Legendary Classes

Welcome to Legendary Classes! The next major update for Legendary Player Characters, a supplement for Dungeons and Dragons 5th Edition that intends to give rules for buffing up players so one on one games (1 DM and 1 Player) is much more possible!

Now of course, let me start by saying the obvious: This class breaks all typical 5e balancing conventions, it should not be used in regular play, nor should it be compared to regular 5e classes.

Legendary classes are meant to make a single player worth the equivalent of 3 players (Without just tripling damage output and HP) So it's going to be significantly more powerful than the regular version of the class.

Why?

Why would you use this? Why would you play D&D with two people when it's meant for a larger group? There's a myriad of reasons really, but below are a few good ones.

  • It's easier to schedule and prepare for, instead of having to manage the schedules of six different people, you've reduced that total to two, making it much easier to arrange sessions for D&D.

  • This helps with protagonist syndrome... In a normal campaign, no one player should outshine the others, and you'll often hear horror stories of players who try to take the spotlight... In solo games with one player and one DM, that is not a problem! The singular player can shine as bright as they want without worry of making other players feel useless.

  • It can simply be a lot of fun. I've played solo games a lot with my partner, and before I began making Legendary Player Characters, it was... Really difficult to actually run encounters and make characters without things feeling really bad, because D&D isn't made for solo play.

Of course as mentioned, there's far more reasons than just those three. If you don't think you'd like this, then that's perfectly fine! Solo play isn't for everyone. I personally prefer it and that's just how I play the game, everyone plays in their own way.

For anyone else who prefers solo style or is interested in giving it a try, then this class and the full Legendary Player Characters document are right up your alley!


Legendary Player Characters

As mentioned to the left of this text, this is meant as a supplement for the Legendary Player Characters document. You can find the links to the full 168 page document below!

Google Drive

Homebrewery

It is not mentioned in the class specifically, but this class does still use Legendary Actions. Nothing has been changed about the Legendary Action rules from the LPC document, and the legendary actions you can choose for this class can be found at the end of this document!

Encounters

When calculating encounters for a player with this class, consider them to be equivalent to three characters of the same level.

I recommend using milestone leveling with this system, however if you do not and want to use XP, then you should reward a third of the xp they would normally gain (So they don't level rapidly)

If the PC is using Auric Emotions or Signs of Labors in tandem with this class, treat them as three and a half characters. If they are using both in tandem with this class, treat them as four characters.

Leveling

Legendary Classes are special, even aside from their increased power. Their maximum level has been increased from 20 to 30, and not only that-but every legendary class will have rules for leveling beyond 30. To an infinite amount.

Again I strongly recommend using milestone leveling, as I do not have a good experience total required for levels beyond 20 (Especially once you begin going into 31+)

You can find what features the Legendary class gains for every level beyond 30 on the same page that their legendary actions are listed.

Multiclassing

Assume the following for multiclassing:

  • You may multiclass as normal up to level 30.

  • Once you hit level 31, you begin receiving the Leveling Beyond 30 features for your particular class. You do not receive any features they would receive at an earlier level.

  • For example, a level 10 Legendary Rogue and level 20 Legendary Sorcerer wouldn't receive Legendary Sorcerer's 21-30 features when they begin leveling beyond 30, nor would they receive Legendary Rogue's 11-30 features.

Legendary Bard
Level Proficiency
Bonus
Features Outlets
Known
Cantrips
Known
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Bardic Inspiration, Spellcasting, Semi Proficiencies 2 2
2nd +2 Favored Medium, Outlets of Creativity 3 2 3
3rd +2 Bard College, Muse of an Artist (1) 3 2 4 2
4th +2 Ability Score Improvement 3 3 4 3
5th +3 Font of Inspiration 3 3 4 3 2
6th +3 College Feature, Magical Secrets 3 3 4 3 3
7th +3 Legendary Ability Score Improvement 4 3 4 3 3 1
8th +3 Ability Score Improvement 4 3 4 3 3 2
9th +4 Muse of an Artist (2) 4 3 4 3 3 3 1
10th +4 Favored Medium Feature, Magical Secrets (2) 4 4 4 3 3 3 2
11th +4 College Feature, Font of Inspiration (2) 4 4 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 4 3 3 3 2 1
13th +5 Secondary Medium 5 4 4 3 3 3 2 1 1
14th +5 Magical Secrets (3) 5 4 4 3 3 3 2 1 1
15th +5 Muse of an Artist (3), Legendary Ability Score Improvement 5 4 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 4 3 3 3 2 1 1 1
17th +6 College Feature, Font of Inspiration (3) 6 4 4 3 3 3 2 1 1 1 1
18th +6 Favored Medium Feature, Magical Secrets (4) 6 5 4 3 3 3 3 1 1 1 1
19th +6 Superior Inspiration 6 5 4 3 3 3 3 2 1 1 1
20th +6 Ability Score Improvement 6 5 4 3 3 3 3 2 2 1 1
21st +7 Epic Spell Slots (10th), Muse of an Artist (4) 6 5 4 3 3 3 3 2 2 1 1
22nd +7 Secondary Medium (2) 7 5 4 3 3 3 3 2 2 2 1
23rd +7 Font of Inspiration (4), Legendary Ability Score Improvement 7 5 4 3 3 3 3 2 2 2 1
24th +7 Ability Score Improvement 7 5 4 3 3 3 3 2 2 2 2
25th +8 College Feature, Epic Spell Slots (11th) 7 5 4 3 3 3 3 2 2 2 2
26th +8 Favored Medium Feature, Magical Secrets (5) 7 5 4 3 3 3 3 3 2 2 2
27th +8 Muse of an Artist (5) 8 6 4 3 3 3 3 3 2 2 2
28th +8 Ability Score Improvement 8 6 4 3 3 3 3 3 3 2 2
29th +9 Epic Spell Slots (12th), Font of Inspiration (5) 8 6 4 3 3 3 3 3 3 2 2
30th +9 Ace of the Show 8 6 4 3 3 3 3 3 3 3 2
Bard Ability Score

Upon gaining this class, you must select your Bard Ability Score. This score can be either Intelligence or Charisma.

Bard Modifier

If something refers to your Bard Modifier, then that means it is referring to the modifier of your Bard Ability Score.

For example if your Bard Ability Score was Charisma and your Charisma score was 17, your Bard Modifier would be +3.

Class Features

Your Class gains the following features

Hit Points


  • Hit Dice: 2d8
  • Hit Points at 1st Level: 16 + two times your Constitution modifier
  • Hit Points at Higher Levels: 2d8 (9) + two times your Constitution modifier per Bard level after 1st.

Proficiencies


  • Armor: Light Armor
  • Weapons: Simple Weapons, 3 Martial Weapons of your choice
  • Tools: Three musical instruments of your choice

  • Saving Throws: Dexterity, Intelligence or Charisma (Choose 1)
  • Skills: Choose any 3 skills

Spellcasting

Upon choosing this class at 1st level, you can alter the fabric of reality to your whims and music.

Cantrips

You know 2 cantrips of your choice from the Bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the cantrips known column in the bard class table.

Whenever you receive the Ability Score Improvement or Legendary Ability Score Improvement features, you may exchange one bard cantrip you know for another.


Equipment

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

  • Any simple or martial melee weapon
  • Any musical instrument
  • Leather armor and a dagger
  • (a) A diplomat's pack or (b) An entertainer's pack










Preparing and Casting Spells

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 Bard 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.

You prepare the list of Bard spells that are available for you to cast, choosing from the Bard spell list. When you do so, choose a number of Bard spells equal to your Bard modifier + your Bard level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level Bard, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 16 (And Charisma being your Bard ability score) Your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of Bard spells requires time spent practicing music or working on some other form of art: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Your spellcasting ability score is the same as your Bard modifier; which can be either Intelligence or Charisma. Intelligence represents someone who studies music and other artistic forms, while Charisma represents someone who instinctively wields these artistic forms.


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

Spell attack modifier = your proficiency bonus +
your Bard modifier

Ritual Casting

You can cast a bard spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a musical instrument as a spellcasting focus for your bard spells.

Bardic Inspiration

1st Level Feature

You have a number of Inspiration Die equal to your Bard modifier (Minimum of 1) These dice start as d6's, but increase as you gain levels in this class (1d8 at 5th level, 1d10 at 11th level, and 1d12 at 17th level. At 23rd level, your inspiration die gains a +2 bonus to its roll everytime you roll it. This increases to +4 at 29th level)

Whenever you make an ability check, attack roll, or saving throw, you may expend one of your Inspiration Die and roll it, adding the result to the roll. You may do so after seeing the result, but before whether or not you know the roll fails.

As a bonus action on your turn, you may target a creature within 60-feet who can hear you. You expend one of your Inspiration Die, and that creature gains the die. They may use it as you would, being able to add it to an ability check, attack roll or saving throw they make.

Creatures other than you can only have one Inspiration Die at a time, and it are lost when the creature completes a long rest.

You regain all expended Inspiration Die upon completing a long rest.

Semi Proficiencies

1st Level Feature

Choose a number of skills equal to the amount you normally get upon choosing your starting class (3 as a Bard) you gain semi proficiency in these skills. Meaning you add half of your proficiency bonus (Rounded down) to checks made with them.

Additionally, choose one saving throw you lack proficiency in. You gain the same bonus to rolls made for that particular saving throw.

If you ever gain proficiency in a skill or saving throw you had semi-proficiency in, you may move your semi-proficiency to a new one of the same type.

You only gain this feature if Bard is the first class you choose. You can not have two instances of this feature from separate classes.

Favored Medium

2nd/10th/18th/26th Level Feature

You have adopted something known as your Favored Medium, which represents your preferred way to express yourself. Your choice grants you features now and again at levels 10, 18 and 26.

Even if you choose something for your preferred medium, you can still explore other mediums if you so wish. Just because you prefer music doesn't mean you can't also dance and cook.


Outlets of Creativity

2nd Level Feature

You know 3 Outlets of your choice from the options listed later in this document. If an outlet requires a saving throw, it uses your spell save DC.

Every outlet has a category it belongs to, these categories are the same as the options for Favored Medium. You can choose outlets belonging to categories outside of your Favored Medium.

Whenever you gain a level in this class, you may exchange one outlet you know for another.

Bardic College

3rd/6th/11th/17th/25th Level Feature

You have delved into the advanced techniques of a bardic college, the options for which are listed later in the document.

Muse of an Artist

3rd/9th/15th/21st/27th Level Feature

You may choose a Combat Trait from the options listed later in this document. Some features have a level prerequisite, in order to choose that feature, you must have at least that many levels in the Wizard class.

Upon reaching the following levels in this class, you may select an additional Combat Trait that you meet the prerequisites for: 9th Level, 15th level, 21st level, 27th level.

Ability Score Improvement

4th/8th/12th/16th/20th/24th/28th Level Feature

Whenever you gain this feature, 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. Alternatively, you can choose a feat.

When you reach 7th level and again at levels 15 and 23, you gain a Legendary Ability Score Improvement. You may either gain the benefits of a regular ASI as per the rules up above, or you may take a Legendary Feat, which are listed in the Legendary Player Characters document.

Font of Inspiration

5th/11th/17th/23rd/29th Level Feature

You now regain your expended Inspiration Die upon completing a short rest, in addition to when you complete a long rest.

Additionally, whenever you gain this feature, you gain the following benefits:

  • Choose two skills. If you lack proficiency in a chosen skill, you gain proficiency in it. If you have proficiency in a chosen skill, you gain expertise in it.

  • You gain proficiency in either two tools of your choice or two instruments of your choice. Alternatively, you can gain proficiency in one tool and one instrument.

As a reminder, your Bardic Inspiration die also increases at all of these levels.

Magical Secrets

6th/10th/14th/18th/26th Level Feature

Whenever you gain this feature, choose two spells from any spell list, you must have a high enough spell slot level to cast the chosen spells however. These spells become your Secret Spells.

Your Secret Spells are considered Bard spells for you, and are always prepared. They do not count against your spells prepared. You cannot make epic spells your Secret Spells.

Secondary Medium

13th/22nd Level Feature

You have developed a taste for more than just what your favorite medium is. Choose one of the Favored Medium options other than the one you chose at 2nd level. You gain that mediums 2nd level benefits.

At 22nd level, you gain that mediums 10th level benefits.

Superior Inspiration

19th Level Feature

At the start of your turn if you have no Bardic Inspiration usages available, roll 1d4. On a roll of 3 or 4, you regain one Bardic Inspiration usage.


Epic Spell Slots

21st/23rd/25th/27th/29th Level Feature

Upon reaching 21st level, the world of epic magic has been revealed to you. You gain a single 10th level spell slot, you receive a second one at 23rd level.

At 25th level you gain a single 11th level spell slot, you receive a second one at 27th level.

Finally at 29th level, you gain a single 12th level spell slot.

Epic Magic and You

Despite gaining 10th level and beyond spell slots, you do not learn these spells naturally. Epic magic spells can only be learned through DM rewards and should be treated as if you are receiving a magic item or gold.

The full rules for Epic Magic can be found in the full Legendary Player Characters Document.

Ace of the Show

30th Level Feature

You are the best part of every show. You gain the following benefits:

  • At the start of your turn if you have no usages of Bardic Inspiration remaining, you regain one usage (This upgrades Superior Inspiration)

  • If an Outlet would have a usage time of 10 minutes or less, you may reduce its usage time to 1 action. Once you do so, you cannot do so again until you complete a long rest.

  • Your proficiency bonus increases by 1, to a total of 10.

Bardic College

A bards Bardic College is their subclass, and shows what college you have dedicated your studies to. They choose their archetype at 3rd level, and gain features then and again at levels 6, 11, 17 and 25.

Subclasses

All subclasses can be found below

Eloquence (Page 8) - A subclass that focuses on diplomacy and solving things through speech.

Glamour (Page 9) - A subclass with a focus on self beauty and manipulating others.

Lore (Page 10) - A subclass that adds even more bard abilities to your bard, focusing primarily on skill checks.

Myth (Page 11) - A subclass that yoinks abilities from every other Legendary class.

Satire (Page 12) - A subclass focused on diminishing others and garnering laughs.

Steel (Page 13) - A subclass that pulls abilities and inspiration from the fighter class, with a focus on offense.

Valor (Page 14) - A subclass with a martial focus that adds a lot of durability to the bard.

Whispers (Page 15) - A subclass with a focus on infiltration and assassination.


Full Caster

Despite all the special features a bard receives, they are still primarily a caster. If you wish to look at their casting progression without seeing anything else, you can do so below:

Full-Caster Spellcasting
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 2
2nd 3
3rd 4 2
4th 4 3
5th 4 3 2
6th 4 3 3
7th 4 3 3 1
8th 4 3 3 2
9th 4 3 3 3 1
10th 4 3 3 3 2
11th 4 3 3 3 2 1
12th 4 3 3 3 2 1
13th 4 3 3 3 2 1 1
14th 4 3 3 3 2 1 1
15th 4 3 3 3 2 1 1 1
16th 4 3 3 3 2 1 1 1
17th 4 3 3 3 2 1 1 1 1
18th 4 3 3 3 3 1 1 1 1
19th 4 3 3 3 3 2 1 1 1
20th 4 3 3 3 3 2 2 1 1
21st 4 3 3 3 3 2 2 1 1
22nd 4 3 3 3 3 2 2 2 1
23rd 4 3 3 3 3 2 2 2 1
24th 4 3 3 3 3 2 2 2 2
25th 4 3 3 3 3 2 2 2 2
26th 4 3 3 3 3 3 2 2 2
27th 4 3 3 3 3 3 2 2 2
28th 4 3 3 3 3 3 3 2 2
29th 4 3 3 3 3 3 3 2 2
30th 4 3 3 3 3 3 3 3 2

College of Eloquence

Bards of this college understand that while blades can win a battle, words can win a war. They master diplomacy and using a well spoken argument rather than cold hard facts to win an argument and sway their audiences.

Unsettling Words

3rd Level Feature

You can use your words to unsettle your enemies. As a reaction to a creature within 60-feet of you succeeding on a saving throw, you may expend one usage of your Bardic Inspiration feature and roll the Inspiration Die, subtracting the result rolled from the creatures saving throw, potentially turning it into a failure.

You cannot use this feature if the creature cannot hear you.

Silver Tongue

3rd Level Feature

When making a Deception or Persuasion check and you roll less than 8 on the die roll, you can instead treat the result as 8. Every 3 levels after you gain this feature (6, 9, 12, 15, ect) This number increases by 1, to a maximum of 15 (Which is achieved at 24th Level)

Unfailing Inspiration

6th Level Feature

When a creature (Including you) rolls your Inspiration Die as apart of your Bardic Inspiration feature, and their ability check, attack roll or saving throw would still fail, they do not lose their usage of Bardic Inspiration.


Universal Speech

11th Level Feature

As an action, you may target a number of creatures up to your Bard modifier (Minimum of 1) within 30-feet of you. Until you are no longer within 30-feet of them, both you and the chosen creatures can understand all targeted creatures, regardless of the languages they know.

This effect ends early on creatures if you use this feature again.

Infectious Inspiration

17th Level Feature

When you give a Bardic Inspiration die to a creature, you may give one other creature within 60-feet of you a Bardic Inspiration die as well, without expending an additional usage (You cannot target yourself with this feature)

Additionally, whenever you use Bardic Inspiration on yourself, you regain hit points equal to two times the result rolled on the die.

Greater Infection

25th Level Feature

When using Infectious Inspiration, you can grant two other creatures a Bardic Inspiration die, rather than just one.

Additionally, whenever you use Bardic Inspiration on yourself, the amount of hit points regained is equal to three times the result rather than two times.

College of Glamour

Bards of this college admire beauty and its spectacles, by studying the feywild and emulating its mystifying nature, these bards achieve a level of beauty and grace impossible by mortal standards.

Mantle of Inspiration

3rd Level Feature

As a bonus action and by expending an Inspiration Die, you may choose a number of creatures within 60-feet of you that you can see up to your Bard modifier (Minimum of 1)

Each target (Which may include yourself) gains temporary hit points equal to three times your proficiency bonus and may immediately use their reaction to move up to half their speed without provoking attacks of opportunity.

If you only target yourself with this feature, you do not need to use your reaction to move, and you may move up to your full speed.


Feywild Influence

3rd Level Feature

You gain proficiency in the Performance skill. If you already have this proficiency, you instead gain expertise. Additionally, you have advantage on saving throws against the Charmed condition and can't be put to sleep by magical means. If you already have advantage on saving throws against being Charmed, you are instead immune to the Charmed condition.

Majestic Decree

6th Level Feature

As a bonus action, you may cast the Command spell without expending a spell slot. Using your bonus action to cast command in this way does not limit your ability to use your action to cast spells.

You may cast command in this way a number of times equal to your Bard modifier (Minimum of 1) You regain all expended uses upon completing a long rest.

True Mantle

11th Level Feature

You may now use Mantle of Inspiration at the end of another creatures turn by expending a legendary action. If you do so, the temporary hit points it grants are halved (Rounded down) and it does not require expending an Inspiration Die.

You can only use this ability once per round.

Unbreakable Majesty

17th Level Feature

When a creature attempts to attack you, you can force it to make a Charisma saving throw. On a failed saving throw, they become unable to attack you, and must choose a new target or waste their attack. That creature cannot target you for attacks until the start of its next turn.

On a successful save, the creature can attack you as normal, and they become immune to this effect until they complete a long rest.

Unearthly Beauty

25th Level Feature

If a creature starts its turn and can see you, you may inflict one of the following effects on them:

  • The creature automatically fails any Perception check it makes, unless it is being made to find you.

  • The creature has disadvantage on any Intelligence, Wisdom and Charisma saving throws you force it to make.

  • If the creature has a CR or Level of 1 or less, they instantly die.

A creature can avert their eyes to avoid this effect, if it does so, it is considered blinded against you. If they look at you in the meantime, they are immediately subjected to an effect of your choice.

College of Lore

Bards of this college are lorekeepers, they know at least a little bit about most things. They seek new knowledge and they seek to make sure the truth is known, it is rare to find a lore bard who willingly keeps knowledge from people.

Bardic Mastery

3rd Level Feature

You have developed your skills even further. Choose three skills. If you lack proficiency in a chosen skill, you gain proficiency in it. If you have proficiency in a chosen skill, you gain expertise in it.

You also learn one language of your choice and gain proficiency in one tool of your choice.

Jack of All Trades

3rd Level Feature

You gain the Jack of All Trades combat trait, and it does not count against your combat traits known. For reference, this is what the combat trait does:

When you make an ability check that does not include your proficiency bonus, you may add half your proficiency bonus (Rounded down) to the check.


Even More Magic

6th Level Feature

Whenever you learn a spell from your Magical Secrets feature (Levels 6, 10, 14, 18 and 26) you learn an additional spell (For three total at each level, instead of two)

Jack of All Saves

11th Level Feature

Your Jack of All Trades feature now applies to saving throws as well.

Bardic Determination

17th Level Feature

When you make an ability check or saving throw, you can add your Inspiration Die to the rolls result, potentially changing the outcome. You may do so after you see the roll, but before you know whether you succeed or not.

You may use this feature a number of times equal to your Bard modifier (Minimum of 1) You regain all expended uses upon completing a long rest.

Master of All

25th Level Feature

You may now apply Jack of All Trades to an ability check or saving throw even if that roll already includes your proficiency bonus.

College of Myth

You grew up hearing about all the legendary heroes and villains of the past, these stories enraptured you, and you have decided that you want to become like them! Bards of this college 'borrow' features from other classes, whether that class gave them permission or not.

Idolize Myth

3rd/6th/11th/17th/25th Level Feature

Choose three combat traits that fall
into the Myth category, you gain the benefits of
those combat traits. The Myth category can be
found on page 27.

Unlike every other subclass, you can select these combat traits multiple times, gaining that combat traits benefits multiple times.

Every time you would gain a Bard subclass feature (Levels 6, 11, 17 and 25) You learn one additional one of these combat traits.

Simple and Customizable

This subclass is incredibly simple in how it works but also incredibly customizable, as it is very unlikely two bards using this subclass will play exactly the same-even if they select the same combat traits at each level.

College of Satire

Most commonly identified as jesters, these bards specialize in humor and mockery, often making fools out of others for the sake of comedy.

Cutting Words

3rd Level Feature

As a reaction to a creature within 60-feet of you hitting with a weapon attack, you may expend one usage of your Bardic Inspiration feature and roll the Inspiration Die, subtracting the result rolled from the creatures attack roll, potentially turning it into a miss.

The creature is immune to this feature if it cannot hear you or it is immune to being Charmed

Advanced Mockery

3rd Level Feature

You learn the Vicious Mockery cantrip if you do not already know it (If you do, you instead learn one other cantrip from the Bard spell list of your choice)

Whenever you cast Vicious Mockery, you may add your Bard modifier (Minimum of 1) to its damage roll.

Finally, if you use your action to cast a Bard spell of 1st level or higher, or use an outlet, you may use your bonus action to cast Vicious Mockery.

Tumbling Fool

6th Level Feature

Your bumbling movements bely your true capabilities. As a bonus action, you may gain the benefits of both the Dash and Disengage actions. While benefiting from this, you have resistance to falling damage, and you have a climbing speed equal to your walking speed.

Improved Vicious Mockery

11th Level Feature

Whenever you cast Vicious Mockery, choose one of the following features to apply to it:

  • You may target two creatures within it instead of 1. The creatures must be within 15-feet of each other.

  • The cantrips damage die are d8's instead of d4's.

Luck of the Fool

17th Level Feature

Before you make an ability check, attack roll or saving throw, instead of rolling, you may choose to treat it as if you rolled a 20 on the d20.

Once you do so, you cannot do so again until you complete a long rest.


Wrap up the Show!

25th Level Feature

At the start of your turn (Provided it isn't the first round of combat) You may grant yourself the following benefits:

  • Your movement speed is doubled.

  • You gain an additional action, which can only be used to cast a Bard spell you know.

  • Whenever you deal damage this turn, you may roll the damage die twice and use the higher result.

Once your turn ends after using this feature, you fall into a lethargic state. You are unable to move, or take any actions until the end of your next turn.

You can only use this feature once per initiative.

College of Steel

Combat can be used for far more than just bloodshed... It can be used for Art! Bards of this college recognize this. These bards are skilled weapon wielders who put on dazzling performances using their weapons, showcasing a level of mastery and grace that few other bards can compare to.

Martial Mastery

3rd Level Feature

You learn three maneuvers of your choice from the Fighter class and have three mastery die that you can use to fuel these maneuvers. Your mastery die are D4's

You may apply a maneuver to any weapon attack you make, however you can only apply one maneuver per attack. To use a maneuver, you must expend a mastery die and roll it. You regain all expended mastery die upon completing a short or long rest.

If a maneuver has a DC, the DC is equal to 8 + Your Strength or Dexterity mod (Your Choice) + Your proficiency bonus.

Whenever you gain a level in this class, you may exchange one maneuver you know for another. All other rules can be found in the full Legendary Fighter class document.

Finally, whenever you gain a feature from this subclass (Levels 6, 11, 17 and 25) You gain an additional mastery die and learn another maneuver of your choice.

Steel Dancer

3rd Level Feature

You gain proficiency with medium armor and all martial melee weapons. You may use melee weapons you are proficient in as a spellcasting focus for your Bard spells.

Additionally, whenever you would learn a combat trait from your Muse of an Artist feature, you may instead select a combat trait from the options available to a fighter. If the trait refers to your fighter level in any way, you instead use your Bard level.


Extra Attack

6th/17th Level Feature

You can attack twice, instead of once, whenever you take the Attack action on your turn. You may substitute one of these attacks for casting a cantrip you know.

Upon reaching 17th level, the number of attacks you can make is increased to 3.

Growing Mastery

6th Level Feature

Your Mastery Die becomes 1d6. At 11th level, it becomes 1d8. At 17th level, it becomes 1d10. Finally at 25th level, it becomes 1d12.

Inspiring Mastery

11th Level Feature

You are able to draw on your muse to regain combat expertise. As a bonus action, you may gain expend a Bardic Inspiration die to regain a Mastery die.

Always Masterful

25th Level Feature

When you would use a maneuver as apart of a weapon attack (Whether it be on hit or some other aspect of the attack) Instead of expending a mastery die, you may use 1d4 and treat it as if it were your mastery die for that specific maneuver.

Fighter Class

For ease of access, below you can find the links to the Legendary Fighter class which contains all of the maneuvers you may choose!

Homebrewery

Google Drive

College of Valor

Bards of this college are archetypal skalds. They commit themselves to furthering their martial prowess, but they don't require fancy techniques with their weapons... All they need is steel and music.

Song of War

3rd Level Feature

As a bonus action you may begin playing your song of war, which ends if you choose to stop playing it, you fall unconscious, or can no longer play your instrument or speak.

While performing your song of war, you gain the following benefits:

  • You have resistance to nonmagical bludgeoning, piercing and slashing damage.

  • You may add your Bard modifier (Minimum of 1) to all Strength and Dexterity ability checks you make.

  • You may add half your Bard modifier (Minimum of 1, rounded down) to the damage rolls of your weapon attacks.

Mighty Proficiencies

3rd Level Feature

You gain proficiency in medium armor, heavy armor, shields and martial weapons.

Extra Attack

6th/17th Level Feature

You can attack twice, instead of once, whenever you take the Attack action on your turn. You may substitute one of these attacks for casting a cantrip you know.

Upon reaching 17th level, the number of attacks you can make is increased to 3.

Intense Song

11th Level Feature

The damage resistance from your Song of War now also works against magical bludgeoning, piercing and slashing damage.

Additionally, while your Song of War is active, you now add half your Bard modifier (Minimum of 1, rounded down) to your weapons attack and damage rolls.

Beat of War

25th Level Feature

You are considered to always be under the effects of your Song of War, the beat of it following you like a theme song (Which you can dismiss or reinstate as a bonus action)

Additionally, if you used your action to take the attack action, you may immediately use your bonus action to make an additional attack.

College of Whispers

Bards of this college are nefarious infiltrators, using the good reputation of bards in order to slip into places they'd otherwise by unable to. Often serving as assassins or spies, these bards are incredibly dangerous to have around.

Psychic Blades

3rd Level Feature

You are capable of infusing your strikes with psychic energy. Once per round when you hit a target with a weapon attack, you may expend one of your Inspiration die in order to deal 2d6 bonus psychic damage to them.

At 5th level, this increases to 4d6 psychic damage, every 3 levels afterwards (8, 11, 14, 17, ect) this increases by an additional 1d6 psychic damage.

Dark Proficiencies

3rd Level Feature

You gain proficiency in the Stealth skill and Thieves' tools. If you already have either of these proficiencies, you instead gain expertise.

Secret Strike

6th Level Feature

When you use your action to cast a bard spell you know, you may make one weapon attack as apart of the same action, which is performed immediately after the spell cast.

Mantle of Whispers

11th Level Feature

You are able to steal the shadows of others. 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 a number of hours equal to your Bard modifier (Minimum of 1) 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 an Insight check contested by your 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. You cannot capture a shadow if you already have one captured or are currently transformed by one.


Everlasting Blades

17th Level Feature

You may now use Psychic Blades without expending an Inspiration Die

Whispering Spell

25th Level Feature

Your spells are difficult to perceive. When you cast a spell, you may choose to make a Deception check as apart of that spells casting, all creatures who can see you compare their passive perception to your Deception check.

If your check is higher than their passive perception, they cannot perceive any components involved with casting the spell, and they may not even believe you casted a spell to begin with. Creatures immune to being surprised or with truesight are unaffected by this feature.

Favored Medium - Cooking

Your favorite way to express yourself is with the culinary arts.

Adept Chef

2nd Level Feature

You gain expertise with Cook's Utensils and gain proficiency in the Survival skill. If you already have proficiency in one of them, you may move your proficiency to another tool or skill. Additionally, whenever you make a check with Cook's Utensils, or a Performance check related to cooking, you may add your Inspiration Die to the checks result.

Finally, you learn an additional Outlet from the Cooking category. This outlet does not count against your outlets known.

Chefs Senses

10th Level Feature

As an action, you may target a plate of food or a drink within 10-feet of you that you can both see and smell. You are able to identify any and all poisons and diseases within the food or drink.

Ultimate Meal

18th Level Feature

Over the course of 1 hour and with proper food, you may create a magnificent meal that can feed up to 10 people. It takes a creature 10 minutes to partake in this meal. Creatures who partake in this meal are cured of all diseases and poisons afflicting them, and if their hit point maximum or any of their ability scores are reduced, they return to normal.

Once you create this meal, you cannot do so again until you complete a long rest.

Combination Meals

26th Level Feature

A creature can now benefit from the effects of two of your meal outlets at a time (For example, both the Sunsoul and Warming meal at once) If they eat a new meal, the oldest one they ate loses its potency.


Favored Medium - Dance

Your favorite way to express yourself is with the art of dance.

Adept Dancer

2nd Level Feature

You gain expertise with the Acrobatics skill and proficiency in the Performance skill. If you already have proficiency in one of them, you may instead gain proficiency in another skill. Additionally, whenever you make an Acrobatics check, or a Performance check related to dancing, you may add your Inspiration Die to the checks result.

Finally, you learn an additional Outlet from the Dance category. This outlet does not count against your outlets known.

True Movement

10th Level Feature

If an effect would reduce your movement speed and your movement speed wouldn't become 0 after the reduction, you are immune to the movement speed reduction.

Flash Mob

As an action, you may begin dancing and force a number of creatures up to your Bard modifier (Minimum of 1) that you can see to make a Wisdom saving throw. On a failed saving throw, a creature begins to dance with you.

While dancing, a creature cannot take any actions nor movement (This includes you) A creature is freed from thir dance if you stop dancing or they suffer damage.

Once you use this feature, you cannot do so again until you complete a long rest.

Practiced Moves

26th Level Feature

When you perform a dance that grants you a benefit that lasts an hour (Such as Efreeti's Jig or Loosening Dance) You may cause all creatures who performed the dance (Including yourself) to retain its benefits until they complete a long rest.

Once you do so, you cannot do so again until you complete a long rest.

Favored Medium - Music

Your favorite way to express yourself is with Musical arts.

Adept Musician

2nd Level Feature

You learn three instruments of your choice, and gain expertise in the Sleight of Hand skill. If you already have proficiency in Sleight of Hand, you may instead gain proficiency in a different skill. Additionally, whenever you make a Sleight of Hand check, or a Performance check related to performing music, you may add your Inspiration Die to the checks result.

Finally, you learn an additional Outlet from the Music category. This outlet does not count against your outlets known.

Creeping Tune

10th Level Feature

When you would damage a creature using a Bard spell or an Outlet and that creature would have resistance to the damage you would deal, you can ignore their resistance.

Violent Chord

18th Level Feature

As an action, you may force all creatures of your choice within 30-feet of you to make a Constitution saving throw. On a failed saving throw, a creature suffers 10d8 thunder damage and is knocked Prone. On a successful saving throw, a creature suffers half damage and is not knocked prone.

Once you use this feature, you cannot do so again until you complete a long rest.

Easygoing

26th Level Feature

If the result of a Charisma check you make would be lower than your Bard ability score, the result of the check is instead equal to your Bard ability score.


Favored Medium - Oration

Your favorite way to express yourself is with the art of Oration.

Public Speaker

2nd Level Feature

You gain expertise with the Persuasion skill and proficiency in the Deception skill. If you already have proficiency in one of them, you may instead gain proficiency in another skill. Additionally, whenever you make a Persuasion check, or a Performance check related to orating, you may add your Inspiration Die to the checks result.

Finally, you learn an additional Outlet from the Oration category. This outlet does not count against your outlets known.

Boundless Speech

10th Level Feature

Provided a creature understands at least one language, they can understand what you are saying (You can choose not to use this feature while speaking) This feature does not give you any ability to understand the creature in turn.

Convincing Argument

18th Level Feature

As an action, you may cast the Dominate Monster spell without expending a spell slot. When cast via this feature, Dominate Monster does not require concentration.

Once you use this feature, you cannot do so again until you complete a long rest.

You cannot silence the truth!

26th Level Feature

You can cast Bard spells with verbal components even if you are unable to speak or in an area where no sound can be present (Such as that created by the Silence spell)

You can also use your outlets from the Oration category under such circumstances.

Outlets of Creativity

Below you can find the outlets you can select as apart of your 2nd level Outlets of Creativity feature. You gain more outlets at certain levels in the Bard class, as shown in the Outlets Known column of the Bard class table.

Every outlet has a category (Cooking, Dance, Music and Oration) However you are able to select and use outlets that aren't apart of your Favored Medium (For example, your Favored Medium could be Music, but you could still learn any Cooking, Dance or Oration outlets that you want)

Aberrant Moon Walk

Outlet of Dance

Over the course of 5 minutes, you may perform a moonwalk that allows you to move with the alien grace of an aberration. Upon completing this dance, the effects of it last for the next hour. While performing this dance, up to 6 creatures who can see you may attempt to mimic your dance, gaining a lesser version of its benefits.

Once you perform this dance, you cannot do so again until you complete a long rest.

Effect. You may ignore all types of difficult terrain so long as this outlet is active.

For creatures other than the Bard, they only ignore nonmagical difficult terrain.

Blaring Riff

Outlet of Music

As a bonus action, you play a loud blast of music on an instrument you are holding, this blast can be heard out to a range of 120-feet, but only creatures within 30-feet of you suffer its effects.

All other creatures within 30-feet of you must succeed on a Constitution saving throw or suffer this outlets effects. On a failed saving throw, a creature suffers this outlets effects. On a successful saving throw, they suffer no effects.

There is no limit to the amount of times you can use this outlet.

Effect. All affected creatures suffer thunder damage equal to one roll your Inspiration Die + Your Bard modifier. If a creature must make a Concentration saving throw as a result of taking this damage, they have disadvantage on their saving throw.

Bonding Waltz

Outlet of Dance

Over the course of 5 minutes, you may perform a dance that bonds your body and heart with a willing creature who performs the dance with you. Upon completing this dance, the effects of it last for the next hour. Both you and the creature you are performing it with gain its benefits.

Once you perform this dance, you cannot do so again until you complete a long rest.

Effect. Both you and the creature who performed this dance with you gain resistance to all damage. Whenever either of you would take damage, the other creature takes an equal amount of damage that is not reduced by their resistances (But can be reduced by other sources)

Breakdance of the Monk

Outlet of Dance

As a bonus action, you may begin performing a rapidly moving breakdance that makes it hard for creatures to get proper shots on you. Your breakdance continues until your speed is reduced to 0 by any means, you end it early (No action required) or a creature hits you with a ranged attack.

You may enter this dance a number of times equal to half your Bard modifier (Rounded down, minimum of 1) You regain all expended uses upon completing a short or long rest.

Effect. While performing this dance, ranged attacks made against you have disadvantage. If you are hit with a ranged weapon attack roll, you may use your reaction to roll your Inspiration Die and reduce the damage taken by the amount rolled.

If this reduces the damage to 0, as apart of the same reaction, you may catch the weapons projectile and throw it back at the creature who shot it at you, using your Bard modifier for the attack and damage rolls of this missile, and using your Inspiration Die for the damage die.

You cannot catch a missile if it is too big for you to hold, or too heavy for you to carry. Even if you successfully catch the missile, this dance ends afterwards.

Breathtaking Sonnet

Outlet of Oration

As an action, you may begin to deliver a sonnet of your own creation. All creatures of your choice within 60-feet of you must succeed on a Wisdom saving throw. On a failed saving throw, they suffer this outlets effects.

The effects of this outlet last until the end of your next turn, until you are no longer able to speak, you cast a spell with verbal components or you end it early on your turn (No action required) As an action on subsequent turns, you may extend the duration of this sonnet by another round.

At the end of each of a creatures turns, they may repeat this saving throw, ending the effect on a successful saving throw.

Once you use this outlet, you cannot do so again until you complete a short or long rest.

Effects. For the duration of the sonnet, creatures who failed their saving throw are unable to speak or breathe, and they automatically fail all perception checks they make to notice things or creatures other than the bard performing this sonnet.

Chilling Meal

Outlet of Cooking

Using this outlet, you are capable of turning 1 day worth of rations into a meal that cools down the body. For ever Chilling Meal you make, you require at least 10 minutes worth of cooking time and 1 set of rations. A creature can eat this meal over the course of 10 minutes.

The effects of this meal last for 8 hours after consumption, a creature can only benefit from one special meal at a time, if they consume a new one before this time is over, this meals effects are lost.

There is no limit to how many Chilling Meals you can have made at a time, however unless properly preserved, they lose their special properties 8 hours after they are made.

Effect. A creature who has eaten this meal becomes immune to the effects of the extreme heat, and whenever they suffer Fire damage, they may roll your Inspiration Die and reduce the damage taken by the amount rolled (Minimum of 0 damage taken)

Countercharm

Outlet of Music

As an action, you may begin playing a song that repels the effects of mind altering abilities. You and all creatures of your choice within 30-feet of you gain the benefits of this song, a creature must be able to hear you in order to gain its benefits.

You remain playing this song until you are incapacitated, silenced or choose to stop playing it (No action required)

There is no limit to the amount of times you can use this outlet.

Effect. You and all applicable creatures have advantage on saving throws against being Charmed or Frightened. This also extends to abilities that would possess or alter a creatures mind in some way (Such as the Calm Emotions spell)

Deathly Condemnation

Outlet of Oration

As an action, you may target a creature who can see and hear you within 60-feet of you and force them to make a Charisma saving throw, as you condemn them to horrific fates. On a failed saving throw, they are subjected to this outlets effects.

Once you use this outlet, you cannot do so again until you complete a short or long rest.

Effect. For every die of damage that creature suffers throughout the duration, they suffer an additional 1d4 psychic damage at the end of their turn (For example, if they suffered 7 dies worth of damage since they were afflicted with this condemnation, they suffer 7d4 psychic damage at the end of their turn)


Efreeti's Jig

Outlet of Dance

Over the course of 5 minutes, you may perform a dance that heats up your entire body, causing your skin to redden and your body temperature to increase. Upon completing this dance, the effects of it last for the next hour. While performing this dance, up to 6 creatures who can see you may attempt to mimic your dance, gaining a lesser version of its benefits.

Once you perform this dance, you cannot do so again until you complete a long rest.

Effect. Whenever a creature damages you with a melee weapon attack while within 5-feet of you, they suffer fire damage equal to one roll of your Inspiration Die. Additionally, you gain resistance to Cold damage.

For creatures other than the Bard, they only gain the benefits of having resistance to Cold damage.

Enrapturing Performance

Outlet of Dance or Music

As an action, you may begin performing an enrapturing song or dance. The performance captures the attention of all of those around and can last as long as you wish. Once you complete the performance, provided you performed for at least 5 minutes, you may force a number of creatures who witnessed your performance equal to your Bard modifier (Minimum of 1) to make a Wisdom saving throw.

On a failed saving throw, a creature suffers an additional effect.

Once you make this performance, you cannot do so again until you take a short or long rest.

Effect. Throughout the duration of the performance, each creature who can see you (If it is a dance) or hear you (If it is a song) has disadvantage on perception and investigation checks.

If a creature failed on their Wisdom saving throw against this performance, they become Charmed by you for 1 hour. While charmed in this manner, they idolize 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.

Targets have no idea you attempted to charm them whether they succeed on this saving throw or not.

Fortifying Snack

Outlet of Cooking

Over the course of a long rest, you may make a number of fortifying snacks up to your Bard modifier (Minimum of 1) A creature may eat one of these snacks as a bonus action on its turn.

For one minute after eating one of these snacks, a creature gains the effects of this outlet, as the snack fortifies their defenses.

Uneaten snacks lose their potency when you complete a long rest.

Effect. Immediately upon eating this snack, a creature gains temporary hit points equal to one roll of your Inspiration Die. While these temporary hit points persist, that creature cannot be knocked prone.

If they start their turn with no temporary hit points, they gain temporary hit points equal to half the amount they gained upon eating the snack. This can happen 3 times in the next minute before the snack loses all potency.

A creature loses any remaining temporary hit points upon a minute passing.

Giddy Tap Dance

Outlet of Dance

Over the course of 5 minutes, you may perform a tap dance that lightens your mood and encourages uplifting energy. Upon completing this dance, the effects of it last for the next hour. While performing this dance, up to 6 creatures who can see you may attempt to mimic your dance, gaining a lesser version of its benefits.

Once you perform this dance, you cannot do so again until you complete a long rest.

Effect. Roll your Inspiration Die upon completing this dance and half the result (Rounded down) Your movement speed is increased by an amount equal to 5 times the new result (For example, if you got a 6, half of that is 3, so your movement speed is increased by 15-feet) The minimum movement speed increase you can receive from this dance is 10-feet.

For creatures other than the Bard, they gain half the movement speed increase the bard receives.


Graves Mourning

Outlet of Oration

Over the course of 1 hour, you may perform a funeral for the corpses of creatures within 60-feet of you. You may choose any number of corpses within this range to effect, however you can not effect corpses that have been dead for longer than 1 month.

At the end of this oration, the effects take place on all of the corpses within range.

Effect. The souls of all the affected corpses move on to their final resting place, escaping anything that is binding them to the material plane (Such as a Soul Cage spell) Additionally, affected corpses can never be raised to unlife (But they can still be raised back to life with a resurrection spell)

If a corpse that has been affected with this outlet is brought back to life and then killed again, they must have this oration used on them again in order to prevent them from being able to be raised to unlife.

Hearty Meal

Outlet of Cooking

Using this outlet, you are capable of turning 1 day worth of rations into a meal that cools down the body. For ever Hearty Meal you make, you require at least 10 minutes worth of cooking time and 1 set of rations. A creature can eat this meal over the course of 10 minutes.

The effects of this meal last for 8 hours after consumption, a creature can only benefit from one special meal at a time, if they consume a new one before this time is over, this meals effects are lost.

There is no limit to how many Hearty Meals you can have made at a time, however unless properly preserved, they lose their special properties 8 hours after they are made.

Effect. A creature who has eaten this meal becomes has advantage on saving throws against the Poisoned condition and against diseases, and whenever they suffer Poison damage, they may roll your Inspiration Die and reduce the damage taken by the amount rolled (Minimum of 0 damage taken)

Horror Show

Outlet of Cooking or Oration

As an action, you may begin putting on a horrific performance. For cooking, this could be you cooking with live ingredients that are very much still suffering. For oration, this could be a haunting or disturbing story.

The performance captures the attention of all of those around and can last as long as you wish. Once you complete the performance, provided you performed for at least 5 minutes, you may force a number of creatures who witnessed your performance equal to your Bard modifier (Minimum of 1) to make a Wisdom saving throw.

On a failed saving throw, a creature suffers an additional effect.

Once you make this performance, you cannot do so again until you take a short or long rest.

Effect. Throughout the duration of the performance, each creature who can see you (If it is based on cooking) or hear you (If it is based on oration) has disadvantage on perception and investigation checks.

If a creature failed on their Wisdom saving throw against this performance, they become Frightened by you for 1 hour. While frightened in this manner, they fear you greatly. They do their best to avoid you, ignoring your actions even if they are illegal (They will only ignore minor crimes, major ones like murder will still be noticed) 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.

At DM discretion, a creature can instead be Charmed rather than Frightened, as they are fascinated and intrigued by your macabre display or story.

Targets have no idea you attempted to frighten them whether they succeed on this saving throw or not.

Insulting Retort

Outlet of Oration

As a reaction to a creature missing an attack roll against you, you can mock their inadequacy, forcing them to make a Wisdom saving throw against your Bard DC. They suffer no effect on a successful saving throw, but fall victim to this outlets effects on a failed saving throw.

You may use this outlet a number of times equal to your Bard modifier (Minimum of 1) You regain all expended uses upon completing a long rest.

Effect. An affected creature has disadvantage on all attack rolls until the end of their next turn. If they hit with an attack roll, this effect ends early.


Intensely Spicy Snack

Outlet of Cooking

Over the course of a long rest, you may make a number of Intensely Spicy snacks up to your Bard modifier (Minimum of 1) A creature may eat one of these snacks as a bonus action on its turn.

For one minute after eating one of these snacks, a creature gains fiery breath from the sheer heat of the snack. As an action or bonus acton, the creature may exhale fire in a 15-foot long line that is 5-feet wide.

Once a creature exhales fire three times using this snack, the effect ends early.

Uneaten snacks lose their potency when you complete a long rest.

Effect. If a creature exhales fire as an action, all creatures within the line suffer fire damage equal to three rolls of your Inspiration Die on a failed saving throw, or half as much on a successful one. If a creature exhales fire as a bonus action, the damage is instead equal to one roll of your Inspiration Die, and creatures suffer no damage on a successful saving throw.

Loosening Dance

Outlet of Dance

Over the course of 5 minutes, you may perform a dance that loosens your joints and allows you to move much more gracefully and with greater precision. Upon completing this dance, the effects of it last for the next hour. While performing this dance, up to 6 creatures who can see you may attempt to mimic your dance, gaining a lesser version of its benefits.

Once you perform this dance, you cannot do so again until you complete a long rest.

Effect. You may add your Inspiration Die to all Dexterity checks and saving throws you make, you also have advantage on checks or saving throws made to resist or escape being grappled or restrained.

For creatures other than the Bard, they only gain the benefits of having advantage on checks or saving throws made to resist or escape being grappled or restrained.

Motivating Speech

Outlet of Oration

Over the course of 5 minutes, you may give a rousing and invigorating speech to those around you. The number of creatures who can be affected by this outlet cannot exceed ten times your Bard modifier (Minimum of 10) In order to be a valid target, a creature must be able to hear you throughout the entire speech.

All creatures you wish to affect must be allied or at least neutral to you, and you must be convincing them to work towards a shared goal. A creature is unaffected if they do not wish to achieve the goal you are convincing them to work towards.

Once you use this outlet, you cannot do so again until you complete a long rest.

Effect. An affected creature gains temporary hit points equal to your Bard Level + Your Bard modifier (Minimum of your Bard Level) While these temporary hit points persist, a creature has advantage on attack rolls and cannot be frightened.

Nymphs Lullaby

Outlet of Music

As an action, you may begin performing a soothing lullaby. At the start of each of your turns while performing this lullaby, you roll your Inspiration Die, and add up the total number you have rolled from your various Inspiration Die rolls.

At the end of your turn while performing this lullaby, you may choose to end it, affecting creatures whose collective HP is equal to or less than the total number you rolled from your Inspiration Die (For example, if the total you rolled was 55, you could affect a collective 55 worth of hit points with this outlet)

In order to be affected by this lullaby, a creature must have been listening for at least a number of rounds equal to half the total number of rounds you spent performing the lullaby (Rounded down)

Once you use this outlet, you cannot do so again until you complete a long rest.

Effect. All creatures you choose to affect with this outlet immediately fall to sleep. They remain asleep for a number of rounds equal to the number of rounds you performed this lullaby. They wake up early if they suffer damage or another creature uses their action to wake them.


Offering to the Rain God

Outlet of Dance

You may perform this outlet as either an action on your turn or over the course of 1 hour (Which may be done over the course of a short rest) You dance in a way to appeal to the spirits of nature or the gods of water and rain.

If performed over the course of an hour, you attempt to influence the rain, causing it to either start or stop. You cannot alter the rain in an area in which it is impossible to rain in (Such as underground or in a plane with no rainclouds) nor can you stop rain in an area that always rains.

You may use this outlet as an action a number of times equal to your Bard modifier (Minimum of 1) You regain all expended uses upon completing a long rest. In order to use this feature over the course of 1 hour, you must expend a number of usages equal to your Bard modifier (Minimum of 1)

Effect. If performed as an action, you may choose a location within 60-feet of you and cause a 15-foot cube of rain to descend upon the location, descending all exposed flames within the area. The water immediately evaporates after extenguishing the exposed flames.

If performed over the course of an hour, choose a number of miles up to your Bard modifier (Minimum of 1) rainclouds begin to form over the selected area. 1 minute after this dance is completed, rain begins to fall over the selected area (DM discretion as to how intense the rain is/how long it lasts)

If it was already raining in an affected area, the rainclouds instead disperse after 1 minute.

Preach to the Wilds

Outlet of Oration

Over the course of 5 minutes, you may deliver a preaching to the forces of nature around you, consulting both the plantlife and wildlife. At the end of these 5 minutes, you must make a Persuasion check.

All beasts and plantlife within 120-feet of you are affected by this outlet. Once a beast or plant has been in the range of this outlet, it cannot be subjected to it again until you complete a long rest.

You may use this outlet as many times as you wish.

Effect. All beasts and plants within range can understand what you are saying during these 5 minutes, but you have no ability in turn to understand them. You spend these 5 minutes convincing them to aid you, with the extent of their aid depending on how high your persuasion check was (Up to DM discretion, but no matter the result of the roll, the beasts or plants should at least be somewhat helpful, even if the result was a natural 1)

Regenerative Snack

Outlet of Cooking

Over the course of a long rest, you may make a number of regenerative snacks up to your Bard modifier (Minimum of 1) A creature may eat one of these snacks as a bonus action on its turn.

A creature immediately gains the benefits of this snack.

Uneaten snacks lose their potency when you complete a long rest.

Effect. Immediately upon eating this snack, a creature may expend a number of available hit die up to your Bard modifier (Minimum of 1) They roll those hit die and regain hit points as they would when expending hit die during a short rest.

Rousing Remark

Outlet of Oration

As a bonus action, you may speak an encouraging remark to an allied creature within 60-feet of you who can hear you. When using this outlet, you roll your Inspiration Die and half the result rolled (Rounded up)

You may use this outlet a number of times equal to your Bard modifier (Minimum of 1) You regain all expended uses upon completing a short or long rest.

Effect. An affected creature can immediately move a number of feet equal to 5 times the end result of the Inspiration Die (For example, if you rolled a 6 on your Inspiration Die, half of that is 3, so the creature could move 15-feet)

This movement does not provoke attacks of opportunity, and it does not require the creature to use its reaction in order to move.

Shattering Frequency

Outlet of Music

As an action, you may make a Performance check and sing at an extremely high frequency, potentially causing objects around you to crumble. All objects within 30-feet of you are subjected to this outlets effects.

Once you use this outlet, you cannot do so again until you complete a short or long rest.

Effect. Round the result of your performance check to the nearest multiple of 5 (For example, 17 would be rounded to 15, while 18 would be rounded to 20) Divide the new result by 5, and then roll your Inspiration Die that many times (Using the previous example, you would roll your Inspiration Die that many times)

If an object within range has less HP than the total rolled, it is destroyed as if hit by thunder damage. This can only effect objects considered to be apart of a building (Such as windows or cell bars) And thus cannot effect objects being worn or carried.


Song of Rest

Outlet of Music

Over the course of 1 minute, you may perform a rejuvenating and uplifting song to you and your compatriots. This outlet fails to take effect if your song is interrupted (Such as entering combat)

You and a number of creatures up to your Bard modifier (Minimum of 1 other creature) Within 30-feet of you gain the benefits of this song.

Once you use this outlet, you cannot do so again until you complete a long rest.

Effect. Upon the songs completion, all affected creatures gain the benefits of a short rest.

Spectre's Opera

Outlet of Music

As an action, you may begin singing a haunting opera that draws in undead around you. All undead within 60-feet of you who can hear you are affected by this outlet (They can hear you even if they lack ears, as the opera speaks to their very essence)

An undead is immune to this if they are of a CR greater than half your proficiency bonus (Rounded up) There is no maximum duration for this outlet.

Once you use this outlet, you cannot do so again until you complete a long rest.

Effect. All undead who hear the song immediately become Charmed by you, and on each of their turns they will move closer to you and take no other actions. Once within at least 20-feet of you, an undead creature will stop and listen to your performance.

If an undead creature suffers damage while under the effects of this outlet, they immedately become immune to the outlet, and can never be effected by it again.

If you perform for at least an hour, you can choose for all affected undead within 60-feet of you to immediately crumple to dust

Sunsoul Meal

Outlet of Cooking

Using this outlet, you are capable of turning 1 day worth of rations into a meal that lights up ones body. For ever Sunsoul Meal you make, you require at least 10 minutes worth of cooking time and 1 set of rations. A creature can eat this meal over the course of 10 minutes.

The effects of this meal last for 8 hours after consumption, a creature can only benefit from one special meal at a time, if they consume a new one before this time is over, this meals effects are lost.

There is no limit to how many Sunsoul Meals you can have made at a time, however unless properly preserved, they lose their special properties 8 hours after they are made.

Effect. A creature who has eaten this meal sheds bright light in a 20-foot radius around them, and dim light for another 20-feet beyond that, this light is sunlight. Additionally, whenever they suffer Necrotic damage, they may roll your Inspiration Die and reduce the damage taken by the amount rolled (Minimum of 0 damage taken)

Torture Dance

Outlet of Dance

As an action, you may begin performing a Torturous dance. A number of creatures up to your Bard modifier (Minimum of 1) Who witness you performing the dance can choose to join in as an action.

When a creature starts its turn within 30-feet of you and can see you, you may force them to make a Wisdom saving throw, as they witness the Torturous dance and experience its pain. If a creature enters a space within 30-feet of you while witnessing this dance, they must immediately make this saving throw as well.

Creatures who are not looking directly at your dance are immune to its effects, a creature can choose to avert their eyes, however in doing so they are considered Blinded to you. If they look at your dance, they are immediately subjected to its effect and must make their Wisdom saving throw.

You may perform the dance for as long as you wish. There is no limit to the number of times you can initiate this dance.

Effect. Creatures who fail their saving throw against this dance suffer psychic damage equal to one roll of your Inspiration Die, increased by 1d6 for every other creature who joined in on your dance. If a creature succeeded on their saving throw, they instead suffer half damage.

Damage dealt from this dance cannot reduce a creature below 1 HP, however a creature still feels an immense amount of pain from this damage, even if it cannot make them fall unconscious.

Warming Meal

Outlet of Cooking

Using this outlet, you are capable of turning 1 day worth of rations into a meal that heats up the body. For ever Warming Meal you make, you require at least 10 minutes worth of cooking time and 1 set of rations. A creature can eat this meal over the course of 10 minutes.

The effects of this meal last for 8 hours after consumption, a creature can only benefit from one special meal at a time, if they consume a new one before this time is over, this meals effects are lost.

There is no limit to how many Warming Meals you can have made at a time, however unless properly preserved, they lose their special properties 8 hours after they are made.

Effect. A creature who has eaten this meal becomes immune to the effects of the extreme cold, and whenever they suffer Cold damage, they may roll your Inspiration Die and reduce the damage taken by the amount rolled (Minimum of 0 damage taken)


Wave of Sound

Outlet of Music

As a bonus action, you may launch a wave of sound using your instrument or your voice towards a creature within 60-feet of you. The creature does not need to be able to hear you, however they are immune to this if they are in an area where sound cannot exist (Such as the area created by the Silence spell)

The creature must succeed on a Strength saving throw, or be subjected to this outlets effects.

You may use this outlet a number of times equal to your Bard modifier (Minimum of 1) You regain all expended uses upon completing a short or long rest.

Effect. On a failed saving throw, a creature is pushed a number of feet back equal to 5 times your Bard modifier (Minimum of 5-feet) If the creature is large size, they are pushed half the distance. If the creature is huge or larger, they cannot be pushed by this feature.

Combat Traits

Below you will find the features you are able to select from your Muse of an Artist feature at levels 3, 9, 15, 21 and 27.

Arcane Dabbling

Choose a spell from any spell list, the spell must be a level of which you have spell slots for. This spell becomes a Secret Spell as per your Magical Secrets feature, which means the following:

  • Whenever you would cast this spell, you may instead gain entropy equal to ten times the spells level instead of expending a spell slot.

  • The spell is always prepared for you, is considered a Bard spell, and does not count against your spells prepared.

You may select this trait multiple times, choosing a new spell each time.

Arcane Inspiration

When you cast a spell that restores hit points or deals damage, you can expend one usage of your Bardic Inspiration and roll the die, adding the result to the spells healing or damage.

Creatures whom you have given one of your Bardic Inspiration die can use this feature as well.

Bardic Skills

Choose two skills. If you lack proficiency in a chosen skill, you gain proficiency in it. If you have proficiency in a chosen skill, you gain expertise in it.

You may select this trait multple times.

Combat Inspiration

As a reaction to being hit with a weapon attack, you may expend one usage of your Bardic Inspiration and roll the die, adding the result to your AC against the triggering attack, potentially turning it into a miss.

Additionally, when you deal damage with a weapon attack, you may expend one usage of your Bardic Inspiration and roll the die to add the result to the weapons damage roll.

Creatures whom you have given one of your Bardic Inspiration die can use this feature as well.

Do No Evil

Prerequisite: You do not have "Speak No Evil"

Bard spells you cast no longer require somatic components, however spells that do not have verbal components gain verbal components.


Jack of All Trades

When you make an ability check that does not include your proficiency bonus, you may add half your proficiency bonus (Rounded down) to the check.

You may select this feature again if you are at least 15th level in this class, if you do so, this applies to saving throws as well.

Movement of the Mage

When you would be caught in the area of a spell or effect (Such as a dragons breath weapon or a spellcasters Fireball spell) you may use your reaction to cast a spell or use an ability from your active performance that moves or teleports you, potentially moving you out of the way of the effects area.

Musical Recovery

During a short rest, you may choose to recover spell slots whose collective level is no greater than half your Bard level (Rounded down) For example, if you are a 12th level Bard, you could recover four 1st level spell slots and one 2nd level spell slot, or one 6th level spell slot. Once you use this feature, you may not do so again until you complete a long rest.

If you are level 15 or greater in this class, you may select this trait a second time, which allows you to use this feature two times between long rests. If you are 27th level in this class, you may select this trait a third time, which allows you to use this feature three times between long rests.

You may choose to use this feature multiple times during a single short rest if you have multiple usages of it.

Reactive Mage

You gain an additional reaction, this reaction can only be used to cast spells as a reaction, or use Outlets of Creativity that require a reaction to use.

You may select this feature as many times as you wish, gaining an additional one of these special reactions each subsequent selection.

Resilient Body

Your HP maximum increases by an amount equal to three times your level in this class. Everytime you gain a Bard level, your maximum HP increases by an additional 3 HP.

You may select this trait multiple times.

Outlet Research

You learn one outlet (As per your Outlets of Creativity feature) from any category. You also learn another outlet of your choice that is of the same category as your Favored Medium

You may select this trait multiple times.

Plentiful Inspiration

The number of Bardic Inspiration die you have is increased by 2 (So your total is now equal to to your Bard Modifier (Minimum of 1) + 2)

You may select this trait multiple times, gaining an additional 2 Bardic Inspiration die for each subsequent taking.

Power of Music

You are capable of using instruments you are proficient in as weapons. All instruments are considered range weapons for you, have a range of 120-feet, and a damage die of 1d8.

You use your Bard modifier for the attack and damage rolls of attacks using instruments, and instruments deal thunder damage.

If your Creation Die is larger than 1d8, you use your Creation Die for the damage die instead.

Skirmisher

When an attack misses you, you may move up to half of your speed as a reaction. This movement does not provoke attacks of opportunity.

Speak No Evil

Prerequisite: You do not have "Do No Evil"

Bard spells you cast no longer require verbal components, however spells that do not have somatic components gain somatic components.

Well Versed

Choose any combination of 3 languages, tools, or instruments.

If you did not have proficiency in a chosen tool or instrument, you gain proficiency in it. If you chose a language, you learn to speak, read, and write that language. If you choose an instrument or tool you are already proficient in, you instead gain expertise.

You may select this trait multiple times.

Evasion

Prerequisite: 9th Level

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.

If you have at least 23 levels in this class, you may select this feature again. If you do so, it applies to all saving throws, not just Dexterity ones.

Myths

Every trait on this page is known as a Myth combat trait, they interact with the College of Myths subclass. Every Myth combat trait grants the Bard abilities or features related to another class.

Despite having special interactions with the College of Myth, a Bard of any college can select these combat traits.

Creators of the Future

This Myth takes features from the Artificer class, you can be brought to its google drive by clicking this text

You gain proficiency in Alchemists supplies and Tinkers Tools. You also learn two Wondrous Innovations of your choice from the artificer class.

Descendant from Greatness

This Myth takes features from the Sorcerer class, you can be brought to its google drive by clicking this text

You learn two Arcane Manifestations of your choice from the Sorcerer class, that you can use as a sorcerer would. Your Manifestation Range is 15-feet.

Fists of Fury

This Myth takes features from the Monk class, you can be brought to its google drive by clicking this text

Your unarmed strikes use your Inspiration Die for their damage die if they would use a lower damage die (Or no damage die at all) Additionally, you may use your Bard modifier for the attack and damage rolls of your unarmed strikes.

You also learn one Stance of your choice from the monk class.

Heistmasters

This Myth takes features from the Rogue class, you can be brought to its google drive by clicking this text

You gain one Illicit Gadget of your choice from the Rogue class, that you can use as a rogue would.

Heralds of the Beyond

This Myth takes features from the Warlock class, you can be brought to its google drive by clicking this text

You gain one Eldritch Invocation and one Eldritch Mutation from the Warlock class.

Lords of the Arcane

This Myth takes features from the Wizard class, you can be brought to its google drive by clicking this text

Choose an Arcane School of your choice from the Wizard classes Arcane Schooling feature. You gain the rank 1 feature of that school, and one enigma that requires rank 1 in that school.

If a school or enigma uses your Wizard level, it instead uses your bard level. If a school or enigma uses your Intelligence modifier, it instead uses your Bard modfiier.


Masters of War

This Myth takes features from the Fighter class, you can be brought to its google drive by clicking this text

You learn two maneuvers of your choice from the Fighter class. You may use them by expending your Inspiration Die in place of Mastery Die.

Mental Sovereigns

This Myth takes features from the Mystic class, you can be brought to its google drive by clicking this text

You learn 2 Fundamental Psionics from the Mystic class, that you can use as a Mystic would. You use your Bard level instead of your Mystic level for determining the fundamentals scaling.

Monster Slayers

This Myth takes features from the Druid class, you can be brought to its google drive by clicking this text

You gain one Trophy Slot, and you can craft trophies from fallen monsters as a Ranger would.

Servants of Nature

This Myth takes features from the Druid class, you can be brought to its google drive by clicking this text

You gain a Natural Affinity of your choice from the Druid class. You use your Bard level for determining the strength of your Terrain Empowerment feature.

Unstoppable Berserkers

This Myth takes features from the Barbarian class, you can be brought to its google drive by clicking this text

You gain two Ancient Marks of your choice from the Barbarian class, and gain their benefits. If a mark refers to your Fury Die, instead use your Inspiration Die.

As a bonus action, you may grant yourself the benefits of all of your marks rage effect for 1 minute. Once you do so, you cannot do so again until you complete a short or long rest.

Valiant Crusaders

This Myth takes features from the Paladin class, you can be brought to its google drive by clicking this text

You gain two Smites of your choice from the Paladin class, that you can use as a Paladin would.

Warriors of the Gods

This Myth takes features from the Cleric class, you can be brought to its google drive by clicking this text

You gain a Holy Pledge of your choice from the Cleric class. If a pledge refers to your Cleric level, you instead use your Bard level.

Bard Spell List

Cantrips
  • Blade Ward
  • Dancing Lights
  • Friends
  • Guidance
  • Light
  • Mage Hand
  • Mending
  • Message
  • Minor Illusion
  • Prestidigitation
  • Thunderclap
  • True Strike
  • Vicious Mockery
1st Level
  • Animal Friendship
  • Bane
  • Charm Person
  • Color Spray
  • Command
  • Comprehend Languages
  • Cure Wounds
  • Detect Magic
  • Disguise Self
  • Dissonant Whispers
  • Earth Tremor
  • Faerie Fire
  • Feather Fall
  • Healing Word
  • Heroism
  • Identify
  • Illusory Script
  • Longstrider
  • Silent Image
  • Silvery Barbs
  • Speak with Animals
  • Tasha's Hideous Laughter
  • Thunderwave
  • Unseen Servant
2nd Level
  • Aid
  • Animal Messenger
  • Blindness/Deafness
  • Borrowed Knowledge
  • Calm Emotions
  • Cloud of Daggers
  • Crown of Madness
  • Detect Thoughts
  • Enhance Ability
  • Enlarge/Reduce
  • Enthrall
  • Heat Metal
  • Hold Person
  • Invisibility
  • Kinetic Jaunt
  • Knock
  • Lesser Restoration
  • Locate Animals or Plants
  • Locate Object
  • Magic Mouth
  • Mirror Image
  • Nathair's Mischief
  • Phantasmal Force
  • Pyrotechnics
  • See Invisibility
  • Shatter
  • Silence
  • Skywrite
  • Suggestion
  • Warding Wind
  • Zone of Truth
3rd Level
  • Bestow Curse
  • Catnap
  • Clairvoyance
  • Dispel Magic
  • Enemies Abound
  • Fear
  • Feign Death
  • Glyph of Warding
  • Hypnotic Pattern
  • Intellect Fortress
  • Leomund's Tiny Hut
  • Major Image
  • Nondetection
  • Plant Growth
  • Sending
  • Slow
  • Speaking with Dead
  • Speak with Plants
  • Stinking Cloud
  • Tongues
4th Level
  • Charm Monster
  • Compulsion
  • Confusion
  • Dimension Door
  • Freedom of Movement
  • Greater Invisibility
  • Hallucinatory Terrain
  • Locate Creature
  • Phantasmal Killer
  • Polymorph
  • Raulothim's Psychic Lance
5th Level
  • Animate Objects
  • Awaken
  • Dominate Person
  • Dream
  • Geas
  • Greater Restoration
  • Hold Monster
  • Legend Lore
  • Mass Cure Wounds
  • Mislead
  • Modify Memory
  • Planar Binding
  • Raise Dead
  • Rary's Telepathic Bond
  • Scrying
  • Seeming
  • Skill Empowerment
  • Synaptic Static
  • Teleportation Circle
6th Level
  • Eyebite
  • Find the Path
  • Guards and Wards
  • Heroes' Feast
  • Mass Suggestion
  • Otto's Irresistible Dance
  • Programmed Illusion
  • True Seeing
7th Level
  • Dream of the Blue Veil
  • Etherealness
  • Forcecage
  • Mirage Arcane
  • Mordenkainen's Magnificent Mansion
  • Mordenkainen's Sword
  • Prismatic Spray
  • Project Image
  • Regenerate
  • Resurrection
  • Symbol
  • Teleport
8th Level
  • Antipathy/Sympathy
  • Dominate Monster
  • Feeblemind
  • Glibness
  • Mind Blank
  • Power Word Stun
9th Level
  • Foresight
  • Mass Polymorph
  • Power Word Heal
  • Power Word Kill
  • Prismatic Wall
  • Psychic Scream
  • True Polymorph

Legendary Arts

Here you will find the Legendary arts that only a Bard of the appropriate level can learn (If a Bard specific Legendary art requires 2 actions to use, you must be a level 11 Bard to know it for example)

Compliments and Insults

Cost: 1 Legendary Action

You cast either the Guidance or Vicious Mockery cantrip (You must know either cantrip in order to cast them)

Discord

Cost: 1 Legendary Action

You play a harsh note, all creatures within 10-feet of you must succeed on a Constitution saving throw against your Bard DC or suffer 2d6 thunder damage. You may expend more legendary actions, if you do so the damage increases by an additional 2d6 for each additional one spent.

Greater Outlet

Cost: 3 Legendary Actions

You use one Outlet that has a usage time of 1 action.

Inspire

Cost: 1 Legendary Action

You use your Bardic Inspiration feature.

Lesser Outlet

Cost: 2 Legendary Actions

You use one Outlet that has a usage time of 1 bonus action.


Leveling Beyond 30

Here you can find what the Legendary Bard gains for every level beyond 30 they are! It is intentional that their proficiency bonus stops increasing.

  • Every 4 levels beyond 30 (34, 38, ect) a legendary bard gains a regular ASI.

  • Every third ASI a legendary bard would gain after level 30 (42, 54, 66 ect) is instead a legendary ASI.

  • Every level you gain 2 Musical Essence. Whenever you would expend a Bard spell slot of 9th level or lower, you may instead expend an equal amount of Musical Essence. You recover all Musical Essence upon completing a long rest.

  • Every even level (32, 34, 36, 38 ect) you gain a +1 to one ability score of your choice.

  • Your HP increases as per normal.

  • Your new ability score maximums for Dexterity, Intelligence and Charisma is equal to your Bard level if they were not already higher.

Changelog

Version 2.0

A huge revamp to Bard as I was not happy with how the initial version came out.

  • Completely removed the Entropy mechanic, and by extension this also removed Bardic Performances and Words of Creation.

  • Replaced these features with new ones known as Favored Medium and Outlets of Creativity.

  • Released with 4 different Favored Mediums: Cooking, Dance, Music and Oration.

  • Released with 30 different outlets for the Outlets of Creativity feature! Each category has 7 unique outlets, while 2 outlets are shared between two categories.

  • Features 3 new Subclasses (Eloquence, Myth and Satire) This also features all 5 subclasses from the original version, for a total of 8 subclasses.

  • Removed 6 Combat Traits as they referenced Entropy/Bardic Performances/Words of Creation. Added 16 more for a total of 29.

  • Replaced all of the original Legendary Actions with 5 new ones.

  • Now that Bardic Inspiration is back, Mantle of Inspiration from the College of Glamour, and Psychic Blades from College of Whispers now require expending Inspiration Dice in order to use them again.

  • Gave College of Steel a 17th level feature.

  • Psychic Blades from College of Whispers now scales more linearly.

  • Added Guidance to the Bard spell list.

  • Fixed various typos throughout the document.


Version 1.0 (May 30th 2023)

The thirteenth overall legendary class and the first release of Bard

  • Released with 5 Subclasses: Glamour, Lore, Steel, Valor and Whispers.

  • Released with 12 Bardic Performances

  • Released with 19 Words of Creation

  • Released with 19 Combat Traits

  • Released with 3 Legendary Actions

Credits and Thanks!

Artist Credit

I am no artist, just someone with a lot of homebrew ideas and a vague ability in graphic design. All artwork I use in this document is credited below, please show respects to the artist and if the original artist sees this and feels I did not properly credit them/does not wish for their artwork to be used, contact me at u/Zellorea and I will rectify this as soon as possible.

  • Cover Art by Shilin on Deviantart!

  • Art on Spellcasting page by Billy Christian on Artstation!

  • Art on Magical Secrets/Ace of the Show page by April Borchelt on Artstation!

  • Art on College of Eloquence page by Katemaxpaint on Deviantart!

  • Art on College of Glamour page by @Depingo on Twitter!

  • Art on College of Lore page by Tatiana Kirgetova on Artstation!

  • Art on College of Satire page by Indah Alditha Putri Siregar on Artstation!

  • Art on College of Swords page by Bo Chen on Artstation!

  • Art on College of Valor page by Kevin Glint on Artstation!

  • Art on College of Whispers page by Nanfe on Artstation!

  • Art on Favored Medium Cooking/Dance by Felipe Martini on Artstation!

  • Art on Favored Medium Music/Oration by Sanha Kim on Artstation!

  • Art on 3rd Outlets of Creativity page by Bruno Cesar on Artstation!

  • Art on 7th Outlets of Creativity page by Antilous chao on Artstation!

  • Art on 2nd Combat Traits page by @Krowleigh on Twitter!

Stain Credit

In all of my homebrew I use watercolor stains created by u/flamableconcrete aka Jared Ondricek. These brews and PDFs would not look nearly as nice without his creations, so huge thank you to him! You can find all stains I use on his website, watercolors.giantsoup.com.

Other Homebrew

You may recognize me for other homebrews such as the Siphoner class and my project to turn every league of legends champion into a subclass, if you want to be alerted as soon as all of those are publically available, join the discord!

https://discord.gg/c4T35TqbqT

Patron Thanks!

This homebrew was supported for by my patrons on https://www.patreon.com/Zellorea. If you wish to support me or encourage me to make more things like this or update this in the future, that's the best way to do it!

A thank you to my current supporting patrons! Their names are listed below as a show of my immense appreciation towards them.

  • Living Legend: Apollyon

  • Living Legend: Kiphea

  • Living Legend: Mistaken Faith

  • Living Legend: Trains

  • Savior: Bird Jormungandr

  • Renowned Hero: Cynical Sorcerer

  • Renowned Hero: InsaneInsanity

  • Renowned Hero: Xabbu

  • Folk Hero: Xenostar

  • Mercenary: Deathknight

  • Mercenary: Echo Arashi

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  • Mercenary: RDRGM

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  • Mercenary: Xanfyr