Bard
Base Class: Bard

Hats are so versatile! First, you can have hat-wearing girls take them off and suddenly become beautiful, or have girls wearing hats flashing those cute grins, or have girls stealing the protagonist's hat and putting them on like, "Haha, got your hat!" That's just way too cute! Also, boys with hats! I really like when their hats look vaguely Amnian, and it's amazing how it can look really cool or just be a joke. I really like how it can fulfill all those abstract needs. Being able to switch up the styles and colors of hats based on your mood is a lot of fun too! It's actually so much fun! You have those feathered caps, or the top hat, everything! It's like you're enjoying all these kinds of hats at a buffet. I really want dungeons to try some on or dragons to try some on to replace their non-hat-wearing heads. We really need hats to become a thing in D&D and start using them for battle. Don't. You. Think. We. Really. Need. To. Officially. Give. Everyone. Hats?

Hats o' Plenty

You have a variety of hats that you can infuse with bardic power, conferring power onto those who wear them. They can be physical hats that you own or mystical hats that you summon (and putting on a hat does not cost any action economy). As a bonus action, you can expend a charge of bardic inspiration to enchant a hat, up to a maximum of two hats, which lasts until you finish a long rest or use this ability on two more hats. At 7th level, you can enchant up to 3 hats, at 11th level, you can enchant up to 4 hats, and at 15th level, you can enchant up to 5 hats.

Types of Hats:

10-Gallon Hat. The wearer has advantage on Initative rolls and saving throws against the effects of extreme heat.

Bird Nest. The wearer has access to a nest home to crows, pigeons, ravens, doves, and other small birds. These canaries understand common but cannot speak it. The wearer can command them to perform various tasks, such as scouting the path ahead or finding items. This flock of birds use the Swarm of Ravens stat block.

Bowler Hat. The wearer has advantage on Athletics and Intimidation checks while in dim light or darkness.

Cat Ears. 
The wearer has advantage on Acrobatics and Stealth checks and disadvantage on saving throws to prevent the Frightened condition. While frightened, the wearer’s movement speed is doubled.

Circlet. Once per turn, the wearer’s healing spells and abilities can heal extra hit points equal to your Charisma modifier.

Feathered Cap. Once per turn, the wearer of the hat deals extra damage equal to your Charisma modifier.

Fedora. While wearing this hat, the wearer emits a pungent aura in a 5 foot radius centered on them. Creatures that enter the space of the aura must make a Constitution saving throw or be poisoned for one minute. While poisoned in this way, the creature can only approach the wearer up to the edge of the pungent aura, no closer. The wearer also has disadvantage on all Charisma skill checks while wearing the hat.

Lampshade. The wearer has advantage on saving throws to avoid being blinded. They can also cast the Light spell on themselves (they use their spellcasting score or their Strength/Dexterity score). This light dispels magical darkness.

Scholar Cap. While the wielder is wearing this hat, they have advantage on Insight checks and can try and discern a foe’s weaknesses. They can make an Insight check against an enemy’s Deception check. On a success, the wearer learns one of the creature’s weaknesses, resistances, immunities, vulnerabilities, or saving throw proficiencies.

Ushanka. The wearer has resistance to cold damage, and advantage on saving throws against the effects of extreme cold and to avoid being deafened.

Tinfoil Hat. While wearing this hat, the wearer has resistance to psychic damage and has advantage on saving throws to avoid mind-reading or mind-controlling effects.

Top Hat. The wearer can hide an object or animal in the hat as one would a Bag of Holding, provided it can fit in the hat. When the hat loses its magic, the hidden objects/animals are ejected from the space.

Trashcan Lid. The wearer has resistance to poison damage, advantage on saving throws to prevent the poisoned condition, and advantage on checks made to find valuable items in the garbage. However, you have disadvantage on all Charisma skill checks.

Wizard Cap. While wearing this hat, a creature has advantage on concentration checks. They can also cast one 1st or 2nd level spell that they have prepared without consuming a spell slot. This changes to include 3rd level spells at 7th level, 4th level spells at 11th level, and 5th level spells at 15th level.

The Hats Make the Man

You learn the Disguise Self spell, which counts as a Bard spell, and doesn't count against the number of Bard spells you know. You can cast it once per long rest without consuming a spell slot, or cast it with a spell slot.

When you enchant a hat, you can cast Disguise Self and store it in the hat so the eventual wearer of the hat can cast the spell as they wish.

A Hat is a Flag, a Shield

The first time a creature puts on one of your enchanted hats, they gain temporary hit points equal to half your Bard level rounded down. Additionally, a creature wearing one of your enchanted hats can use Bardic Inspiration once, using your Bardic Inspiration die. These features reset after a long rest.

Brim of Danger

As a bonus action or as a reaction when about to take damage, you or a friendly creature within 60 feet of one another wearing one of your enchanted hats can initiate this ability, and switch spaces with another friendly creature wearing one of your enchanted hats, provided both creatures consent to switching places. In the case of the reaction, the creature that takes the place of the initiating creature will take the damage in their place.

A creature can initiate this ability once per round.

Previous Versions

Name Date Modified Views Adds Version Actions
9/15/2025 4:14:24 PM
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