Base Class: Bard
For the Love of Theater!
The College of Drama Bard is for those performers who believe merely playing a role isn't enough—they have to become it. These bards take the jack-of-all-trades concept to obnoxious new heights, adopting the skills and features of any class they choose after a long rest. One day they’re swinging a sword like a fighter, the next they’re slinging spells like a wizard, all while insisting they’ve "perfected" each new persona. If there’s a role to be played, they’ll master it with alarming conviction—so much so that sometimes they forget who they actually are in the process.
College of Drama Bards tend to be exhausting to be around, constantly switching between personalities and skills with dizzying frequency. One minute they’re quoting battle tactics like they’re some grizzled veteran, the next they’re babbling arcane nonsense with the confidence of a lifelong spellcaster. This dedication to their craft often leads them to lose themselves in their characters, leaving allies wondering if their bard is still their bard or someone entirely different. For better or worse, they’ll always keep you guessing—just don’t expect consistency.
Character Actor
3rd-level College of Drama feature
For you, adventuring is a study of mankind – practice for a much greater calling... the THEATER! There are no small parts, only small actors and sometimes small actors with small parts. You can do a deep dive into another character class, gaining some of their signature abilities. You may change your selection each time you finish a long rest. You may also choose to return to the Bard option during a short rest. College of Drama bards typically change their selection each day to avoid stagnating in a single role.
At 14th-level, you can choose two different roles; however, you only gain their 3rd-level abilities and do not benefit from stat bonuses or expanded spell lists of multiple roles.
Note: You may need to refresh the page after changing your selection to update other options.
Artificer
Practice your evil laugh because it's mad scientist time! Whether you're stitching together body parts, mixing up new drugs, or building an advanced suit of armor, it all relies on that big brain energy, so be prepared to cram until dawn. You have embraced the role of the artificer, giving you access to several abilities:
- You have proficiency with Medium Armor, Martial Weapons, Shields, and Tinker's Tools.
- You gain the alarm and grease spells. These spells are always prepared and count as Bard spells for you.
- Extra Padding. You gain +1 to your Armor Class while wearing Light, Medium, or Heavy armor. You may opt to forgo this benefit and grant this benefit to an ally.
- Prop Gun. When you attack with a ranged weapon, you have +1 bonus to attack and damage rolls and it ignores the loading property if it has it. If the weapon lacks ammunition, it produces its own, automatically creating one piece of magic ammunition when the wielder makes a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.
You gain additional artificer abilities at Levels 6 and 14.
Barbarian
Grunt! Smash! You need to bulk up if you're going to be the next big action star, so it's time to get your beefcake on. You have embraced the role of the barbarian, giving you access to several abilities:
- You have proficiency with Medium Armor, Martial Weapons, and Shields.
- Unarmored Defense. While you aren’t wearing any armor, your base Armor Class equals 10 plus your Dexterity and Constitution modifiers. You can use a Shield and still gain this benefit.
- Reckless Abandon. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength or Charisma until the start of your next turn, but attack rolls against you have Advantage during that time.
You gain additional barbarian abilities at Levels 6 and 14.
Bard
Whether you're doing a biopic, musical, comedy, or just trying to be yourself, the Bard is the most challenging role of all. This naked vulnerability gives you access to the disguise self and identify spells. These spells are always prepared.
Cleric
The role of a pious priest, devoted acolyte, or religious cultist will be your most challenging role yet. Whether it's a drama, political intrigue, or a commercial for a new religious-based dating website, you long for the embrace of the lord above (or below) and your only purpose on this world is to bring others to your cause. You have embraced the role of the cleric, giving you access to several abilities:
- You have proficiency with Medium Armor and Martial Weapons.
- You gain the guidance and sacred flame cantrips and the bless and sanctuary spells. These spells are always prepared and count as Bard spells for you.
- Bardic Divinity. You can expend a Bardic Inspiration die for one of the following abilities:
- Turn Undead. As a magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the frightened and incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the incapacitated condition, or if you die. Beginning at 6th-level, you can also roll a number of d8s equal to your Wisdom modifier (minimum of 1d8) and add the rolls together. Each Undead that fails its saving throw against that use of Turn Undead takes Radiant damage equal to the roll's total. This damage doesn’t end the turn effect.
- Smite Heretic. You may make one melee weapon attack or unarmed strike as a bonus action.
You gain additional cleric abilities at Levels 6 and 14.
Druid
In the untamed wilds where survival is a daily struggle, nature's most incredible creatures engage in a delicate dance of life and death. Join us as we explore the breathtaking beauty and raw power of the animal kingdom. As the voice of the next big nature documentary, you find that animals look cuter and trees look more huggable. You have embraced the role of the druid, giving you access to several abilities:
- You have proficiency with Medium Armor.
- You gain the druidcraft and shillelagh cantrips and the entangle, goodberry spells. These spells are always prepared and count as Bard spells for you.
- You gain access to an expanded spell list of Druid Spells, as shown in the table below. These spells are always prepared and count as Bard spells for you.
- Motion Capture. As an action, you can expend a Bardic Inspiration die to shape-shift into a Beast form that you have learned for this feature (see “Known Forms” below). You stay in that form for a number of hours equal to half your Bard level or until you use Motion Capture again, have the incapacitated condition, or die. You can also leave the form early as a Bonus Action.
- When you assume a Motion Capture form, you gain a number of Temporary Hit Points equal to your Bard level.
- Known Forms. You know two Beast forms for this feature, chosen from among Beast stat blocks that have a maximum Challenge Rating of 1/4 and that lack a Fly Speed. Whenever you finish a Long Rest, you can replace one of your known forms with another eligible form.
- At Level 6, you can Motion Capture as a Bonus Action.
- When you reach certain Bard levels, your number of known forms and the maximum Challenge Rating for those forms increases, as shown in the Beast Shapes table. In addition, starting at level 10, you can adopt a form that has a Fly Speed.
Beast Shapes
Bard Level | Known Forms | Max CR | Fly Speed |
---|---|---|---|
3 | 2 | 1/4 | No |
6 | 4 | 1/2 | No |
10 | 4 | 1 | Yes |
You gain additional druid abilities at Levels 6 and 14.
Note: This subclass feature will be updated when dndbeyond supports 2024 Wild Shape.
Fighter
Not all action heroes are musclebound imbeciles. Today, you embark on a journey as the brooding, but attractive lead with a troubled past in an upcoming Thriller. You have embraced the role of the fighter, giving you access to several abilities:
- You have proficiency with Medium Armor, Martial Weapons, Heavy Armor, and Shields.
- You learn the mastery property of one Martial weapon of your choice.
- Understudy. As a bonus action, you can expend a Bardic Inspiration die to regain Hit Points equal to 1d10 plus your Bard level. Starting at level 9, you can also move up to half your speed without provoking Opportunity Attacks when you activate this ability.
You gain additional fighter abilities at Levels 6 and 14.
Monk
You know Kung-Fu! Whether you're starring in classic martial arts film or an action comedy, you'll need to learn how to fight. You have embraced the role of the monk, giving you access to several abilities:
- Your Dexterity and Wisdom scores increase by 2, while your Charisma and Strength decrease by 2.
- Stage Fighting. While you are unarmed and you aren’t wearing armor or wielding a shield, you can make an Unarmed Strikes as a bonus action. The damage die for your unarmed strikes is equal to your Bardic Inspiration die. You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your unarmed strikes. In addition, when you use the Grapple or Shove option of your unarmed strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.
- Unarmored Defense. While you aren’t wearing any armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.
- Unarmored Movement. Your speed increases by 10 feet while you aren’t wearing armor or wielding a Shield. This bonus increases to 20 feet at Level 10.
- Bardic Flurry. You can expend a Bardic Inspiration die to make two unarmed strikes as a bonus action.
You gain additional monk abilities at Levels 6 and 14.
Paladin
You have landed a role in a Historical Drama about a great war. It's time to bulk up and turn those religious undertones into overtones! You have embraced the role of the paladin, giving you access to several abilities:
- You have proficiency with Medium Armor and Martial Weapons.
- You gain the divine favor, divine smite, and searing smite spells. These spells are always prepared and count as Bard spells for you.
- Lay on Jazz Hands. Your blessed touch can heal wounds. As a Bonus Action, you can touch a creature (which could be yourself) and expend a Bardic Inspiration die to restore a number of Hit Points to that creature equal to two rolls of your Bardic Inspiration die. You can choose to remove the Poisoned condition from the creature instead of healing it.
You gain additional paladin abilities at Levels 6 and 14.
Ranger
Whether you've booked a survival show or a supporting character in fantasy epic, you're going back to basics. You need to know a little bit about everything to survive in harsh, unforgiving environments. You have embraced the role of the ranger, giving you access to several abilities:
- You have proficiency with Medium Armor, Martial Weapons, and Shields.
- You gain the ensnaring strike and hunter's mark spells. These spells are always prepared and count as Bard spells for you.
- Glamper. You gain proficiency with the Intelligence (Nature) skill and expertise with the Wisdom (Survival) skill.
You gain additional ranger abilities at Levels 6 and 14.
Rogue
You love it when a plan comes together. It's time to start planning a caper for the ages, so you can take on the role of a master thief in an upcoming heist movie. You have embraced the role of the rogue, giving you access to several abilities:
- You have proficiency with Martial Weapons and Thieves' Tools.
- Character Study. You gain expertise in one skill of your choice.
- Backstabber. You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage’s type is the same as the weapon’s type. You don’t need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn’t have the Incapacitated condition, and you don’t have Disadvantage on the attack roll. The extra damage increases by 1d6 for every two Bard levels you gain.
You gain additional rogue abilities at Levels 6 and 14.
Sorcerer
All your life, you've known you were different. You must hone into your untapped potential if you intend to accurately portray a superhero, alien, or cybernetically-enhanced person... or you'll need some pretty impressive special effects. You have embraced the role of the sorcerer, giving you access to several abilities:
- You gain the shocking grasp and sorcerous burst cantrips and the chromatic orb and shield spells. These spells are always prepared and count as Bard spells for you.
- Special Effects. You learn to use movie magic to mimic some of the metamagic capabilities of a sorcerer. You can expend a Bardic Inspiration die to use one of the Special Effects options. You can only use one Special Effects option on a spell when you cast it unless otherwise noted in the option.
- High Octane. When you roll damage for a spell, you can reroll a number of the damage dice up to your Charisma modifier (minimum of one) and you must use the new rolls. You can use High Octane feature even if you’ve already used a different Special Effects option during the casting of the spell.
- Muffled. You can cast a spell without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.
You gain additional sorcerer abilities at Levels 6 and 14.
Warlock
After some of the terrible things you've seen on your adventures, the horror genre is easy to emulate. Whether you're looking for classic jump scares or a nuanced modern thriller, it's critical that you embrace your inner darkness. You have embraced the role of the warlock, giving you access to several abilities:
- You gain the chill touch and eldritch blast cantrips and the hellish rebuke and hex spells. These spells are always prepared and count as Bard spells for you.
- Laser Focus. You have Advantage on Constitution saving throws that you make to maintain Concentration.
- All-Natural Deodorant. When you hit a Large or smaller creature with your Eldritch Blast cantrip, you can push the creature up to 10 feet straight away from you.
- Black Light. You have special lenses that let you see in the dark. You can see normally in Dim Light and Darkness—both magical and nonmagical—within 120 feet of yourself
You gain additional warlock abilities at Levels 6 and 14.
Wizard
Whether as the mage in a fantasy epic or the nerdy friend in a romantic comedy, you've got a lot of new jargon to learn. Everyone's depending on your big brain now rather than your charms. You have embraced the role of the wizard, giving you access to several abilities:
- You learn two cantrips and one 1st-level spell of your choice from the Wizard spell list.
- Ritualist. When you cast a Bard spell as a ritual, you can use the spell’s normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can’t do so again until you finish a long rest.
- Take Five. You've learned the art of taking a power nap in between scenes to recharge. When you finish a Short Rest, you can expend a Bardic Inspiration die to choose expended spell slots to recover. The spell slots can have a combined level equal to one roll of your Bardic Inspiration die, and none of the slots can be level 6 or higher. Once you use this feature, you can’t do so again until you finish a Long Rest.
You gain additional wizard abilities at Levels 6 and 14.
Body and Mind
3rd-level College of Drama feature
Your stats change based on your chosen role to allow you to better use your new abilities.
Barbarian Brutality
Time to bulk up! Your body is designed for combat, but the steroids have adversely affected your brain. Your Strength and Constitution scores increase by 2, while your Charisma and Intelligence decrease by 2.
Bookworm
While you're not subject to a crazy workout routine for this role, the source material they sent over seems endless. Limited exercise and a lack of sunshine has weakened your constitution, but your mind is sharper than ever. Your Intelligence score increases by 2, while your Constitution decreases by 2, but you have disadvantage on Charisma checks.
You gain one 2nd-level spell of your choice from the Wizard spell list. You also gain one 3rd-level, 4th-level, and 5th-level spells of your choice at levels 5, 7, and 9, respectively.
Bulking Up
You've focused on adding muscle mass at the expense of your flexibility. While you'll look good on screen, expect your speed to allow enemies to get a few hits in. Your Strength or Constitution score increases by 2, while your Dexterity decreases by 2, and you gain access to an expanded spell list of Paladin Spells, as shown in the table below. These spells are always prepared and count as Bard spells for you.
Paladin Spells
Bard Level | Spell |
---|---|
5th |
|
9th |
|
13th |
|
17th |
Fitness Routine
Your trainer's have created a tailored workout to get you into fighting shape, leaving you less reliant on spellcasting. Your Strength or Dexterity score increases by 2 (your choice), while your Charisma decreases by 2.
Heroic Resilience
It's all about the core. Your main character energy almost ensure that you'll get hit, so you've channeled everything into being able to take a punch at the cost of a few brain cells. Your Constitution score increases by 2, while your Intelligence decreases by 2, and you gain access to an expanded spell list of Sorcerer Spells, as shown in the table below. These spells are always prepared and count as Bard spells for you.
Sorcerer Spells
Bard Level | Spell |
---|---|
3rd |
|
5th |
|
7th |
|
9th |
Holy Wisdom
The holy texts reveal untold truths that you relentlessly use to recruit others to whatever religion is hot right now; however, spending so much time reading has cut into your workout routine. Your Wisdom score increases by 2, while your Dexterity decreases by 2, and you gain access to an expanded spell list of Cleric Spells, as shown in the table below. These spells are always prepared and count as Bard spells for you.
Cleric Spells
Bard Level | Spell |
---|---|
3rd |
|
5th |
|
7th |
|
9th |
Horror Stan
Embracing your villainous side, you must choose between improving your speed for the best jump scares or honing your intellect to serve as an evil mastermind. If only you could get yourself to stop monologuing after capturing your enemies. Your Dexterity or Intelligence score increases by 2, while your Wisdom decreases by 2, and you gain access to an expanded spell list of Warlock Spells, as shown in the table below. These spells are always prepared and count as Bard spells for you.
Warlock Spells
Bard Level | Spell |
---|---|
3rd |
|
5th |
|
7th |
|
9th |
Monk Meditation
Meditation is the path to inner peace, though endlessly droning on about the benefits of meditation may cause a rift with your party. Your Dexterity and Wisdom scores increase by 2, while your Charisma and Strength decrease by 2.
Roguish Speed
Forget spellcasting, light fingers and loose morals are your stock and trade now. Your Dexterity score increase by 2, while your Charisma decreases by 2.
Script Writer
The script is massive and constantly changing. You spend so much time reading that you haven't been able to hit the gym in ages. Your Intelligence increases by 2, while your Strength decreases by 2, and you gain access to an expanded spell list of Artificer Spells, as shown in the table below. These spells are always prepared and count as Bard spells for you.
Artificer Spells
Bard Level | Spell |
---|---|
5th |
|
9th |
|
13th |
|
17th |
Survivalist
Your personal trainer's idea of teaching you survival skills was dumping you in the middle of the woods and checking back a week later. While you're now more lithe and adept at navigating the natural world, the lack of food has significantly weakened you. Your Dexterity or Wisdom score increases by 2, while your Strength decreases by 2, and you gain access to an expanded spell list of Ranger Spells, as shown in the table below. These spells are always prepared and count as Bard spells for you.
Ranger Spells
Bard Level | Spell |
---|---|
5th |
|
9th |
|
13th |
|
17th |
The Real You
You do you! Your stats remain the same. You gain access to an expanded spell list of Drama Spells, as shown in the table below. These spells are always prepared and count as Bard spells for you.
Drama Spells
Bard Level | Spell |
---|---|
3rd |
|
5th |
|
7th |
|
9th |
You gain additional bard abilities at Levels 6 and 14.
Wisdom of Nature
Your mind has been opened to the wisdom of the nature and the folly of man, lecturing everyone you meet on the importance of recycling. Your Wisdom score increases by 2, while your Intelligence decreases by 2, and you gain access to an expanded spell list of Druid Spells, as shown in the table below. These spells are always prepared and count as Bard spells for you.
Druid Spells
Bard Level | Spell |
---|---|
3rd |
|
5th |
|
7th |
|
9th |
Martial Training
3rd-level College of Drama feature
You have trained for all manner of roles, including basic combat training. Your training with weapons allows you to use the mastery properties of one Simple weapon of your choice.
When you reach Level 6, you gain the ability to use the mastery properties of another Simple weapon.
Club (Slow)
Your training with weapons allows you to use the mastery property of Clubs:
Slow. If you hit a creature with a Club and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Dagger (Nick)
Your training with weapons allows you to use the mastery property of Daggers:
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Dart (Vex)
Your training with weapons allows you to use the mastery property of Darts:
Vex. If you hit a creature with a Dart and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Greatclub (Push)
Your training with weapons allows you to use the mastery property of Greatclubs:
Push. If you hit a creature with Greatclub, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Handaxe (Vex)
Your training with weapons allows you to use the mastery property of Handaxes:
Vex. If you hit a creature with a Handaxe and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Javelin (Slow)
Your training with weapons allows you to use the mastery property of Javelins:
Slow. If you hit a creature with a Javelin and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Light Crossbow (Slow)
Your training with weapons allows you to use the mastery property of Light Crossbows:
Slow. If you hit a creature with a Light Crossbow and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Light Hammer (Nick)
Your training with weapons allows you to use the mastery property of Light Hammers:
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Mace (Sap)
Your training with weapons allows you to use the mastery property of Maces:
Sap. If you hit a creature with a Mace, that creature has Disadvantage on its next attack roll before the start of your next turn.
Quarterstaff (Topple)
Your training with weapons allows you to use the mastery property of Quarterstaffs:
Topple. If you hit a creature with a Quarterstaff, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Shortbow (Vex)
Your training with weapons allows you to use the mastery property of Shortbows:
Vex. If you hit a creature with a Shortbow and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Sickle (Nick)
Your training with weapons allows you to use the mastery property of Sickles:
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Sling (Slow)
Your training with weapons allows you to use the mastery property of Slings:
Slow. If you hit a creature with a Sling and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Spear (Sap)
Your training with weapons allows you to use the mastery property of Spears:
Sap. If you hit a creature with a Spear, that creature has Disadvantage on its next attack roll before the start of your next turn.
Character Actor (Fighter)
3rd-level College of Drama feature
Your training to be a fighter has granted you access to the mastery property of one Martial weapon of your choice.
Note: As options cannot be added within options, this is necessary for the Fighter to gain access to a Weapon Mastery. For all other options, the only available choice will be "I'm not a Fighter, silly!".
Battleaxe (Topple)
Your training with weapons allows you to use the mastery property of Battleaxes:
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Blowgun (Vex)
Your training with weapons allows you to use the mastery property of Blowguns:
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Flail (Sap)
Your training with weapons allows you to use the mastery property of Flails:
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Glaive (Graze)
Your training with weapons allows you to use the mastery property of Glaives:
Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
Greataxe (Cleave)
Your training with weapons allows you to use the mastery property of Greataxes:
Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Greatsword (Graze)
Your training with weapons allows you to use the mastery property of Greatswords:
Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
Halberd (Cleave)
Your training with weapons allows you to use the mastery property of Halberds:
Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Hand Crossbow (Vex)
Your training with weapons allows you to use the mastery property of Hand Crossbows:
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Heavy Crossbow (Push)
Your training with weapons allows you to use the mastery property of Heavy Crossbows:
Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
I'm not a Fighter, silly!
You're not a Fighter, this doesn't apply to you, you silly little goose. What are you doing, get outta here ya goose!
Lance (Topple)
Your training with weapons allows you to use the mastery property of Lances:
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Longbow (Slow)
Your training with weapons allows you to use the mastery property of Longbows:
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Longsword (Sap)
Your training with weapons allows you to use the mastery property of Longswords:
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Maul (Topple)
Your training with weapons allows you to use the mastery property of Mauls:
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Morningstar (Sap)
Your training with weapons allows you to use the mastery property of Morningstars:
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Musket (Slow)
Your training with weapons allows you to use the mastery property of Muskets:
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Pike (Push)
Your training with weapons allows you to use the mastery property of Pikes:
Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Pistol (Vex)
Your training with weapons allows you to use the mastery property of Pistols:
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Rapier (Vex)
Your training with weapons allows you to use the mastery property of Rapiers:
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Scimitar (Nick)
Your training with weapons allows you to use the mastery property of Scimitars:
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Shortsword (Vex)
Your training with weapons allows you to use the mastery property of Shortswords:
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Trident (Topple)
Your training with weapons allows you to use the mastery property of Tridents:
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
War Pick (Sap)
Your training with weapons allows you to use the mastery property of War Picks:
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Warhammer (Push)
Your training with weapons allows you to use the mastery property of Warhammers:
Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Whip (Slow)
Your training with weapons allows you to use the mastery property of Whips:
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Learning the Trade
6th-level College of Drama feature
You have learned many skills throughout your career and a few of them have even stuck with you! You gain proficiency with one skill or tool of your choice and gain one additional weapon mastery.
Breakout Role
6th-level College of Drama feature
The day has finally come – your genius has been recognized! As you prepare for your breakout performance, you'll need to dive deeper than ever. You gain additional abilities based on your Character Actor selection.
Action Star (Barbarian)
You have never been in better shape and your workout routine is trending. Your abs and bulging biceps grace the cover of every other magazine. You have gained several new barbarian abilities:
- Extra Attack. It's all about the follow-through! You can attack twice instead of once whenever you take the Attack action on your turn.
- On Your Mark. You gain an uncanny sense of when things aren’t as they should be, giving you an edge when you dodge perils. You have Advantage on Dexterity saving throws unless you have the Incapacitated condition.
- The Show Must Go On. Nothing will stop you from finishing a performance. As a bonus action, you can expend a Bardic Inspiration die to gain resistance to Bludgeoning, Piercing, and Slashing damage until the start of your next turn.
- Happy Feet. Beginning at 10th-level, your speed increases by 10 feet while you aren’t wearing Heavy armor.
You gain additional barbarian abilities at 14th-level.
Antihero (Rogue)
You must tow the line between hero and villain – will you be a lovable criminal or the one they love to hate? You have gained several new rogue abilities:
- Lead Role. Allies and enemies alike know you're the star and give you the room you need to act. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.
- Proficiency. You gain Proficiency in one skill of your choice.
- Scripted Success (Level 10). The writers set you up for success. Starting at Level 10, whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.
- All According to Plan. You’ve developed creative ways to use your Backstabber feature. When you deal Backstabber damage, you can add one of the following All According to Plan effects by expending a Bardic Inspiration die. Some abilities may cost multiple dice, which will be denoted in the ability's description. You expend the die before rolling damage and the effect occurs immediately after the attack's damage is dealt.
- Prat Fall. If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
- Exit Stage Left. Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
You gain additional artificer rogue at 14th-level.
Cult Favorite (Artificer)
You've mastered nasally voices and pushing your glasses up as you shout "um, actually". You have gained several new artificer abilities:
- Creative Genius. It's so crazy, it just might work! When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can expend a Bardic Inspiration die to use your reaction to add your Intelligence modifier to the roll.
- Prop Table. The art department turns things around quickly. They can produce exactly the tool you need: you can magically create one set of tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.
- Expert Direction. You gain proficiency with one tool of your choice and your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
- Road Less Traveled. Sometimes an encounter isn't going your way and you need to return to your mark and start again. You can teleport up to 15 feet as a bonus action to an unoccupied space you can see. You must have occupied that space at some point during the current turn.
You gain additional artificer abilities at 14th-level.
Epic Ensemble (Ranger)
No more side characters, you're one of the leads in an upcoming fantasy epic! Hopefully spending time as an adventurer will help you better portray, well... an adventurer. You have gained several new ranger abilities:
- Extra Attack. Pretty soon you're going to be teaching the combat classes! You can now attack twice instead of once whenever you take the Attack action on your turn.
- Sure-footed. The art department turns things around quickly. Your Speed increases by 10 feet while you aren’t wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.
- Take Two. Cut! Let's do it again from the top. When you miss with a ranged attack roll, you can expend a Bardic Inspiration die to add it to the attack and damage roll.
You gain additional ranger abilities at 14th-level.
Headliner (Fighter)
You've booked the lead in this summer's hottest blockbuster. While the budget exceeds the gross domestic profit of some small countries, your fresh new face will be what raises all the buzz. You have gained several new fighter abilities:
- Extra Attack. This film brings with a world-renowned combat instructor! You can now attack twice instead of once whenever you take the Attack action on your turn.
- Your Own Stunts. Doing your own stunts is a point of pride. You gain one Fighting Style.
- Double Shift. You've learned to push through your weariness during long shoots. On your turn, you can take one additional action, except the Magic action. Once you use this feature, you can’t do so again until you finish a Short or Long Rest. Starting at level 18, you can use it twice before a rest but only once on a turn.
You gain additional fighter abilities at 14th-level.
Note: This will be updated to allow for the selection of a Fighting Style feat once dndbeyond support this feature.
Recurring Redshirt (Paladin)
Nothing beats a climactic death scene, so it's time to start rehearing your final lines. Will it be a whispered prayer to the gods, a loving goodbye, or a curse upon your enemies? You have gained several new paladin abilities:
- Extra Attack. The gods have deigned you a holy warrior! You can now attack twice instead of once whenever you take the Attack action on your turn.
- Undaunted. There's nothing to fear, it's all just movie magic. You are immune to the frightened condition and allies within 10 feet of you are also immune to this effect. If a Frightened ally moves within 10 feet of you, that condition has no effect on that ally while there.
You gain additional paladin abilities at 14th-level.
Spokesperson (Cleric)
You were born to do this – your talent a gift from the gods. As a divinely chosen thespian, it is your responsibility to ensure that everyone has a chance to see your brilliance with the craft. You have gained several new cleric abilities:
- Blessed Bard. Your attacks now resonate with divine energy. You can add your Wisdom modifier to the damage you deal with any Bard cantrip.
- Sear Undead. I cast thee off, foul abominations! When you use the Turn Undead Bardic Divinity option, you can also roll a number of d8s equal to your Wisdom modifier (minimum of 1d8) and add the rolls together. Each Undead that fails its saving throw against that use of Turn Undead takes Radiant damage equal to the roll's total. This damage doesn’t end the turn effect.
You gain additional cleric abilities at 14th-level.
Stuntman (Monk)
Okay, now you actually know Kung-Fu. Your latest project is being hailed for its beautifully choreographed fight scenes. You have gained several new monk abilities:
- Extra Attack. Your fists are deadly weapons! You can attack twice instead of once whenever you take the Attack action on your turn.
- Untouchable. Bob and weave. When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the attack’s total damage against you. The reduction equals 1d10 plus your Dexterity modifier and Bard level. If you reduce the damage to 0, you can expend a Bardic Inspiration die to redirect some of the attack's force. If you do so, choose a creature you can see within 5 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn't behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw against your spell save DCor take damage equal to two rolls of your Bardic Inspiration die plus your Dexterity modifier. The damage is the same type dealt by the attack.
- Shock and Awe. Your stunning performances are enough to leave your audience dumbfounded. Once per turn when you hit a creature with an Unarmed Strike, you can expend a Bardic Inspiration die to attempt to stun your foe. The target must make a Constitution saving throw. On a failed save, the target has the Stunned condition until the start of your next turn. On a successful save, the target’s Speed is halved until the start of your next turn, and the next attack roll made against the target before then has Advantage.
You gain additional monk abilities at 14th-level.
Superhero (Sorcerer)
They've signed you for a three-movie contract – trilogy, baby! Your costume is so iconic that kids will be dressing as you for years to come. You have gained several new sorcerer abilities:
- Wild Imagination. You've started giving the director helpful notes! As a Bonus Action, you can unleash your potential for 1 minute, during which the spell save DC of your Bard spells increases by 1 and gives you have Advantage on the attack rolls of Bard spells you cast. You must immediately roll on the Wild Magic Surge table. If the magical effect is a spell, it is too wild to be affected by your Special Effects. You can use this feature once and must expend a Bardic Inspiration die or finish a Long Rest before using it again.
- Advanced Special Effects. Special effects just keep getting better. You learn the two new special effects options below:
- Deus Ex Machina. When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell, and it takes no damage if it would normally take half damage on a successful save.
You gain additional sorcerer abilities at 14th-level.
Sympathetic Villain (Warlock)
You are the new face of horror... which is somehow both a compliment and an insult. You have gained several new warlock abilities:
- Director's Cut. You can argue with the director to alter your character's fate. When you fail a D20 Test, you can expend a Bardic Inspiration die to re-roll the d20 and add your Bardic Inspiration die to your roll.
- Destroyer of Worlds. Your Eldritch Blast cantrip deal additional damage equal to your Charisma modifier.
- My Precious. They say never work with animals, but they are just so cute! You learn the Find Familiar spell and can cast it as a Magic action without expending a spell slot. When you cast the spell, you choose one of the normal forms for your familiar or one of the following special forms: Imp, Pseudodragon, Quasit, Skeleton, Slaad Tadpole, Sphinx of Wonder, Sprite, or Venomous Snake. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its Reaction.
You gain additional warlock abilities at 14th-level.
Theater Kid (Bard)
They see you, they really see you! You're becoming the you that you've always dreamed of. If you choose this role at the end of a long rest, you can immediately change any of your Ability Score Improvement choices. You also gain proficiency with two skills or tools of your choice.
Ultimate Nerd (Wizard)
The age of the nerd has come and you are their king. You've gone from barely being able to pronounce the jargon in your lines to giving lectures on the subject. You have gained several new wizard abilities:
- Cultured. Spending nights reading up on your character's area of expertise has paid off. You gain proficiency in your choice of Arcana, History, Insight, Investigation, Medicine, Nature, or Religion.
- Pre-show Ritual. You have a specific pre-show routine that you must do before performing. While you sometimes get odd looks from the crew, no one dares disturb you. You learn one ritual spell of Level 3 or lower.
You gain additional wizard abilities at 14th-level.
Unnatural Naturalist (Druid)
As a champion of the environment, you're being featured on a national magazine for your conservation efforts. Nature has nothing to fear with you on the case. You have gained several new druid abilities:
- Every Rose. Much like nature, you are full of thorns! Add your Wisdom modifier to the damage you deal with any Bard cantrip or Beast form attacks while in Motion Capture.
- Improved Motion Capture. Technology has come a long way. You can use your Motion Capture ability as a Bonus Action, know two additional forms, and can transform into creature with a maximum Challenge Rating of 1/2.
You gain additional druid abilities at 14th-level.
Breakout Role (Fighting Style)
6th-level College of Drama feature
Your training to be a fighter has granted you access to a specialized fighting style of your choice.
Note: As options cannot be added within options, this is necessary for the Fighter to gain access to a Fighting Style. For all other options, the only available choice will be "I'm still not a Fighter, bruh".
Archery
You gain a +2 bonus to attack rolls you make with Ranged weapons.
Blind Fighting
You have Blindsight with a range of 10 feet.
Defense
While you’re wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class.
Dueling
When you’re holding a Melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit.
I'm still not a Fighter, bruh
Do you like even listen? You like need to pay attention when people are talking to you, 'kay?
Interception
When a creature you can see hits another creature within 5 feet of you with an attack roll, you can take a Reaction to reduce the damage dealt to the target by 1d10 plus your Proficiency Bonus. You must be holding a Shield or a Simple or Martial weapon to use this Reaction.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can take a Reaction to interpose your Shield if you’re holding one. You impose Disadvantage on the triggering attack roll and all other attack rolls against the target until the start of your next turn if you remain within 5 feet of the target.
Thrown Weapon Fighting
When you hit with a ranged attack roll using a weapon that has the Thrown property, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting
When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren’t already adding it to the damage.
Unarmed Fighting
When you hit with your Unarmed Strikes and deal damage, you can deal Bludgeoning damage equal to 1d6 plus your Strength modifier instead of the normal damage of an Unarmed Strike. If you aren’t holding any weapons or a Shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 Bludgeoning damage to one creature Grappled by you.
Hidden Talent
This feature will not show up in the builder and is designed to give some off-level abilities to the Barbarian, Monk, and Rogue options.
Character Actor: Happy Feet
Your speed increases by 10 feet while you aren’t wearing Heavy armor.
Character Actor: How Dare You?
When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack’s damage against you (round down).
Character Actor: Main Character
Your body is a temple, for the duration of the role at least. You gain proficiency with all saving throws.
Character Actor: Quick and Dirty
CGI. You learn the one new Special Effect options:
- Quick and Dirty (2 Bardic Inspiration Dice). When you cast a spell that has a casting time of an action, you can change the casting time to a Bonus Action for this casting. You can’t modify a spell in this way if you’ve already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.
Character Actor: Sculpted by the Gods
Your body is a thing of perfection. You gain a +2 to your Strength and Constitution scores.
Character Actor: Unarmored Movement Improvement
Your speed increases by 10 additional feet, to 20 feet, while you aren’t wearing armor or wielding a Shield.
Double Threat
14th-level College of Drama feature
Your range has increased, making your acting more nuanced and opening the door to new roles. Oscars, here we come! You can now choose one additional Character Actor role, though you only gain stat boosts and expanded spell lists from one of the roles (your choice).
Magnum Opus
14th-level College of Drama feature
Despite a slew of successful projects, one role stands above them all – your magnum opus. It is both a blessing and a curse. You are a legend, your work iconic, and your face known worldwide, but you're stuck in your own shadow, unable to reach the heights of your greatest role. You gain additional abilities based on your Character Actor selection.
Blood and Fury 3: The Reckoning (Barbarian)
In a brutal world where strength is the only law, one warrior’s thirst for vengeance leads to another bloody rampage, but this time it’s personal! In the most over-the-top sequel yet, a barbarian with more muscles than brains goes on a rampage, with nothing but their rage—and a disturbingly large axe
Blood and Fury 3: The Reckoning
You have mastered the ways of the barbarian, which seems to mostly be grunting and screaming, granting you several new abilities:
- Too Legit to Quit. You're not one to give up when things get tough! If you drop to 0 Hit Points and don’t die outright, you can expend a Bardic Inspiration die to make a DC 10 Constitution saving throw. If you succeed, your Hit Points instead change to a number equal to your Bard level. Each time you use this feature after the first, the DC increases by 5. When you finish a Short or Long Rest, the DC resets to 10.
- Sculpted by the Gods (Level 18). Your body is a thing of perfection. You gain a +2 to your Strength and Constitution scores.
- Excessive Force. Sometimes you need to make an example of someone. If you use Reckless Abandon, you can forgo any Advantage on one Strength- or Charisma-based attack roll of your choice on your turn. The chosen attack roll mustn't have Disadvantage. If the chosen attack roll hits, the target takes an extra 1d10 damage of the same type dealt by the weapon or Unarmed Strike, and you can cause one Excessive Force effect of your choice. You have the following effect options.
- Against the Ropes. The target is pushed 15 feet straight away from you. You can then move up to half your Speed straight toward the target without provoking Opportunity Attacks.
- Sweep the Leg. The target’s Speed is reduced by 15 feet until the start of your next turn. A target can be affected by only one Sweep the Leg at a time—the most recent one.
Born of Blood and Thunder (Sorcerer)
With lightning in their veins and drama in their heart, Captain Spark doesn’t do anything halfway. When they cast spells, the sky crackles, the ground shakes, and nearby towns start updating their insurance policies.
Born of Blood and Thunder
You have mastered the ways of the sorcerer, a convention staple always surrounded by fans dressed in your most iconic roles, granting you several new abilities:
- Increased Special Effects Budget. They've started dumping a small fortune into any project that you're attached to. While your Wild Imagination feature is active, you can use up to two of your Special Effects options on each spell you cast.
- Mic'd Up. You and your co-stars have hidden mics and earpieces to enable covert communication. You can communicate telepathically with your allies up to 120 feet away. To understand each other, you each must mentally use a language the other knows.
- Advanced Special Effects. Special effects just keep getting better. You learn the two new special effects options below:
- Fix it in Post (2 Bardic Inspiration Dice). When you cast a spell that forces a creature to make a saving throw, you can spend two Bardic Inspiration dice to give one target of the spell Disadvantage on saves against the spell.
- Digital Double. When you cast a spell, such as Charm Person, that can be cast with a higher-level spell slot to target an additional creature, you can expend a Bardic Inspiration die to increase the spell’s effective level by 1.
Champion's Creed (Paladin)
Bound by a sacred oath, a paladin fights to uphold a code of honor even in the face of temptation and corruption. But as their quest drags them deeper into the heart of darkness, they must ask: what price is too high for victory?
Champion's Creed
No longer content to just act, you've branched into directing, producing, and even composing. You have mastered the ways of the paladin and granting you several new abilities:
- Party Leader. Your party depends on you for almost everything. It is only thanks to your otherworldly charms that they're still alive. You radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the Incapacitated condition. You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1). A creature can benefit from only one Party Leader or Aura of Protection at a time; the creature chooses which aura while in them.
- Life in the Spotlight. The art department turns things around quickly. You have resistance to Radiant damage and, when you hit a target with an attack roll using a Melee weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage.
Faith Restored (Cleric)
After a divine midlife crisis, a cleric gets back in touch with their deity—who may or may not be ghosting them. Armed with faith and a prayer, they stumble toward redemption, hoping not to trip over their own robes.
Faith Restored
You have mastered the ways of the cleric, establishing yourself as a master of dark comedy with heavy proselytizing and granting you several new abilities:
- Contact Studio Executives. Do they know who you are?! Implore the aid of the studio executives as an action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your Bard level, the executives intervene. The DM chooses the nature of the intervention; the effect of any Bard spell would be appropriate. If the executives intervene, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
- Keep up the Good Work. Good co-stars are hard to find, so it's imperative that you keep them around. You can cast the Healing Word spell at 1st-level as a Bonus Action without expending a spell slot. You can use this feature a number of times equal to your Proficiency Bonus and regain all expended uses on a Long Rest.
Gears of Genius (Artificer)
A mad inventor with too much free time and not enough common sense builds gadgets that are almost perfect. Can they avoid blowing up the world—or at least their workshop—before their next big invention goes haywire?
Gears of Genius
You have mastered the ways of the artificer, establishing yourself as an icon in many cult classics and gaining several new abilities:
- Dressed to the Nines. You have all the magic bling. You can attune to up to four magic items at once.
- Staged Spell. You're no longer using common props from old movies – your props are expensive custom pieces. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell you know from the Bard spell list that requires 1 action to cast. While holding the object, a creature can take a Magic action to produce the spell’s effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it’s been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.
- Super Suit. Your costume is made from extremely durable, but light-weight polymers. You gain proficiency with Heavy armor. If the armor normally has a Strength requirement, the armor lacks this requirement for you.
Mystic Tower (Wizard)
When an ancient tower appears from the mists, a wizard embarks on a grand quest to unlock its secrets. Battling ancient traps, rival mages, and arcane beasts, they must climb to the top—where the greatest mysteries of the multiverse await.
Mystic Tower
You have mastered the ways of the wizard, having portrayed a half dozen fiction icons, ranging from Giffendowl the Off-White to Wizarding Professor Doubledutch, and granting you several new abilities:
- Writing Credit. You were one of the writers on your latest project, giving you a modicum of control over your future. Whenever you finish a Long Rest, roll two d20s and record the numbers rolled. You can replace any D20 Test made by you or a creature that you can see with one of these scripted rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each scripted roll can be used only once. When you finish a Long Rest, you lose any unused scripted rolls.
- Catch Phrase. You've become well known for one signature line. Choose a level 1 spell from the Bard or Wizard spell list that has a casting time of an action. You always have that spell prepared and you can cast it at its lowest level without expending a spell slot. To cast it at a higher level, you must expend a spell slot. Whenever you finish a Long Rest, you can replace this spell.
- Note: Due to limitations with the homebrew interface, the spell selection cannot currently be filtered by activation time, so do not pick a spell that has a casting time other than 1 Action.
Silent Fists: Fury of Fate (Monk)
In the shadows, a master of martial arts fights not for glory, but for balance. Guided by fate, a monk whose fists are faster than their quips takes on the world, one punch at a time.
Silent Fists: Fury of Fate
You have mastered the ways of the monk, redefining the martial arts genre and granting you several new abilities:
- Can't Touch This. With the help of your fight coordinator, you're untouchable! When you’re 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. You can’t use this feature if you have the Incapacitated condition.
- Kung-Fu King. Your fists are so fast that they have to use special cameras for your scenes. When you use your Bardic Flurry ability, you can make three Unarmed Strikes with it instead of two.
- Creative Control. You retain the right to make sure that your character never acts against your wishes. You can remove one of the following conditions from yourself at the end of each of your turns: Charmed, Frightened, or Poisoned.
- Main Character (Level 18). Your body is a temple, for the duration of the role at least. You gain proficiency with all saving throws.
The Art of the Steal (Rogue)
In a world where deception is the deadliest weapon, a rogue crafts the perfect heist. But when trust becomes the rarest commodity, the greatest challenge might not be the score, but surviving the fallout.
The Art of the Steal
You have mastered the ways of the rogue, earning both critical acclaim and box office success. This grants you several new abilities:
- Can't Touch This. With the help of your choreographer, you're untouchable! When you’re 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. You can’t use this feature if you have the Incapacitated condition.
- Smooth Brain. It's like there's nothing there. You gain proficiency in Wisdom saving throws.
- Master Plan. You’ve developed even more creative ways to use your Backstabber feature. When you deal Backstabber damage, you can add one of the following All According to Plan effects by expending a Bardic Inspiration die. Some abilities may cost multiple dice, which will be denoted in the ability's description. You expend the die before rolling damage and the effect occurs immediately after the attack's damage is dealt.
- Sand Bag Drop (2 Dice). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.
- Smoke Machine. The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.
The Last Grove (Druid)
As the last guardian of a dying forest, a druid must face the relentless encroachment of civilization. With nature on the brink of destruction, they must either summon ancient powers to restore the balance or watch the world wither away.
The Last Grove
You have mastered the ways of the druid, transitioning from narrator to smoldering lead and renowned conservationist, granting you several new abilities:
- Nature's Reach. Nothing can escape mother nature. When you cast a Bard cantrip with a range of 10 feet or greater, the spell’s range increases by 300 feet.
- Mystic Roar. The only thing worse than working with animals is working with anthropomorphic ones. When you use Motion Capture to take on a Beast form, you can expend an extra Bardic Inspiration die. If you do so, you can cast spells that have no Material or Somatic components while in Beast form.
The Last Hero (Fighter)
In a world where everyone’s either corrupt, evil, or both, one warrior tries to be a hero. Sure, their sword’s a little rusty, and their armor has seen better days, but what could go wrong? Everything.
The Last Hero
You have mastered the ways of the fighter, a legendary action star whose name puts butts in seats and granting you several new abilities:
- Plot Armor. The writer's are always looking out for you. If you fail a saving throw, you can reroll it with a bonus equal to half your Bard level (rounded up). You must use the new roll, and you can’t use this feature again until you finish a Long Rest or you expend two Bardic Inspiration dice.
- Multi-faceted. It's weird how you always seem to know the exact thing you need to know in any give situation. When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.
- Two Extra Attacks. Sometimes it feels like the bad guys just wait for you to kill them. You can attack three times instead of once whenever you take the Attack action on your turn..
- Double Double (Level 18). At 18th-level, you gain one additional use of your Double Shift ability.
Voice of the Ages (Bard)
Through song and story, one bard shapes the destiny of nations, leaving a legacy that will echo through time. But with every legend they create, the line between history and myth begins to blur.
Voice of the Ages
Talent actor? Check. Best-selling artist? Check. Your film, Voice of the Ages, and the soundtrack were among the biggest films of all time. You have inspired a generation, letting them soar to even greater heights! Any creature with your Bardic Inspiration die may expend it to re-roll a D20 Test and add your Bardic Die to the result.
You've also learned how to turn your diet and exercise routine into short-term gains. During a Short Rest, you can change your selection for the Body and Mind feature. Once you use this ability, you must finish a Long Rest before doing so again.
Warden of the Lost Lands (Ranger)
In the untamed wilderness where even the bravest dare not tread, one ranger stands as the last protector. With the land itself as their ally, they battle both beasts and invaders to preserve the fragile peace.
Warden of the Lost Lands
You have mastered the ways of the ranger, your face cemented in the history books alongside your greatest roles, granting you several new abilities:
- Green Screen. You can quickly blend into the background or have yourself digitally removed. As a Bonus Action, you can expend a Bardic Inspiration die to give yourself the Invisible condition until the end of your next turn.
- Caffeine Addict. You've got a seemingly endless supply of coffee, energy drinks, and caffeine pills to get you through long shoots. As a Magic action, you can expend a Bardic Inspiration die to give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). In addition, whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.
- Expertise. You gain Expertise in one of your skill proficiencies of your choice.
Whispers of the Void (Warlock)
After striking a dark pact, a group of teenagers is haunted by voices from the shadows. As the whispers grow louder, they find themselves in possession of increasingly dangerous magic that threatens to unravel the boundary between reality and madness.
Whispers of the Void
You have mastered the ways of the warlock, your performances garnering such acclaim that you have an endless stream of sequels at your fingers, and granting you several new abilities:
- Call the Producers. In the past, you usually spoke with producers through your agent. Now you can communicate directly; you always have the Contact Other Plane spell prepared. With this feature, you can cast the spell without expending a spell slot to contact the producers, and you automatically succeed on the spell's saving throw. Once you cast the spell with this feature, you can’t do so in this way again until you finish a Long Rest.
- Stage Blacks. You're always dressed to be able to fade into the background. While you’re in an area of Dim Light or Darkness, you can cast Invisibility on yourself without expending a spell slot.
- Legends of the Past. You've been influenced and inspired by the past greats. You can cast Speak with Dead without expending a spell slot.
- Fourth Wall. Nothing can be kept from you. You have Truesight with a range of 30 feet.
Previous Versions
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10/18/2024 5:46:39 PM
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12/30/2024 5:18:53 PM
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42
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Coming Soon
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