power word at the cost of expending a bardic inspiration. The spells components becomes vocation only and doesn't consume the spell slot however it will be heard up to 300ft away as a thunderous boom.   When you transform a spell into a Power Word, it no longer relies on the typical dice and damage type associated with the original spell. Instead, it uses your PD for the dice roll, and the damage type is always Force. For instance, if you were to cast Dissonant Whispers, the spell's damage would be 3d6 Force Damage, in contrast to its usual 3d6 psychic damage. At later levels, a first level Dissonant Whispers Power Word would be 3d10 Force damage instead.   6th Level Feature
Language of Power
You learn Primordial and one skill, the following choices being; Persuasion, Deception, or Intimidation. If you are already proficient in all of these or the language then you may choose any skill & language.   In addition, when you use a power word; You can choose to make it stronger as you shout the word. If you choose to do this, you can choose one of the following effects;  
  • You can target an additional creature
  • You can extend the duration
  • You can double the distance of the word
  Once you have used this feature, you cannot use this again or until you expend a bardic inspiration. You regain use on a long rest.   14th Level Feature
Words Have Meaning
You know the following spells and they don't count towards your kown spell list:
Power Word Stun
Power Word Heal
Power Word Kill   They count as bard spells for you and in addition you may cast one without a spell slot once per long rest. You can choose to use a spell slot to cast these and they won't count towards your one time use.
Business
3rd Level Features
Business Savvy
You gain proficiency in the Persuasion and Intimidation skills. Additionally, you gain proficiency in one tool or language of your choice.   Soul Transaction
You also gain the ability to take pieces of a creatures soul via soul coins. As an action, you can make a contested haggle check (Persuasion) with a creature. If you should be able to sell the item, then you can reduce the creatures hit points by the price sold to a max equal to 5 times your bard level.   6th Level Feature
Cutthroat Tactics
You learn how to play hardball in negotiations. You can use your bonus action to make an Intimidation check against a creature that can hear and understand you. If you succeed, you can gain advantage on your next Persuasion check made against that creature within the minute.   Universal Business
When you speak to a creature, you can expend a bardic inspiration to have the creature magically understand you, regardless of the language you speak, for 1 hour. Additionally, while a creature is under this effect they can't be silenced.   14th Level Feature
Negotiation Mastery
You have become a master of soul negotiation. Whenever you sell an item to a creature, you can choose to force a creature make a CHA save against your spell-casting DC. On a failure, the creature will be charmed for 1 minute and will use their action every turn to soul buy an additional item from you. At the end of every turn, the creature can make another save to break free from this effect and then they will know you had charmed them.
College of Advocacy
Bards of the College of Advocacy combine their legal knowledge and charismatic combat prowess to sway the course of justice both inside and outside the courtroom. They are eloquent orators and skilled warriors, using their persuasive skills to protect their clients while excelling in combat.

3rd Level Features
Combat Presence
Your commanding presence in combat and legal settings grants you an edge. As a bonus action you can exude an aura of authority. This aura extends 30 feet from you and lasts for 1 minute or until you dismiss it as a bonus action.   While the aura is active, you and friendly creatures within the aura gain the following benefits:  
  • You have advantage on Charisma (Persuasion) checks and Charisma saving throws.
  • Whenever you or a friendly creature within the aura makes a weapon attack, you can use your reaction to grant a bonus to the attack roll equal to half your bard level (rounded down).
  • You can use your reaction to impose disadvantage on an attack roll made against you or an ally within 5 feet of you.
  Once you use this feature, you can't use it again until you finish a short or long rest.   Legal Lore
You gain proficiency in the Investigation and Insight skills. If you are already proficient in either skill, you can choose another skill from the bard class's skill list instead.   6th Level Feature
Inquisitive Mind
Your legal training enhances your combat abilities and your ability to dissect arguments allow you to uncover the truth. You gain proficiency with medium armor and shields.   Additionally, you can use your Bardic Inspiration to gain advantage on an Intelligence (Investigation) or Wisdom (Insight) check to determine if someone is lying or to find hidden information.   Universal Business
When you speak to a creature, you can expend a bardic inspiration to have the creature magically understand you, regardless of the language you speak, for 1 hour. Additionally, while a creature is under this effect they can't be silenced.   14th Level Feature
Counselor's Rhetoric
Your legal expertise grants you the ability to speak with unparalleled authority. You can cast the spell "Glibness" without expending a spell slot, and it doesn't require concentration. Additionally, when you use your Bardic Inspiration feature, the target of your inspiration can expend the Bardic Inspiration die and add the number rolled to their weapon damage rolls. If a creature scores a critical hit with a weapon attack while under the effects of your Bardic Inspiration, they can roll an additional damage die for the weapon's damage.
College of Reason
Bards of the College of Reason are performers who reject the influence of gods and deities, relying instead on their own intellect and the power of rationality. They view the world through a skeptical lens, valuing logic, knowledge, and the potential of mortals. College of Reason bards are often scholars, philosophers, or freethinkers who use their abilities to challenge the status quo and question the existence of higher powers.

3rd Level Features
Bonus Proficiencies
At 3rd level, you gain proficiency in the Arcana skill. If you already have proficiency in Arcana, you gain proficiency in another skill of your choice.   Skeptic's Tongue
You gain the ability to use your cutting words to undermine and challenge the beliefs and faith of others. When you use your Bardic Inspiration on an ally, you can choose to impose disadvantage on the next ability check, saving throw, or attack roll made by an enemy within 60 feet of you. You must be able to see or hear the enemy.   6th Level Feature
Logic's Resilience
At 6th level, your unwavering conviction and skepticism grant you additional protection. You have advantage on saving throws against being charmed or frightened. Additionally, if you are subjected to a spell or feature that would compel you to act against your will, you can choose to automatically succeed on the saving throw against that spell or feature once per long rest.   14th Level Feature
Deity's Bane
Starting at 14th level, your disbelief in divine power empowers your spells to challenge the authority of deities. When you successfully cast a spell that deals damage, you can choose to invoke your skepticism, infusing your magic with anti-divine energy.   Choose a specific deity when you use this feature. The chosen deity must be one that your character is aware of. When you cast a damaging spell, the spell's damage is considered to be of a damage type of that deities element; the spell's damage is considered to be of a type and it bypasses any resistances or immunities. In addition, creatures associated with the chosen deity have disadvantage on saving throws against your spell.   You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest
College of Sin & Virtue
The College of Sin and Virtue is a mysterious and esoteric order of bards who believe that every individual harbours within themselves many distinct voices: some representing their darker instincts, desires, and "sins," and the others representing their higher principles, morals, and "virtues." These internal voices are seen as manifestations of cosmic forces, and the bards of this college seek to understand and balance these opposing influences.

3rd Level Features
Detective's Mind
At 3rd level, your keen observational skills and analytical mind grant you the ability to gain exceptional expertise in a particular skill. Choose one skill and gain proficiency in it. You also gain expertise in that skill, doubling your proficiency bonus for ability checks that use the chosen skill.   Sinful Insight
Starting at 3rd level, you gain the ability to tap into the darker aspects of human nature to better understand and manipulate others. Whenever you speak to a creature you can expend a Bardic Inspiration to use on the creature you are speaking to, and then roll on your Sinful Insight table. Roll a Bardic Die and consult the Sinful Insight Table to determine the result.  

Sinful Insight Table


Bardic DieSinful Insight EffectDamage Type
1Sin of Envy: You learn about the target's hidden ambitions, the people or possessions they envy, or the areas where they feel lacking. You gaining insight into the target's envy grants you advantage on all insight checks with that target until your next long rest.Poison
2Sin of Wrath: You gain insights into the target's triggers, sources of frustration, and potential reactions when provoked. You gain not only insights into the target's anger but also advantage on all intimidation checks with that target until your next long rest.Fire
3Sin of Lust: You gain insights into the target's emotional triggers, romantic inclinations, and hidden attractions. You not only gain insights into the target's romantic leanings but also gains advantage on all persuasion checks with the target until your next long rest.Necrotic
4Sin of Sloth: You gain insights into the target's tendencies to avoid effort, procrastinate, and their potential for inaction or reluctance to engage. You not only gain insights into the target's inclination for lazy activities but also gains advantage on all deception checks with the target until your next long rest.Cold
5Sin of Greed: You gain insights into the target's motivations for acquiring wealth, possessions, or power. You not only gain insights into the target's avaricious nature but also gains advantage on all persuasion checks with the target until your next long rest.Piercing
6Sin of Gluttony: You gain insights into the target's tendencies for indulgence, overconsumption, or their weaknesses tied to excess. You not only gain insights into the target's gluttonous nature but also gains advantage on all persuasion checks with the target until your next long rest.Acid
7Sin of Pride: You gain insights into the target's tendencies for self-confidence, ego, and their potential vulnerabilities tied to their pride. You not only gain insights into the target's pride but also gain advantage on all charisma checks with the target until your next long rest.Slashing
8Virtue of Courage: You gain insights into the target's tendencies for bravery, resilience, and potential vulnerabilities tied to their courage. You gain advantage on all interactions that involve facing fear, taking risks, or situations where bravery and determination are crucial for the duration of the scene or encounter.Lightning
9Virtue of Compassion: You gain deep insights into the target's capacity for compassion. You gain advantage on all interactions where demonstrating empathy, offering help, or showing kindness is relevant for the duration of the scene or encounter.Radiant
10Virtue of Integrity: You gain a deep insight into the target's commitment to integrity. You gain advantage on all interactions that involve truthfulness, ethical decisions, or situations where moral principles come into play for the duration of the scene or encounter.Force
11Virtue of Wisdom: You gain deep insights into the target's wisdom. You gain advantage on all interactions that involve sharing knowledge, providing advice, or situations where experience and insight are vital for the duration of the scene or encounter.Psychic
12Virtue of Humility: You gain deep insights into the target's embodiment of humility. You gain advantage on all interactions that involve showing respect, acknowledging others, or situations where modesty is crucial for the duration of the scene or encounter.Thunder
  6th Level Feature
Sinful Mastery
Starting at 6th level, your mastery over the insights gained through the sins has reached new heights. When you use your Sinful Insight feature, you can roll twice on the Sinful Insight Table. If the results of both dice are the same number, you gain the option to replace one of your dice with any effect from the Sinful Insight Table, regardless of the actual dice roll.   Virtuous Combatant
Starting at 6th level, your deep understanding of virtues enhances your combat prowess. Whenever you use your Sinful Insight feature to gain insights into a target's virtue and sin, you can choose to channel that insight into your combat abilities.   After using your Sinful Insight feature, you can infuse your weapon strikes or spells with the essence of the Virtue or Sins you've identified. Until the end of your long rest, your weapon attacks or spells deal an extra 1d6 damage of the same type associated with the number rolled on your Sinful Insight table (Can choose between the two rolls). This extra damage increases to 2d6 at 14th level.   Additionally, when you score a critical hit against a creature, you can use your reaction to trigger your Sinful Insight feature without expending a use of that feature.   14th Level Feature
Virtuous Revelation
Starting at 14th level, your connection to the Virtues & Sins has evolved to a transcendent level. Once per long rest, you can enter a state of Virtuous Revelation as a bonus action. During this state, you radiate an aura that embodies the virtues & sins you've come to understand. The aura has a radius of 30 feet and lasts for 1 minute.   While the Virtuous Revelation aura is active, you and friendly creatures within the aura gain the following benefits:
  • You have advantage on all Charisma-based ability checks and saving throws.
  • You gain all the effects on your Sinful Insight table on all targets within your aura.
  Additionally, enemies that start their turn within the aura must make a Wisdom saving throw against your spell save DC. On a failed save, they are overcome with a profound sense of self-awareness and vulnerability. Until the start of their next turn, their attacks and abilities have disadvantage, and they can't take reactions.   Once the Virtuous Revelation ends, you cannot use it again until you finish a long rest.
College of Artistry
Bards of the College of Artistry are masters of creative expression, using their artistic talents to bring both inspiration and practical tools to their adventuring companions. These bards view the world as a canvas waiting to be adorned with their unique visions, and they channel their creativity through the magic of their music and art.

3rd Level Features
Bonus Proficiencies
Starting at 3rd level, when you join the College of Artistry at 3rd level, you gain proficiency with painter's supplies and calligrapher's supplies. If you already have proficiency in either of these, you can choose another artistic tool proficiency.   Artistic Expression
Also at 3rd level, you can use your artistic skills to create magical items. During a short or long rest, you can spend one use of your Bardic Inspiration to create a simple, non-magical item on a piece of paper or parchment using your artistic tools. The item must be small and reasonably simple, such as a key, a ladder, or a rope. You can then use your action to transform this drawing into a magical object for 1 hour. The magical version of the item appears in your hand or at your feet.   After 1 hour, the magical effect fades, and the item reverts to a mundane drawing. The magical item disappears if it is more than 30 feet away from you for more than 1 minute. If an item is attunment, then you automatically attune to the created item for the duration.   6th Level Feature
Artistic Flourish
At 6th level, your artistic talents become even more magical. You can now use your Artistic Expression feature to create common and uncommon magic items. The items you create can be chosen from the common and uncommon magic item tables in the Dungeon Master's Guide.   Painter's Splash
Also at 6th level, you acquire the capacity to release a burst of vibrant hues. As an action, you may expend one use of your Bardic Inspiration to cast the Color Spray spell as if it were upcasted at 9th level. Roll your Bardic Inspiration die, and the potency of color spray is heightened in accordance with the result of this roll, determined by the total number on the Bardic Inspiration die. The targeted creature must make a Dexterity saving throw against your spell save DC or undergo to the spell's effects.  

Color Spray Enhancement Table


ColourEffect
Vivid RedCreatures affected are paralysed until the end of their next turn.
Gleaming OrangeCreatures affected are stunned until the end of their next turn.
Luminous YellowCreatures affected are deafened until the end of their next turn.
Emerald GreenCreatures affected are frightened until the end of their next turn.
Azure BlueCreatures affected are charmed until the end of their next turn.
Royal PurpleCreatures affected are restrained until the end of their next turn.
Prismatic PinkCreatures affected gain vulnerability to the next damage type they receive before the end of their next turn.
Iridescent IndigoCreatures affected lose resistance to damage until the end of their next turn.
Dazzling GoldCreatures affected have disadvantage on attack rolls until the end of their next turn.
Mystic SilverCreatures affected have disadvantage on saving throws until the end of their next turn.
Harmonious BronzeCreatures affected take damage equal to half of the roll by the colour spray spell, as it deals cold damage.
Celestial WhiteCreatures affected gain a reduction to their AC equal to your Charisma modifier until the start of your next turn.
  14th Level Feature
Masterpiece Creation
At 14th level, your artistic creations become even more extraordinary. When you use your Artistic Expression feature, you can now create very rare and lower magic items. The item retains its magical properties for 1 hour, after which it reverts to a mundane drawing. The magical item disappears if it is more than 30 feet away from you for more than 1 minute. You can use this feature once, and you regain the ability to use it after finishing a long rest.
College of the Harmony Hunter
Bards of the Harmony Hunter college was founded by a powerful monster hunter named Ace, who followed the art of the hunt, drawing ingredients from the world's monsters and mastering the use of the Hunting Horn, a musical weapon that blends the power of music with the blunt weaponary of hunting. The bards that follow his teachings are known for their ability to inspire and support their allies while actively engaging in combat, making them a formidable force on the battlefield. - Owari, Cleric of The End   3rd Level Features
Hunting Horn Mastery
Starting at 3rd level when you join the Harmony Hunter college, you gain the ability to summon a Hunting Horn through a 1-hour ritual. This ritual creates a magical bond between you and the Hunting Horn, allowing you to summon it to your hand at will, and gaining proficiency with it.   The summoned Hunting Horn can be of any design or material of creatures you have slain. You also gain proficiency with medium armour. For the purpose of martial weapons, the Hunting Horn counts as a Greataxe.   When you attack with the Hunting Horn, you can use your Charisma modifier instead of Strength or Dexterity for the attack and damage rolls.   Harmonic Inspiration
Also at 3rd level, you learn to weave the power of your music into your hunting horn. When you take the attack action with your Hunting Horn, you can choose expend a bardic inspiration to empower yourself or your ally, with the following options:  
  • Attack Boost: The target adds the Bardic Inspiration die to their weapon damage on their next successful weapon attack.
  • Defense Boost: The target adds the Bardic Inspiration die to their AC until the start of their next turn.
  • Healing Boost: The target adds the Bardic Inspiration die to any healing they receive until the start of their next turn.
  6th Level Feature
Echoing War-horn
At 6th level, your Hunting Horn Harmonic Inspirations gain a higher potency. When you use your Harmonic Inspiration feature, you can choose one additional ally within 30 feet of the initial target to also benefit, using the same effect chosen.   14th Level Feature
Melody of the Hunt
At 14th level, your hunting horn reaches its peak. When you use your Harmonic Inspiration feature, you can choose to expend hit dice to grant an amount of allies equal to the number of hit dice expended advantage on their attack rolls until the start of your next turn. Additionally, any allies benefiting from your Harmonic Inspiration gain temporary hit points equal to your Charisma modifier + your Bard level.

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