5th Edition Subclasses for Artificer and Bard

Explore new options never before realized in this supplement for the world's largest role-playing game.

OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

  1. Definitions:
  2. (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content;
  3. (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted;
  4. (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute;
  5. (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity.
  6. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content;
  7. (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor
  8. (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.

  9. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

  10. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

  11. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

  12. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

  13. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

  14. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

  15. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

  16. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

  17. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

  18. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

  19. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

  20. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

  1. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

  2. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.

Preface

This document provides subclass options for the artificer and bard. The College of Festivity improves the bard's healing and supportive abilities, while the Dusk Agent is a versatile and deft businessman, able to manipulate the markets to their sway with their brilliance.

This Is Playtest Material

The material in this article is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by full game design and editing. They aren’t officially part of the game and aren’t permitted in D&D Adventurers League events.

If I decide to make this material official, it will be refined based on your feedback.

Changelog


  • Version 0.0.1: Creation date: 16 January 2021 (Initial creation of document)
Time to Drop Knowledge

This document may reference spells that are not included within official textbooks (as indicated by their bold text). While these spells will be included for reference in an appendix at the end, I must insist you treat yourself to my other brews to better gauge the source from whence they came.

Credits


Images:

Credit: YUNPONG

Bard Subclass: College of Festivity

Many musicians hope to master their art, weaving together memories, dreams, and beautiful imagery into their songs to create spectacular works of wonder for their audiences. Bards of the College of Festivity can take this to new heights, as their musical performances become enriched with celestial power, granting all who listen peace of body and mind. These bards can turn any musical score into a spectacle of sight, sound, and magical glamour that enchants all who hear it.

Musical Expert

At 3rd level, your proficiency bonus is doubled for any ability check you make that uses a musical instrument you are proficient with.


Healing Music

Also at 3rd level, your music serves as a balm to others, allowing you to use your musical instrument to enhance your invigorating magic. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to your proficiency bonus.

This feature also benefits your Song of Rest starting at 9th level.

Focused Performer

At 6th level, your spells become harder to break. If you use your musical instrument as a focus for your bard spells, you gain a bonus to Constitution saving throws made to maintain concentration equal to your Charisma modifier. You also gain a bonus to Charisma (Performance) checks made to maintain spells with the Performance tag equal to your Constitution modifier.

Spirit Song

At 6th level, your music empowers magical spells you cast. Whenever you cast a spell of 1st level or higher that deals psychic or thunder damage, you can spend a Bardic Inspiration die to increase the amount of damage it deals by the roll.

Additionally, if a creature that can hear you within 60 feet casts a spell of 1st level or higher that deals damage or restores hit points, you can use your reaction to roll a Bardic Inspiration die and apply a bonus or penalty to the spell's damage or healing equal to the result.

Ballad of Life

At 14th level, you learn to sing the Ballad of Life: a powerful melody that emboldens your healing ability. As an action, you can spend 3 Bardic Inspiration die to begin this powerful song.

The Ballad of Life lasts for 1 minute (requiring your concentration, as if concentrating on a spell), during which you gain the following benefits.

  • At the start of each of your turns, creatures of your choice within 60 feet of you regain hit points equal to a roll of your Bardic Inspiration die + your Charisma modifier. This does not expend a use of Bardic Inspiration.
  • When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to your proficiency bonus.
  • When you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

Once you use this feature, you cannot do so again until you complete a long rest. When the Ballad of Life ends, you cannot take actions until the end of your next turn.

Credit: Shinji2602, KibblesTasty (Fiverr.com, GMBinder.com)

Artificer Specialization: The Dusk Agent

The image of a travelling merchant may be hard to picture, but in the vast realms between cities, these are your most trusted sources of information, patent, and product. Spending weeks on the road to aid those without supply, Dusk Agents take their role seriously, never wavering to provide service to those with the need (though coin never hurts, either).

Dusk Agents prioritize their experience with purchase and sale, but when times are tough, dark powers arise. A Dusk Agent is no slouch when things get desperate, and can utilize their abilities in combat to provide the option of a decicive victory, or an expeditious retreat.

Bonus Proficiencies

At 3rd level, you gain proficiency with Persuasion if you don't already have it. If you are already proficient in Persuasion, you may gain proficiency in one skill of your choice from the following list: Arcana, Deception, Intimidation, Investigation, Nature, or Religion.

Businessman

Also at 3rd level, your reputation as a Dusk Agent allows you to manipulate the markets. When you make a Charisma (Persuasion) check to change the asking price of an item, you may add your Intelligence modifier to the roll.

Additionally, regardless of the roll, prices for items you buy are 10% lower, while prices for items you sell are 10% higher.

Dusk Agent Spells

You always have certain spells prepared after you reach particular levels in this class, as shown in the Dusk Agent Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. If you gain access to a spell that doesn’t appear on the artificer spell list, the spell is nonetheless an artificer spell for you.

Dusk Agent Spells
Artificer Level Spell
3rd charm person, detect magic
5th detect thoughts, suggestion
9th clairvoyance, enemies abound
13th arcane eye, charm monster
17th animate objects, dominate person

De-Escalate

At 5th level, you can cast the calm emotions spell, without using a spell slot. The use of this spell is special for you, as it doesn't require concentration.

You can cast calm emotions in this manner a number of times per day equal to your Intelligence modifier, and regain all uses of it whenever you complete a long rest.

Dusk Warrior

At 9th level, you become your own bodyguard, bouncer, and sentry. When you hit a creature that hasn't attempted to make an attack roll against you before your current turn, you deal additional damage to the creature equal to your Intelligence modifier. Creatures that take this damage must make a Wisdom saving throw or be unable to take any reactions until the start of your next turn. A creature automatically succeeds on this saving throw if they are immune to being charmed.

Night's Watch

Also at 9th level, your tolerance for long work nights has become a balm against the terrors of the night, allowing you to remain awake twice as long before needing to make a Constitution saving throw to prevent exhaustion.

Additionally, you can complete a long rest by doing light activity such as tracking your stock of inventory, maintaining your infusions, or crafting small items such as potions, brooches, or other equipment.

Shrewd Contract

At 15th level, you become a master of brokering deals. The modifier to the prices of items you buy or sell increases to 25%.

In addition, you may use your reaction in combat, whenever a hostile creature you can see attempts to make an attack roll against you, to make a Charisma (Persuasion) ability check, contested by their Wisdom (Insight) ability check. If you succeed the contest, the creature must choose a different target for its attacks for the remainder of the turn. If no other eligible target is available, the attack roll automatically misses.