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Draft 2Target: making the bard a more utility based role, which focuses on comboing chants and crescendo's to a set tempoCrescendosChants (action to use / turn duration / Range)
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The 1st Act (lvl 3)The Fool ( lvl 5 )The Center of the World (CoV)And their Hearts did not waver (B/2/60ft)Costume Change (B/2/60ft)Tempo Change (CoL) (B/NA/NA)And they are coming for you (CoS) (B/1/60ft)War cry (CoV) (B/NA/40ft)Childs play (CoW) (R/NA/60ft)
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Proficiency bonus
Class FeaturesChants PrepearedAs an action you sing out, loud and clear that this is just the beginning, all allies and yourself can use a reaction to move up to their full movement.With a bonus action you point to a hostile creature, until your next turn ends all damage that creature receives is increased by one additional 1d6As a bonus or reaction you target any willing creature that you can see within 60 feet, that creature gains your proficiency modifier to their AC until your next turnA chant that when used grants you and all allies advantage on saving throws against being charmed and Feared as well as Adding your modifiers to the rollAll Allies and yourself can swap hand held equipment as a Free Action once per turnUsing this chant lets you use 2 chants next Round (excluding this one) (Reactions are still limited to 1 per round, unless another feat allows multiple reactions)You target a creature you can see, it then rolls a Wisdom Saving Throw. If they fail they are feared for 1 turnRemove the Frigthened condition from allies within rangeOnce initiative is rolled you can use this chant, you reveal the closest stealthed enemy within range
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12Chanting & Crescendos4
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22Song of rest (1d6)4Disctracting Melody (B/NA/60ft)Tense music (CoV) (B/2/60ft)Intermission (CoW) (B/NA/NA)
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32Bard College, The 1st Act5The 2nd Act ( lvl 7 )Leaping dance (CoS)And their blood Boiled (B/2/60ft) (lvl 3)You distract an enemy in range that you can see, that creature then opens themself to ONE oppertunity attackHarmonius Vocals (CoL) ( lvl 6 ) (R/NA/5ft)Blurry dancer (CoS) (B/2/NA)you and all allies get advantage when trying to prevent or escape grappleYou methodically cease the song as you slink away into cover and take the Hide action (can only be used once before it breaks your chant combo)
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42Ability Score Improvement5As an action you rally your companions together, the next round everyone allied to you as well as you go before all enemies.

this can only be done if the 1st act was the last crescendo you used this combat
Graceful combo (The Climax)Combining your bonus action and your movement you may attempt a nigh impossible acrobatic feat such as quickly leaping up walls or running up the spine of a dragon.

you ignore difficult terrain while doing this as well as any gaps or ledges 10 feet or smaller in height, anything beyond that is your creativity and the DM's discretion
The Damage of all Friendly weapon attacks is Increased by +2 the damage increases to 3 at levle 9You join a friendly spellcaster within 5 feet of you whom you have shared adequate time with in casting a cantrip, you then cast the same cantrip as the caster (Exclusive to Arcane Cantrips and you also do not benefit from any modifying feats or attributes the spellcaster has)you gain +2 to dex saves
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53Skill Upgrade5Using an action you can choose to either:
Play 2 chant Effects without stacking chant combo.
Or make 2 attacks as 1 attack action.
Earworm ( lvl 6 ) (B/2/60ft)Drums of War (CoV) ( lvl 6 ) (B/NA/NA)
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63Bard College Feature6And they moved like the wind (B/2/30ft)You chant at one enemy in perticular within range and that you can see, that enemy has disadvantage on concentration saves.Sudden Twist (CoS) ( lvl 6 ) (B/NA/NA)(can only be used as the 2nd chant in a combo) gain another extra attackAnd we're back! (CoW) (B/NA/NA)
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73The 2nd Act6You and all allies gain +5 feet to their Base movementyou gain +1 to your AC until the end of your next turnIf you are hidden you may use this chant, you make an attack action as part of this chant
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83Ability Score Improvement6A dying BreathThe sound of home (R/NA/60ft)Nonsensical Song (CoL) (R/NA/60ft)The Heat of Battle (CoV) (R/2/40ft)
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94Song of Rest (1d8)7The 3rd Act ( lvl 10 )As a reaction you can target another creature that has just fallen to 0 hit points, that creature then rolls 1d20 with a DC of 10. On a success it is instead put to 1 hit pointAnd their Aim was true ( lvl 3 ) (B/2/60ft)You play a soothing tune for 1 party member, giving them advantage on the concentration saving throwYou target a creature that is rolling to attack someone you can see within range, roll a d6 and subtract the result from the attack roll

(the die increases to 8 at lvl 5, d10 at level 10 and d12 at lvl 15)
Flashing Steel (CoS) (B/1/5ft)Your Chant targets all barbariens in range, as a result the barbarians maintains Rage. This chant also grants you and all allies within range stun resistanceThats dangerous friend (CoW) ( lvl 6 ) (B/NA/NA)
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104The 3rd Act7As an action you rally your companions together for a final push, once this is used all enemies lose their initiative until your next turn.

This can only be done if the 1st and 2nd act has been used in sequence leading up to this one this combat
You and all Allies Gain a +2 on ranged attacksYou distract a creature of your choice Within melee of you, if that creature makes an attack while in your melee range you may use a reaction to move up to half your movement within its melee rangecreature within your melee reach makes a strength/Dexterity save at their discretion against your Chant Save DC, should they fail they drop any object or weapon not afixed to their person
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114Skill Upgrade7Fake Out (CoW)Stand to (B/2/60ft)
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124Ability Score Improvement8As a free action or reaction you suddenly stop your performance. every enemy within 60 feet losses their reactionAnd they had Eagle eyes (B/2/30ft)you and all allies within range can get up from prone without costing half movement
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135Song of rest (1d10)8All or nothingYou and all allies gain +10 feet of darkvisionArtistic Liscence (CoL) (NA)
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145Bard College Feature8As a reaction you inspire an ally as they are about to make an attack, if the attack is a success then it is automatically a critical hit instead.Prepare 1 other chant from any of the ones from which you have a high enough level to cast instead
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155The Forgotten Finale8A heartfelt moment (CoL)And their magic was Magnificent ( lvl 12 ) (B/2/60ft)
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165Ability Score Improvement9The Forgotten Finale ( lvl 15 )As an Action you strike a chord within a creatures soul within 60ft of you that you can see, that creature then rolls a Charisma Save vs your Chant Save DC. Should they fail they will heavily consider either switching sides or fleeing the battle all together until they save on the DC which they can attempt at the end of their turn or whenever they take damage from your allies or you.All Friendly Spell save DC's have a +1
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176Song of rest (1d12)9As an Action you Perform the most beautiful Piece known to any mortal, all Allies roll half their hit dice and recover that much HP Regardless of status, all enemies then lose their initiative until your next turn and your allies get to choose turn order.

This can only be used if it is the 4th crescendo following all other acts in sequence this combat.
A Stunning performance
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18610As a bonus action you can attempt to stun all enemies whose “ears” are within 20 feet of you, they must roll a Constitution save against your chant Save DC or be stunned for 1 roundSubtle Insults (A/1/60ft)
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196Ability Score Improvement10You weave insults and degrading remarks into your music at a creature you can see within range. If the target can hear and understand you, it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next Attack roll it makes before the end of its next turn.

This damage increases when you reach 5th level (2d4) 11th level (3d4) and 17th level (4d4)
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206Abrupt Ending10
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Sidenote about the acts, when it states a creature "loses their initiative" it simply means to skip their turns, legendary actions and reactions are still usable and you do not need to reroll their initiative
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Encore (lvl 5)
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As a Reaction you cheer another ally on, that ally may repeat their last attack against the same target, they keep the attack roll but not the damage.
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Chanters, Lore keepers, Acrobats, Explorers, Performers. All inspiring or terrifying in their own way, be it by their physical talent or their depth of knowledge but mostly by either the calming or invigorating tunes they somehow manage to play while doing everything else they do be it running along a wall or somehow gracefully dodging weaving blows while giving out their own. These are some of them.

With a flash of steel the ten daggers he had just juggled all flew towards the them, the audience gasped but it was already too late, a smokey flash of green and purple and he was gone, leaving nothing but dead in his square. I alone saw him slip underneath an adjacent tent. I made my way inside with a creep in my step, but I soon found another blade at my throat, with a broken voice no doubt from those swallowing acts he used to do he gasped at me, “why”. i responded with the same word, “criminal scum the lot” then black, i came to some time later still not fully aware of what had just happened.

We made our way down the ancient tunnels of drow make, it has taken a toll on the men, i'm ever grateful that my brother talked me into hiring that over enthusiastic man with the weird baggy pipes. he pushes the expedition further, whenever someone starts wavering and suggest we may need to turn around he always knows what to say. He saved me last night, backed up against the wall with undead beasts snarling at us, I saw him slowly put the pipes to his mouth, I almost snapped when I thought, what in the nine hells is an instrument going to do here!?
He proved once again his worth when he calmly started playing and suddenly swaying like the grass, the beasts rushed him but as they did he played some notes i've never heard from him and suddenly several bladed implements jutted out of the entire bag skewering the beasts. he later politely asked me to keep his secret, i promised to as long as he plays some more music for us tonight at camp.

Face down in bloodied mud, you suddenly hear something piercing through the clanking of metal and roars of men as they charge towards doom and death, it slowly grows stronger in volume. you could swear there is almost a rhythm to the clanking and beating now, you find that the blood pumping in your skull even follows it as you slowly pull yourself up, now heaving with every beat. you look towards the sound and there you see them, a small troupe in bright colours and tempered steel armor as they one by one chant a dwarvish song of war beating their shields, their armor, their enemie’s heads, they were bards of valor. you stand to.

The king waves a noble to step up and speak his mind, in the corner his librarian is performing quite the melancholy tune perfectly soothing all the tension that had just spiked. “well speak” snarled the king, but the nobleman could not, as his mouth had gotten a dart shot into it as soon as he had with one hand tried to gesture to draw attention while the other had attempted to raise a compact pistol in his sleeve, the librarian slowly pulls down the flute from the firing position it had been in a split second ago. He turns to the king “I told you his uncle had been talking into his ear, they never forgave your father for his ruling against them 50 years ago”. The king with a mixture of shock, relief and anger unleashes his fist that had suddenly clenched his chair so hard a moment ago, he nods and gestures to take the body away. the performance resumed.
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Class FeaturesCollege of LoreCollege of SwordsCollege of ValorCollege of Wonders
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Hit Dice1d8 Per LevelBards from 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 Knowledge and truth, not in fealty to any monarch nor nation. A noble who keeps such a bard as a herald or Advisor knows to be both trusting and cautious as he can trust the bard to be truthful but this also makes him more of a threat to any rulers with secrets to hide.

The college’s members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another or even plan expeditions to long forgotten ruins and tombs. 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.
Bards from the College of Swords, they entertain through daring feats of weapon prowess with performing stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained acrobats and skilled warriors in their own right.

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

The bards 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, they either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers.
Bards from 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 daring minstrels 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.

Some even take up arms themselves to fight and inspire alongside great warriors as they are great at rallying an army and making sure no man's heart wavers in the heat of battle.
Bards from the College of Wonders are the natural explorers of the world, while maybe not always seen plucking at instruments it is not rare hearing their sea shanties and songs for the road as they lead their expedition either on their lonesome or with compatriots.

These adventurous explorers are seldom seen gathering anywhere but the open road or the occasional tavern, except when they return to great libraries with their journals chronicling their escapades.

their heart naturally longing for the unknown and undiscovered places rumored to hold wonders make them unlikely to retread old ruins like their close brethren of Lore but sometimes when places slip away from history it is open season for these Bards to lead men into whatever they hold to rediscover what lies therein.

Some more extravagant Bards from this college are often seen in company of gnomes and inventors or even in the few great gnome cities as they often request new ways of travel and cataloging their future adventures. leading to a lot of this college actually consisting of gnomes and very seldom halflings.
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Hit points at 1st lvl8 + your con
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Hit point at higher levels1d8 (or +5) + your con per bard lvl
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Proficiency
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ArmorLight Armor
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WeaponsSimple Weapons, Hand CrossBows, ShortSwords, Rapiers,
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Tools2 Musical Intsruments
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Saving ThrowsDexterity, Charisma
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SkillsAny 3
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Equipment
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(a) a rapier, (b) two ShortSword, or (c) Any Simple Weapon
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(a) a Diplomat's Pack or (b) an entertainer's pack
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Any Musical Instrument
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Leather armor and a Dagger
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ChantsArtistic WeaponryThe Whistling WindCuragous ChanterNatural Explorer
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Chants are musical limericks and short songs used to string together a musical piece. Once during a full rest you can prepare any chants that you have available up to the corresponding number on the table above.

Using a chant is simple but it is Highly advised that the bard player keep a pool of cards to display what chant effects are active at any given time.

Chants are limited to 1 per round with the exception of Tempo Change which allows 2 per round but still only one per reaction or bonus action.

Using a musical instrument grants double range for any chant or crescendo effect.

When Chant effects ends are determined by when a bard uses a new chant, It is recommended to keep a rule that the bard either sticks to using chants at the start or end of their turns, though there is no rule that states you have to.

Effects such as haste does not allow you to override the chant limit per Round as doing so would distort the chants and make them less likely to even take effect, though a heavy metal bard or the like could certainly try.

Chants also cannot stack with themselves, for example; using a chant that has a 2 Round duration 2 Round in a row will not make the effect stack or become stronger during the "overlap", in fact the chant will not overlap but instead simply override the previous use of it.
Chants are in nature inspiring and meant to help allies push their limits in combat, thus out of combat use is limited to flavor and RP at the DM's discretion.
Chants that require a bonus action may be used as an action instead.
Through your Extensive study and talks with artisans you've figured out how to make blueprints for musical weaponry.

Things like a crossbow with a horn, a flute functioning as a blowgun, perhaps you'd like to have windchimes on a polearm or even a fiddle with a bladed bow.

Either way once in your possession and assuming you are proficient with the weapon and instrument you can now play the given instrument while wielding the weapon.

This feat does not mean that CoS or CoV cannot do this however they are not capable of crafting the schematics for such weaponry and would need to find an exotic seller that sells the weapons they know how to use as well as practise somewhat with this new tool to get the full hang of fighting while playing it
The intense Training of such a life has made you able to quickly react: you gain proficiency with initiative (this can be further trained and stacked with other modifiers such as alert)Your Music inspires those even faint of heart and bolsters the troops to endure until every drop of blood is spilled.

Every Crescendo you perform in combat grants you and all allies within 20ft of you temporary hit points equal to double your proficiency bonus.

At level 11 the amount goes up to triple your proficiency bonus and the range goes to 40 feet

(the range is doubled if instruments are used)
Your life on the open road or sea has prepared you for any new expedition as well as understanding the morale and tired feet of your comrades.

you gain the ability to always ascertain true north under the open sky and have advantage on remembering it in relation to yourself.

You also have advantage on survival rolls concerning getting lost during travel as you can pinpoint key locations in the surrounding landscape with ease.

Also once per day during as part of your song of rest you may negate the effects of 1 point of exhaustion for one day to a number of people equal to your charisma modifier.
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Bonus Proficiencies
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At 3rd level, you gain proficiency with medium armor, any 2 weapon of your choice, climbers tools as well as increasing your proficiency with Acrobatics by 1 level
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Fighting Style
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At 3rd level, you adopt a particular 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 you later get to choose again.Bonus Proficiencies
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At 3rd level, you gain proficiency with medium armor, shields, and 4 martial melee weapons.
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Bonus Proficiencies
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Reinvigorating RestAt 3rd level, you gain proficiency with medium armor, and increase your proficiency with Medicine and survival by 1 level, as well as 1 exotic weapon of your choice as well as 1 additional language of your choice, You also gain Proficiency with cartographors tools.
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DuelingTwo-Weapon FightingAlso at 3rd level.You now roll twice the dice when rolling for song of rest
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Bonus ProficienciesWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +3 bonus to damage rolls with that weapon.When you engage in two-weapon fighting, you can make an additional attack as a free action instead of a bonus action
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At level 3 you become Proficient in History as well as having Basic proficiency in 1 inteligence based skill of your choice, you also learn 1 additional language of your choice.Extra Attack
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Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.Cave Scrounger
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Starting at 6th level, you may take 5 minutes and check various features of caves and tombs, after which you can discern things like where fresh air is coming from and thus whether or not a path would lead out or further in, summed up you are very good at navigating caves.
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Arcane Dabbling2 Handed FinesseDagger ThrowingSoldiers Grace
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At 6th level, you can learn 2 cantrips from the wizard spell list.Wielding a 2 Handed weapon grants you +1 to AC as you flick it around you parrying most blowsas a part of an attack action you may throw 1 Dagger or Dagger like weaponStarting at 14th level, you can use a Reaction to make an attack (with an already equiped weapon) against a creatures Weapon attack within your attack range, if your attack roll meets or exceeds that of the creature's then the Creature's attack is lost
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Poetry and riddle writerKeen Senses
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Also at level 6 you have advantage on all checks concerning tales and literature and drawings/symbols.

You also become proficient in Intelligence saving throws.
Also starting at 6th level, you gain advantage on spotting natural traps and hazards like unstable rocks and trees, as well as having advantage on sound based perception, you are also immune to surprise
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Incorporated dance
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Starting at 6th level Every time you chant or crescendo you gain +10 feet to your movement
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CrescendosExtra AttackNaturalist
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A Crescendo is a Powerful point in a song, packing more impact and importance than mere chants. Crescendos are always prepared and known either by knowing them due to fame or the character creating them.

Using a crescendo requires that 3 chants have been chained over the course of 3 rounds, for instance if you chant 2 rounds in a row then spend a round not chanting, your previous 2 chants do not count towards a crescendo, instead it is like you have started a new chain and only have the 1.

Using a Crescendo also counts towards your chant per Round limit, thus a chant cannot be used the same round a crescendo was used.

To clarify even further the usual way a crescendo use will look like over several Round is, chant - chant - chant - Crescendo. Or with tempo change, chant - chant chant - Crescendo
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.Starting at 14th level, your constant travels and experimentation with its wonders have bolstered your tolerance for certain things, you gain Resistance to poison and diseases, you also understand how to make natural concoctions that would prevent or bestow poison and disease. You are also able to ignore rough terrain as well as gaining a climbing speed and a swimming speed.
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Chronicler of all things
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At level 14 you are capable of reading any language you know at twice the normal speed, you also no longer have any restriction on the number of chants prepared.A Masters touch
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starting at 14th level, All melee weapon attacks you make has an additional 1d8 damage (also counts for dagger throwing if that is your fighting style)
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