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Bard

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a {@dice d6}.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the {@dice d20} before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a {@dice d8} at 5th level, a {@dice d10} at 10th level, and a {@dice d12} at 15th level.

You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See {@book chapter 10|PHB|10} for the general rules of spellcasting and {@book chapter 11|PHB|11} for the {@filter bard spell list|spells|class=bard}.

Cantrips.

You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level.

Spell Slots.

The Bard table shows how many spell slots you have to cast your {@filter bard spells|spells|class=bard} of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell {@spell cure wounds} and have a 1st-level and a 2nd-level spell slot available, you can cast {@spell cure wounds} using either slot.

Spells Known of 1st Level and Higher.

You know four 1st-level spells of your choice from the bard spell list.

You learn an additional bard spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability.

Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

Ritual Casting.

You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus.

You can use a {@item musical instrument|PHB} as a spellcasting focus for your bard spells.

Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

{@i 2nd-level bard {@variantrule optional class features|tce|optional feature}}

If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.

Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the short rest, each of those creatures regains an extra {@dice 1d6} hit points.

The extra hit points increase when you reach certain levels in this class: to {@dice 1d8} at 9th level, to {@dice 1d10} at 13th level, and to {@dice 1d12} at 17th level.

At 3rd level, you delve into the advanced techniques of a bard college of your choice from the list of available colleges. Your choice grants you features at 3rd level and again at 6th and 14th level.

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 10th level, you can choose another two skill proficiencies to gain this benefit.

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.

{@i 4th-level bard {@variantrule optional class features|tce|optional feature}}

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change in focus as you use your skills and magic:

  • Replace one of the skills you chose for the Expertise feature with one of your other skill proficiencies that isn't benefiting from Expertise.
  • Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the {@filter bard spell list|spells|level=0|class=bard}.

At 5th level, your Bardic Inspiration die changes to a {@dice d8}.

Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

At 6th level, you gain a feature from your Bard College.

At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being {@condition frightened} or {@condition charmed}. A creature must be able to hear you to gain this benefit. The performance ends early if you are {@condition incapacitated} or silenced or if you voluntarily end it (no action required).

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.

At 9th level, the extra hit points gained from Song of Rest increases to {@dice 1d8}.

At 10th level, your Bardic Inspiration die changes to a {@dice d10}.

At 10th level, you can choose another two skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

You learn two additional spells from any classes at 14th level and again at 18th level.

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.

At 13th level, the extra hit points gained from Song of Rest increases to {@dice 1d10}.

At 14th level, you gain a feature from your Bard College.

At 14th level, choose two additional spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

At 15th level, your Bardic Inspiration die changes to a {@dice d12}.

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.

At 17th level, the extra hit points gained from Song of Rest increases to {@dice 1d12}.

At 18th level, choose two additional spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.

At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a {@dice d6}.

Using Bardic Inspiration.

As a {@variantrule Bonus Action|XPHB}, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time.

Once within the next hour when the creature fails a {@variantrule D20 Test|XPHB}, the creature can roll the Bardic Inspiration die and add the number rolled to the {@dice d20}, potentially turning the failure into a success. A Bardic Inspiration die is expended when it's rolled.

Number of Uses.

You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.

At Higher Levels.

Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a {@dice d8} at level 5, a {@dice d10} at level 10, and a {@dice d12} at level 15.

You have learned to cast spells through your bardic arts. See {@book chapter 7|XPHB|7} for the rules on spellcasting. The information below details how you use those rules with Bard spells, which appear in the {@filter Bard spell list|spells|class=Bard} later in the class's description.

Cantrips.

You know two cantrips of your choice from the {@filter Bard spell list|spells|class=Bard}. {@spell Dancing Lights|XPHB} and {@spell Vicious Mockery|XPHB} are recommended.

Whenever you gain a Bard level, you can replace one of your cantrips with another cantrip of your choice from the {@filter Bard spell list|spells|class=Bard}.

When you reach Bard levels 4 and 10, you learn another cantrip of your choice from the {@filter Bard spell list|spells|class=Bard}, as shown in the Cantrips column of the Bard Features table.

Spell Slots.

The Bard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a {@variantrule Long Rest|XPHB}.

Prepared Spells of Level 1+.

You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the {@filter Bard spell list|spells|class=Bard}. {@spell Charm Person|XPHB}, {@spell Color Spray|XPHB}, {@spell Dissonant Whispers|XPHB}, and {@spell Healing Word|XPHB} are recommended.

The number of spells on your list increases as you gain Bard levels, as shown in the Prepared Spells column of the Bard Features table. Whenever that number increases, choose additional spells from the {@filter Bard spell list|spells|class=Bard} until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Bard, your list of prepared spells can include six spells of levels 1 and 2 in any combination.

If another Bard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Bard spells for you.

Changing Your Prepared Spells.

Whenever you gain a Bard level, you can replace one spell on your list with another Bard spell for which you have spell slots.

Spellcasting Ability.

Charisma is your spellcasting ability for your Bard spells.

Spellcasting Focus.

You can use a {@item Musical Instrument|XPHB} as a {@variantrule Spellcasting Focus|XPHB} for your Bard spells.

You gain {@variantrule Expertise|XPHB} in two of your skill proficiencies of your choice. {@skill Performance|XPHB} and {@skill Persuasion|XPHB} are recommended if you have proficiency in them.

At Bard level 9, you gain {@variantrule Expertise|XPHB} in two more of your skill proficiencies of your choice.

You can add half your {@variantrule Proficiency|XPHB|Proficiency Bonus} (round down) to any ability check you make that uses a skill proficiency you lack and that doesn't otherwise use your {@variantrule Proficiency|XPHB|Proficiency Bonus}.

For example, if you make a Strength ({@skill Athletics|XPHB}) check and lack {@skill Athletics|XPHB} proficiency, you can add half your {@variantrule Proficiency|XPHB|Proficiency Bonus} to the check.

Does your Bard beat a {@item drum|XPHB} while chanting the deeds of ancient heroes? Strum a {@item lute|XPHB} while crooning romantic tunes? Perform arias of stirring power? Recite dramatic monologues from classic tragedies? Use the rhythm of a folk dance to coordinate the movement of allies in battle? Compose naughty limericks?

When you play a Bard, consider the style of artistic performance you favor, the moods you might invoke, and the themes that inspire your own creations. Are your poems inspired by moments of natural beauty, or are they brooding reflections on loss? Do you prefer lofty hymns or rowdy tavern songs? Are you drawn to laments for the fallen or celebrations of joy? Do you dance merry jigs or perform elaborate interpretive choreography? Do you focus on one style of performance or strive to master them all?

You gain a Bard subclass of your choice. A subclass is a specialization that grants you features at certain Bard levels. For the rest of your career, you gain each of your subclass's features that are of your Bard level or lower.

You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify. You gain this feature again at Bard levels 8, 12, and 16.

You now regain all your expended uses of Bardic Inspiration when you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}.

In addition, you can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration.

You gain a feature from your Bard Subclass.

You can use musical notes or words of power to disrupt mind-influencing effects. If you or a creature within 30 feet of you fails a saving throw against an effect that applies the {@condition Charmed|XPHB} or {@condition Frightened|XPHB} condition, you can take a {@variantrule Reaction|XPHB} to cause the save to be rerolled, and the new roll has {@variantrule Advantage|XPHB}.

You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.

You gain {@variantrule Expertise|XPHB} in two of your Skill Proficiencies of your choice.

You've learned secrets from various magical traditions. Whenever you reach a Bard level (including this level) and the Prepared Spells number in the Bard Features table increases, you can choose any of your new prepared spells from the {@filter Bard|spells|class=Bard}, {@filter Cleric|spells|class=Cleric}, {@filter Druid|spells|class=Druid}, and {@filter Wizard|spells|class=Wizard} {@filter spell lists|spells|class=Bard;Cleric;Druid;Wizard}, and the chosen spells count as Bard spells for you (see a class's section for its spell list). In addition, whenever you replace a spell prepared for this class, you can replace it with a spell from those lists.

You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.

You gain a feature from your Bard Subclass.

You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.

When you roll {@variantrule Initiative|XPHB}, you regain expended uses of Bardic Inspiration until you have two if you have fewer than that.

You gain an {@filter Epic Boon feat|feats|category=EB} or another {@5etools feat|feats.html} of your choice for which you qualify. {@feat Boon of Spell Recall|XPHB} is recommended.

You have mastered two of the Words of Creation: the words of life and death. You therefore always have the {@spell Power Word Heal|XPHB} and {@spell Power Word Kill|XPHB} spells prepared. When you cast either spell, you can target a second creature with it if that creature is within 10 feet of the first target.

Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.

The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.

The college's members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.

When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.

Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being {@condition charmed}.

At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know.

Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.

Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn't pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old.

When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.

Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.

Starting at 6th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn.

At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.

Bards believe the cosmos is a work of art—the creation of the first dragons and gods. That creative work included harmonies that continue to resound through existence today, a power known as the Song of Creation. The bards of the College of Creation draw on that primeval song through dance, music, and poetry, and their teachers share this lesson:

"Before the sun and the moon, there was the Song, and its music awoke the first dawn. Its melodies so delighted the stones and trees that some of them gained a voice of their own. And now they sing too. Learn the Song, students, and you too can teach the mountains to sing and dance."

Dwarves and gnomes often encourage their bards to become students of the Song of Creation. And among dragonborn, the Song of Creation is revered, for legends portray Bahamut and Tiamat-the greatest of dragons-as two of the song's first singers.

{@i 3rd-level College of Creation feature}

Whenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of potential, which orbits within 5 feet of that creature. The mote is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. The mote looks like a musical note, a star, a flower, or another symbol of art or life that you choose.

When the creature uses the Bardic Inspiration die, the mote provides an additional effect based on whether the die benefits an ability check, an attack roll, or a saving throw, as detailed below:

  • [object Object]
  • [object Object]
  • [object Object]

{@i 3rd-level College of Creation feature}

As an action, you can channel the magic of the Song of Creation to create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can't be more than 20 times your bard level, and the item must be Medium or smaller. The item glimmers softly, and a creature can faintly hear music when touching it. The created item disappears after a number of hours equal to your proficiency bonus. For examples of items you can create, see the equipment chapter of the {@book Player's Handbook|PHB|5}.

Once you create an item with this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to use this feature again. You can have only one item created by this feature at a time; if you use this action and already have an item from this feature, the first one immediately vanishes.

The size of the item you can create with this feature increases by one size category when you reach 6th level (Large) and 14th level (Huge).

{@i 6th-level College of Creation feature}

As an action, you can animate one Large or smaller nonmagical item within 30 feet of you that isn't being worn or carried. The animate item uses the {@creature Dancing Item|TCE} stat block, which uses your proficiency bonus (PB). The item is friendly to you and your companions and obeys your commands. It lives for 1 hour, until it is reduced to 0 hit points, or until you die.

In combat, the item shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the {@action Dodge} action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are {@condition incapacitated}, the item can take any action of its choice, not just {@action Dodge}.

When you use your Bardic Inspiration feature, you can command the item as part of the same bonus action you use for Bardic Inspiration.

Once you animate an item with this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use this feature again. You can have only one item animated by this feature at a time; if you use this action and already have a {@creature dancing item|TCE} from this feature, the first one immediately becomes inanimate.

{@i 14th-level College of Creation feature}

When you use your Performance of Creation feature, you can create more than one item at once. The number of items equals your Charisma modifier (minimum of two items). If you create an item that would exceed that number, you choose which of the previously created items disappears. Only one of these items can be of the maximum size you can create; the rest must be Small or Tiny.

You are no longer limited by gp value when creating items with Performance of Creation.

Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more persuasive than facts. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to appeal to the emotions of audiences.

{@i 3rd-level College of Eloquence feature}

You are a master at saying the right thing at the right time. When you make a Charisma ({@skill Persuasion}) or Charisma ({@skill Deception}) check, you can treat a {@dice d20} roll of 9 or lower as a 10.

{@i 3rd-level College of Eloquence feature}

You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.

{@i 6th-level College of Eloquence feature}

Your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.

{@i 6th-level College of Eloquence feature}

You have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it again.

{@i 14th-level College of Eloquence feature}

When you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses.

You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Bards of the College of Spirits seek tales with inherent power—be they legends, histories, or fictions—and bring their subjects to life. Using occult trappings, these bards conjure spiritual embodiments of powerful forces to change the world once more. Such spirits are capricious, though, and what a bard summons isn't always entirely under their control.

{@i 3rd-level College of Spirits feature}

You can reach out to spirits to guide you and others. You learn the {@spell guidance} cantrip, which doesn't count against the number of bard cantrips you know. For you, it has a range of 60 feet when you cast it.

{@i 3rd-level College of Spirits feature}

You employ tools that aid you in channeling spirits, be they historical figures or fictional archetypes. You can use the following objects as a spellcasting focus for your bard spells: a candle, crystal ball, skull, spirit board, or {@deck tarokka deck|CoS}.

Starting at 6th level, when you cast a bard spell that deals damage or restores hit points through the Spiritual Focus, roll a {@dice d6}, and you gain a bonus to one damage or healing roll of the spell equal to the number rolled.

{@i 3rd-level College of Spirits feature}

You reach out to spirits who tell their tales through you. While you are holding your Spiritual Focus, you can use a bonus action to expend one use of your Bardic Inspiration and roll on the Spirit Tales table using your Bardic Inspiration die to determine the tale the spirits direct you to tell. You retain the tale in mind until you bestow the tale's effect or you finish a short or long rest.

You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the target of the tale's effect. Once you do so, you can't bestow the tale's effect again until you roll it again.

You can retain only one of these tales in mind at a time, and rolling on the Spirit Tales table immediately ends the effect of the previous tale.

If the tale requires a saving throw, the DC equals your spell save DC.

Bardic Insp. DieTale Told Through You
1Tale of the Clever Animal. For the next 10 minutes, whenever the target makes an Intelligence, a Wisdom, or a Charisma check, the target can roll an extra die immediately after rolling the {@dice d20} and add the extra die's number to the check. The extra die is the same type as your Bardic Inspiration die.
2Tale of the Renowned Duelist. You make a melee spell attack against the target. On a hit, the target takes force damage equal to two rolls of your Bardic Inspiration die + your Charisma modifier.
3Tale of the Beloved Friends. The target and another creature of its choice it can see within 5 feet of it gains temporary hit points equal to a roll of your Bardic Inspiration die + your Charisma modifier.
4Tale of the Runaway. The target can immediately use its reaction to teleport up to 30 feet to an unoccupied space it can see. When the target teleports, it can choose a number of creatures it can see within 30 feet of it up to your Charisma modifier (minimum of 0) to immediately use the same reaction.
5Tale of the Avenger. For 1 minute, any creature that hits the target with a melee attack takes force damage equal to a roll of your Bardic Inspiration die.
6Tale of the Traveler. The target gains temporary hit points equal to a roll of your Bardic Inspiration die + your bard level. While it has these temporary hit points, the target's walking speed increases by 10 feet and it gains a +1 bonus to its AC.
7Tale of the Beguiler. The target must succeed on a Wisdom saving throw or take psychic damage equal to two rolls of your Bardic Inspiration die, and the target is {@condition incapacitated} until the end of its next turn.
8Tale of the Phantom. The target becomes {@condition invisible} until the end of its next turn or until it hits a creature with an attack. If the target hits a creature with an attack during this invisibility, the creature it hits takes necrotic damage equal to a roll of your Bardic Inspiration die and is {@condition frightened} of the target until the end of the {@condition frightened} creature's next turn.
9Tale of the Brute. Each creature of the target's choice it can see within 30 feet of it must make a Strength saving throw. On a failed save, a creature takes thunder damage equal to three rolls of your Bardic Inspiration die and is knocked {@condition prone}. A creature that succeeds on its saving throw takes half as much damage and isn't knocked {@condition prone}.
10Tale of the Dragon. The target spews fire from the mouth in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking fire damage equal to four rolls of your Bardic Inspiration die on a failed save, or half as much damage on a successful one.
11Tale of the Angel. The target regains hit points equal to two rolls of your Bardic Inspiration die + your Charisma modifier, and you end one condition from the following list affecting the target: {@condition blinded}, {@condition deafened}, {@condition paralyzed}, {@condition petrified}, or {@condition poisoned}.
12Tale of the Mind-Bender. You evoke an incomprehensible fable from an otherworldly being. The target must succeed on an Intelligence saving throw or take psychic damage equal to three rolls of your Bardic Inspiration die and be {@condition stunned} until the end of its next turn.

{@i 6th-level College of Spirits feature}

Spirits provide you with supernatural insights. You can conduct an hour-long ritual channeling spirits (which can be done during a short or long rest) using your Spiritual Focus. You can conduct the ritual with a number of willing creatures equal to your proficiency bonus (including yourself). At the end of the ritual, you temporarily learn {@filter one spell of your choice from any class|spells|school=d;n|level=0;1;2;3;4;5;6}.

The spell you choose must be of a level equal to the number of creatures that conducted the ritual or less, the spell must be of a level you can cast, and it must be in the school of divination or necromancy. The chosen spell counts as a bard spell for you but doesn't count against the number of bard spells you know.

Once you perform the ritual, you can't do so again until you start a long rest, and you know the chosen spell until you start a long rest.

{@i 14th-level College of Spirits feature}

You now have the ability to nudge the spirits of Tales from Beyond toward certain tales. Whenever you roll on the Spirit Tales table, you can roll the die twice and choose which of the two effects to bestow. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.

Storytellers, like bards of the College of Spirits, often give voice to tales inspired by some greater theme or body of work. When determining what stories you tell, consider what unites them. Do they all feature characters from a specific group, like archetypes from the {@deck tarokka deck|CoS}, figures from constellations, childhood imaginary friends, or characters in a particular storybook? Or are your inspirations more general, incorporating historic champions, mythological heroes, or urban legends? Use the tales you tell to define your niche as a storytelling adventurer.

The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others.

The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. These bards are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, misusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors.

Starting at 3rd level, you can charge your performance with seductive, fey magic.

If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be {@condition charmed} by you. While {@condition charmed} in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.

If a target succeeds on its saving throw, the target has no hint that you tried to charm it.

Once you use this feature, you can't use it again until you finish a short or long rest.

When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed.

As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.

The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.

At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast {@spell command}, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your {@status concentration} ends (as if you were {@status concentration||concentrating} on a spell). During this time, you can cast {@spell command} as a bonus action on each of your turns, without expending a spell slot.

Any creature {@condition charmed} by you automatically fails its saving throw against the {@spell command} you cast with this feature.

Once you use this feature, you can't use it again until you finish a long rest.

At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.

In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are {@condition incapacitated}. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn.

Once you assume this majestic presence, you can't do so again until you finish a short or long rest.

Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.

Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade's talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks.

Blades who abandon their lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves' guilds or strike out on their own as adventurers.

You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.

You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.

You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.

At 3rd level, you learn to perform impressive displays of martial prowess and speed.

Whenever you take the {@action Attack} action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.

When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the {@item scimitar|phb}.

If you're proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.

At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if something in the game lets you choose again.

Starting at 6th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn.

Starting at 14th level, whenever you use a Blade Flourish option, you can roll a {@dice d6} and use it instead of expending a Bardic Inspiration die.

Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.

Many other bards hate the College of Whispers, viewing it as a parasite that uses a bard's reputation to acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts and other settings of power.

When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature's mind.

When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra {@damage 2d6} psychic damage to that target. You can do so only once per round on your turn.

The psychic damage increases when you reach certain levels in this class, increasing to {@damage 3d6} at 5th level, {@damage 5d6} at 10th level, and {@damage 8d6} at 15th level.

At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.

If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be {@condition frightened} of you or another creature of your choice. The target is {@condition frightened} in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.

If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.

Once you use this feature, you can't use it again until you finish a short or long rest.

At 6th level, you gain the ability to adopt a humanoid's persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.

You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action.

While you're in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.

Another creature can see through this disguise by succeeding on a Wisdom ({@skill Insight}) check contested by your Charisma ({@skill 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.

At 14th level, you gain the ability to weave dark magic into your words and tap into a creature's deepest fears.

As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn't share a language with you or if it can't hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.

On a failed saving throw, the target is {@condition charmed} by you for the next 8 hours or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it.

The {@condition charmed} creature obeys your commands for fear that you will reveal its secret. It won't risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.

When the effect ends, the creature has no understanding of why it held you in such fear.

Once you use this feature, you can't use it again until you finish a long rest.

{@i Inspire Allies with Primal Tales}

The College of the Moon traces its origins to the ancient druidic circles of the Moonshae Isles, who entrusted the first Bards of this tradition with chronicling the stories of the islands and their people. Bards of this college draw from the isles' fey magic and the primal power of the moonwells to bolster their allies, protect the natural world, and inspire their bardic works.

The primal and ever-changing power of the moon flows through you, granting you the following benefits.

Inspired Eclipse.

When you take a {@variantrule Bonus Action|XPHB} to give a creature a Bardic Inspiration die, you can have the {@condition Invisible|XPHB} condition and teleport up to 30 feet to an unoccupied space you can see as part of that {@variantrule Bonus Action|XPHB}. This invisibility lasts until the start of your next turn and ends early immediately after you make an attack roll, deal damage, or cast a spell.

Lunar Vitality.

Once per turn when you restore {@variantrule Hit Points|XPHB} to a creature with a spell, you can expend a Bardic Inspiration die and increase the amount of {@variantrule Hit Points|XPHB} restored by a number equal to a roll of the Bardic Inspiration die. The creature's {@variantrule Speed|XPHB} also increases by 10 feet until the end of its next turn.

You learn Druidic and one cantrip from the Druid spell list. It counts as a Bard spell for you but doesn't count against the number of cantrips you know. Whenever you gain a Bard level, you can replace this cantrip with another cantrip of your choice from the Druid spell list.

Additionally, choose one of the following skills: {@skill Animal Handling|XPHB}, {@skill Insight|XPHB}, {@skill Medicine|XPHB}, {@skill Nature|XPHB}, {@skill Perception|XPHB}, or {@skill Survival|XPHB}. You have proficiency in that skill.

You always have the {@spell Moonbeam|XPHB} spell prepared.

When you cast {@spell Moonbeam|XPHB}, you can modify the spell so that you glow faintly while the spell is active. While glowing, you shed {@variantrule Dim Light|XPHB} out to 5 feet, and whenever a creature fails its saving throw against the effects of this Moonbeam, another creature of your choice that you can see within 60 feet of yourself regains {@dice 2d4} {@variantrule Hit Points|XPHB}.

Once you use this feature to modify a casting of Moonbeam, you can't use it again until you finish a {@variantrule Long Rest|XPHB}.

You become suffused with the might of the moon, improving your Moon's Inspiration in the following ways.

Shadow of the New Moon.

When you use Inspired Eclipse, the creature who received the Bardic Inspiration die can also have the {@condition Invisible|XPHB} condition and immediately take a {@variantrule Reaction|XPHB} to teleport up to 30 feet to an unoccupied space it can see. The creature remains {@condition Invisible|XPHB} until the start of its next turn.

Vibrance of the Full Moon.

When you use Lunar Vitality, you can roll {@dice 1d6} and use the number rolled in place of expending a Bardic Inspiration die.

You learn how to contact spirits beyond the grave, letting their power and knowledge flow through you. You gain the following benefits.

Guiding Whispers.

You know the {@spell Guidance|XPHB} cantrip. It has a range of 60 feet when you cast it.

Spiritual Focus.

You employ tools that aid you in channeling spirits. You gain a Gaming Set ({@item playing cards|XPHB}). You have proficiency with this Gaming Set, and you can use it or one of the following items as a {@variantrule Spellcasting Focus|XPHB} for your Bard spells: {@item Arcane Focus|XPHB} ({@item crystal|XPHB} or {@item orb|XPHB}), {@item Candle|XPHB}, or {@item Ink Pen|XPHB}.

{@i Call Forth Spirits from Beyond the Grave}

Bards of the College of Spirits conjure legendary spirits to change the world. But such entities are capricious, and what a Bard summons isn't always entirely under their control.

You can call forth spirits of the dead to empower you and your allies. When you take a {@variantrule Bonus Action|XPHB} to give a creature a Bardic Inspiration die, you can call forth the powers of a random spirit. To determine the spirit you channel, roll the Bardic Inspiration die and refer to the Spirits from Beyond table. The spirit remains channeled until you unleash it or until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}.

Controlled Channeling.

As a {@variantrule Bonus Action|XPHB}, you can expend a use of your Bardic Inspiration and channel a specific spirit. When you do so, choose the spirit from the Spirits from Beyond table rather than rolling. The chosen spirit's corresponding number must be less than or equal to the highest number on your Bardic Inspiration die; for example, if your Bardic Inspiration die is a {@dice d8}, you can choose to channel any spirit up to (and including) the Shade.

Unleashing a Spirit.

As a {@action Magic|XPHB} action, you can unleash one of your channeled spirits. Choose one creature you can see within 30 feet of yourself as the spirit's target. The spirit then takes effect; if a spirit's effect requires a saving throw, the DC equals your Bard spell save DC.

Bardic Insp. DieSpirit and Unleash Effect
1Beloved. The target regains {@variantrule Hit Points|XPHB} equal to a roll of your Bardic Inspiration die plus your Charisma modifier.
2Sharpshooter. The target takes Force damage equal to a roll of your Bardic Inspiration die plus your Charisma modifier.
3Avenger. Until the end of your next turn, any creature that hits the target with a melee attack roll takes Force damage equal to a roll of your Bardic Inspiration die.
4Renegade. The target can immediately take a {@variantrule Reaction|XPHB} to teleport up to 30 feet to an unoccupied space it can see.
5Fortune Teller. The target has {@variantrule Advantage|XPHB} on {@variantrule D20 Test|XPHB|D20 Tests} until the start of your next turn.
6Wayfarer. The target gains {@variantrule Temporary Hit Points|XPHB} equal to a roll of your Bardic Inspiration die plus your Bard level. While the target has these Temporary Hit Points, its {@variantrule Speed|XPHB} increases by 10 feet.
7Trickster. The target makes a Wisdom saving throw. On a failed save, the target takes Psychic damage equal to two rolls of your Bardic Inspiration die and has the {@condition Charmed|XPHB} condition until the start of your next turn. On a successful save, the target takes half as much damage only.
8Shade. The target has the {@condition Invisible|XPHB} condition until the end of its next turn or until the target makes an attack roll, deals damage, or casts a spell. When the invisibility ends, each creature in a 5-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the target must succeed on a Constitution saving throw or take Necrotic damage equal to two rolls of your Bardic Inspiration die.
9Arsonist. The target makes a Dexterity saving throw, taking Fire damage equal to four rolls of your Bardic Inspiration die on a failed save or half as much damage on a successful one.
10Coward. The target and each creature of your choice in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the target must succeed on a Wisdom saving throw or have the {@condition Frightened|XPHB} condition until the start of your next turn. While a creature is Frightened, its {@variantrule Speed|XPHB} is halved (round down), and it can take either an action or a {@variantrule Bonus Action|XPHB}, not both.
11Brute. Each creature of your choice in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the target makes a Strength saving throw. On a failed save, a creature takes Thunder damage equal to three rolls of your Bardic Inspiration die and has the {@condition Prone|XPHB} condition. On a successful save, a creature takes half as much damage only.
12Priest. The target regains {@variantrule Hit Points|XPHB} equal to two rolls of your Bardic Inspiration die, and one of the following conditions of your choice ends on the target: {@condition Blinded|XPHB}, {@condition Charmed|XPHB}, {@condition Deafened|XPHB}, {@condition Paralyzed|XPHB}, {@condition Poisoned|XPHB}, or {@condition Stunned|XPHB}.

Your ability to channel spirits improves. You gain the following benefits.

Power from Beyond.

Once per turn, when you cast a Bard spell with a spell slot that deals damage or restores {@variantrule Hit Points|XPHB}, roll {@dice 1d6}. You gain a bonus equal to the number rolled to one of the spell's damage rolls or to the total {@variantrule Hit Points|XPHB} the spell restores.

Spiritual Manifestation.

You always have the {@spell Spirit Guardians|XPHB} spell prepared. You can cast the spell once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.

Whenever you cast the spell, you can modify it so the spirits also guard against worldly threats. When you cast the spell in this way, you and allies within the spell's {@variantrule Emanation [Area of Effect]|XPHB|Emanation} have {@table Cover|XPHB|Half Cover}. Once you modify the spell in this way, you can't do so again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}.

You gain mastery over the spirits you call forth. Whenever you roll on the {@book Spirits from Beyond table|RHW|1|Spirits from Beyond}, you can roll the die twice and choose which of the two effects to bestow. If you roll the same number on both dice, you can instead choose any effect on the table.

{@i Move in Harmony with the Cosmos}

Bards of the College of Dance know that the Words of Creation can't be contained within speech or song; the words are uttered by the movements of celestial bodies and flow through the motions of the smallest creatures. These Bards practice a way of being in harmony with the whirling cosmos that emphasizes agility, speed, and grace.

When you expend a use of your Bardic Inspiration as part of an action, a {@variantrule Bonus Action|XPHB}, or a {@variantrule Reaction|XPHB}, you can make one {@variantrule Unarmed Strike|XPHB} as part of that action, {@variantrule Bonus Action|XPHB}, or {@variantrule Reaction|XPHB}.

You can use Dexterity instead of Strength for the attack rolls of your Unarmed Strikes. When you deal damage with an {@variantrule Unarmed Strike|XPHB}, you can deal Bludgeoning damage equal to a roll of your Bardic Inspiration die plus your Dexterity modifier, instead of the strike's normal damage. This roll doesn't expend the die.

You have {@variantrule Advantage|XPHB} on any Charisma ({@skill Performance|XPHB}) check you make that involves you dancing.

While you aren't wearing armor or wielding a {@item Shield|XPHB}, you gain the following benefits.

Your base {@variantrule Armor Class|XPHB} equals 10 plus your Dexterity and Charisma modifiers.

When an enemy you can see ends its turn within 5 feet of you, you can take a {@variantrule Reaction|XPHB} and expend one use of your Bardic Inspiration to move up to half your {@variantrule Speed|XPHB}. Then one ally of your choice within 30 feet of you can also move up to half their {@variantrule Speed|XPHB} using their {@variantrule Reaction|XPHB}.

None of this feature's movement provokes {@action Opportunity Attack|XPHB|Opportunity Attacks}.

When you roll {@variantrule Initiative|XPHB}, you can expend one use of your Bardic Inspiration if you don't have the {@condition Incapacitated|XPHB} condition. When you do so, roll your Bardic Inspiration die; you and each ally within 30 feet of you who can see or hear you gains a bonus to {@variantrule Initiative|XPHB} equal to the number rolled.

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 any creatures within 5 feet of you are making the same Dexterity saving throw, you can share this benefit with them for that save.

You can't use this feature if you have the {@condition Incapacitated|XPHB} condition.

{@i Weave Beguiling Fey Magic}

The College of Glamour traces its origins to the beguiling magic of the Feywild. Bards who study this magic weave threads of beauty and terror into their songs and stories, and the mightiest among them can cloak themselves in otherworldly majesty. Their performances stir up wistful longing for forgotten innocence, evoke unconscious memories of long-held fears, and tug at the emotions of even the most hard-hearted listeners.

You always have the {@spell Charm Person|XPHB} and {@spell Mirror Image|XPHB} spells prepared.

In addition, immediately after you cast an Enchantment or Illusion spell using a spell slot, you can cause a creature you can see within 60 feet of yourself to make a Wisdom saving throw against your spell save DC. On a failed save, the target has the {@condition Charmed|XPHB} or {@condition Frightened|XPHB} condition (your choice) for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.

Once you use this benefit, you can't use it again until you finish a {@variantrule Long Rest|XPHB}. You can also restore your use of it by expending one use of your Bardic Inspiration (no action required).

You can weave fey magic into a song or dance to fill others with vigor. As a {@variantrule Bonus Action|XPHB}, you can expend a use of Bardic Inspiration, rolling a Bardic Inspiration die. When you do so, choose a number of other creatures within 60 feet of yourself, up to a number equal to your Charisma modifier (minimum of one creature). Each of those creatures gains a number of {@variantrule Temporary Hit Points|XPHB} equal to two times the number rolled on the Bardic Inspiration die, and then each can use its {@variantrule Reaction|XPHB} to move up to its {@variantrule Speed|XPHB} without provoking {@action Opportunity Attack|XPHB|Opportunity Attacks}.

You always have the {@spell Command|XPHB} spell prepared.

As a {@variantrule Bonus Action|XPHB}, you cast {@spell Command|XPHB} without expending a spell slot, and you take on an unearthly appearance for 1 minute or until your {@status Concentration|XPHB} ends. During this time, you can cast {@spell Command|XPHB} as a {@variantrule Bonus Action|XPHB} without expending a spell slot.

Any creature {@condition Charmed|XPHB} by you automatically fails its saving throw against the {@spell Command|XPHB} you cast with this feature.

Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}. You can also restore your use of it by expending a level 3+ spell slot (no action required).

As a {@variantrule Bonus Action|XPHB}, you can assume a magically majestic presence for 1 minute or until you have the {@condition Incapacitated|XPHB} condition. For the duration, whenever any creature hits you with an attack roll for the first time on a turn, the attacker must succeed on a Charisma saving throw against your spell save DC, or the attack misses instead, as the creature recoils from your majesty.

Once you assume this majestic presence, you can't do so again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}.

{@i Plumb the Depths of Magical Knowledge}

Bards of the College of Lore collect spells and secrets from diverse sources, such as scholarly tomes, mystical rites, and peasant tales. The college's members gather in libraries and universities to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.

You gain proficiency with three skills of your choice.

You learn to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of yourself makes a damage roll or succeeds on an ability check or attack roll, you can take a {@variantrule Reaction|XPHB} to expend one use of your Bardic Inspiration; roll your Bardic Inspiration die, and subtract the number rolled from the creature's roll, reducing the damage or potentially turning the success into a failure.

You learn two spells of your choice. These spells can come from the {@filter Cleric|spells|class=Cleric}, {@filter Druid|spells|class=Druid}, or {@filter Wizard spell list|spells|class=Wizard} or any combination thereof (see a class's section for its spell list). A spell you choose must be a cantrip or a spell for which you have spell slots, as shown in the Bard Features table.

You always have the chosen spells prepared, and whenever you gain a Bard level, you can replace one of the spells with another spell that meets these requirements.

When you make an ability check or attack roll and fail, you can expend one use of Bardic Inspiration; roll the Bardic Inspiration die, and add the number rolled to the {@dice d20}, potentially turning a failure into a success. On a failure, the Bardic Inspiration isn't expended.

{@i Sing the Deeds of Ancient Heroes}

Bards of the College of Valor are daring storytellers whose tales preserve the memory of the great heroes of the past. These Bards sing the deeds of the mighty in vaulted halls or to crowds gathered around great bonfires. They travel to witness great events firsthand and to ensure that the memory of these events doesn't pass away. With their songs, they inspire new generations to reach the same heights of accomplishment as the heroes of old.

You can use your wit to turn the tide of battle. A creature that has a Bardic Inspiration die from you can use it for one of the following effects.

Defense.

When the creature is hit by an attack roll, that creature can use its {@variantrule Reaction|XPHB} to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, potentially causing the attack to miss.

Offense.

Immediately after the creature hits a target with an attack roll, the creature can roll the Bardic Inspiration die and add the number rolled to the attack's damage against the target.

You gain proficiency with {@filter Martial weapons|items|type=martial weapon} and training with {@filter Medium armor|items|type=Medium Armor} and {@item Shield|XPHB|Shields}.

In addition, you can use a Simple or Martial weapon as a {@variantrule Spellcasting Focus|XPHB} to cast spells from your {@filter Bard spell list|spells|class=Bard}.

You can attack twice instead of once whenever you take the {@action Attack|XPHB} action on your turn.

In addition, you can cast one of your cantrips that has a casting time of an action in place of one of those attacks.

After you cast a spell that has a casting time of an action, you can make one attack with a weapon as a {@variantrule Bonus Action|XPHB}.