People who are this class
Spells
As a bard, you gain the following class features.
Hit Points
Hit Dice: 1d8 per bard level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose any three
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a rapier, (b) a longsword, or (c) any simple weapon
(a) a diplomat's pack or (b) an entertainer's pack
(a) a lute or (b) any other musical instrument
Leather armor and a dagger
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.
Cantrips
You know two 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 of the Bard table.
Spell Slots
The Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.
Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the bard spell list.
The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Ritual Casting
You can cast any bard spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus
You can use a musical instrument as a spellcasting focus for your spells
Bardic Inspiration
Used as a bonus action, you can choose any creature other than yourself within 60ft of you that can hear you. That creature gains one Bardic Inspiration die (d6). Within 10 minutes (60 rounds), that creature can add that number to any roll. Once used its lost.Â
*You can use this feature equal to your Charisma modifier and can regain it after a long rest*
*Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level*
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.
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 at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
At 2nd level, 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.
At 3rd level, you delve into the advanced techniques of a bard college of your choice. Your choice grants you features at 3rd level and again at 6th and 14th level.
College, Source
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, and again at 8th, 12th, 16th, and 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.
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change in focus as you use your skills and magic:
Replace one of the skills you chose for the Expertise feature with one of your other skill proficiencies that isn't benefiting from Expertise.
Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the bard spell list.
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 the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).
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.
At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.
Legendary Class
LV 21: Legendary Feat, Epic Spell Slot (10th), Muse of an Artist
LV 22: Outlets of Creativity
LV 23: Favored Medium
LV 24: Legendary ASI/Feat
LV 25: Epic Spell Slot (11th), Muse of an Artist
LV 26: Font of Inspiration
LV 27: Secondary Medium
LV 28: Legendary ASI/Feat
LV 29: Muse of an Artist
LV 30: Ace of the Show, Superior Inspiration, Epic Spell Slot (12th)
Spell Slots
Muse of an Artist
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: 21st level, 25th level, and 29th level
Outlets of Creativity
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
Favored Medium
You have adopted something known as your Favored Medium, which represents your preferred way to express yourself. 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
Font of Inspiration
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
Secondary Medium
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
Ace of the Show
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
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.
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 choose 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
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.
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 undead (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 undead.
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 action, 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 extinguishing 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 plant life and wildlife. At the end of these 5 minutes, you must make a Persuasion check. All beasts and plant life 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.
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.
Sonsoul 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.