Base Class: Bard
Bards of the College of Untamed are prone to experiencing and preparing for the unexpected. Just as music can be unpredictable and spontaneous, these Bards know the flow of the weave can be improvised on to provide additional effects.
Their magical connection with the weave influences these bards to branch out and improvise on the spells they cast. This might be due to the instruments they tend to perform with, or because they have an inert talent within them that springs forth as they play. These bards are known to gather together in populated city streets to strike up a chord with strangers, their songs constantly changing.
Bards of the College of Untamed will spend their time learning by traveling to meet new people, where the new rhythm will often set a beat for the bards course of life.
Bonus Spells
When you join the College of the Untamed at 3rd Level, you learn one Cantrip and one 1st Level Spell from the Sorcerer Spell List. The chosen spells count as Bard spells for you but don't count against the number of bard spells you know.
Improvised Magic
Also at 3rd Level, whenever you give a creature a Bardic Inspiration die, roll on the Wild Magic Bard Table. If you cast a spell from this table, the Improvised Magic does not require concentration if it would normally.
Wild Magic Bard Table (6-,8N,4+)
d20 Effect
1 You expend an Inspiration Die, gaining no benefit. (-)
2 Roll on the Wild Magic Table. (N)
3 You cast Fireball as a third-level spell centered on the next creature you touch. (-)
4 Instead of the original target, your inspiration die instead targets a creature at random in range (-)
5 You polymorph into a goblin for 1d10 minutes. (N)
6 You cast Web, centered on yourself. (-)
7 The next time you cast a Level 1 or Higher Spell, roll on the Wild Magic Bard Table. (N)
8 You sprout small wings that last 1d4 hours. You gain a Fly Speed equal to half your movement speed. (+)
9 You begin to glow a neon color similar to the Light Cantrip for 1d10 minutes. It is dim light that emits in a ten foot radius (N)
10 The next time you would give or use a Bardic Inspiration Die, it expends two Inspiration Die. (-)
11 Summon two CR 2 monsters at random determined by table below. The first creature is friendly to you and your allies, the second is hostile (N)
12 Backhanded compliment, in addition to the bardic Inspiration target the creature with vicious mockery (-)
13 Cast prestidigitation on every creature within 30 feet of you (N)
14 Roll on the Wild Magic Table. (N)
15 All of your teeth fall out of your mouth, and slowly regrow over 10 minutes. (N)
16 You and three creatures within 30 feet of you are knocked Prone by a magical force and are dealt 1d6 damage. (-)
17 You regain one Bardic Inspiration Die. (+)
18 You cast Mass Healing Word. (+)
19 You switch souls with a random allied creature within 30 feet of you. You control it on its next turn, and it controls you on your next turn. You go back to your regular bodies at the end of your next turn, if the body is still alive. (N)
20 You regain all expended Bardic Inspiration die. (+)
Luck of Words
Starting at 6th level, you have the ability to twist fate using your words. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend a bardic inspiration to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.
Rehearsed Play
Starting at 14th level, whenever you roll on the Wild Magic Bard Table, roll 2 Dice. You may choose either option. If both dice are the same number, choose any effect.
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