Bard
Base Class: Bard

You have found a long forgotten patron, who wants you to spread the word of their upcoming return.  In exchange for this, they are willing to make you more powerful than you could imagine.  While they will have control over you, they also need you to be their herald, and will grant more leniency for your own actions.

Master the art of the deal by making contracts for ownership over others, including their own power.  As a member of the College of Contracts, you are a master of persuasion and negotiation.  However, you also thrive at taking what you see as rightfully yours or your patrons.

Level 3: Forgotten Pact

Choose one (1) cantrip and one (1) spell from the Warlock spell list.  These do not count against the number of spells and cantrips you know.  You can replace the spell and cantrip with another spell or cantrip from the Warlock spell list during a long rest.

You gain 3 Warlock Spell Slots.  The level of these spell slots equal 1/2 of your Charisma modifier rounded down.

Choose one (1) invocation from the Warlock's Eldritch Invocation table.  You gain an additional Invocation upon reaching level 7.  Bard levels are treated as Warlock levels for the purposes of invocation requirements.  When you level up, you may replace a known invocation with another one that you meet the requirements for.

Level 6: Master of Desire

You can cast Detect Thoughts at will without expanding a spell slot.  Casting it this way requires you to be touching the target.  You can add your Charisma modifier when rolling to probe deeper into the target’s thoughts.

Level 6: Art of the Deal

You can extend your hand and offer a deal to a target.  You offer something (gold, items, services, information, etc.) for something in return.

If the deal is accepted, it cannot be broken by any outside party.

If either member involved in the deal attempts to back out, the one who attempts to back out takes 8D6 of Psychic damage.

Level 14: Contract of Power

With the power granted by your patron, you can summon a quill, ink and parchment from thin air.  These items can only be used for the writing of contracts.  When a contract is made, you must provide physical goods or services to whomever the contract is made with.  Upon completion of your end of the contract, you gain power from whomever you made the contract with.  Choose one from the list below.

  • Skill or tool proficiency.  Lasts until you take a long rest.
  • Comprehension of any language known by the one the contract was made with.  Lasts until you take a long rest.
  • A class or subclass feature known by the one the contract was made with.  Lasts until the feature is used.

Upon choosing a feature, it is stored within the contract and can be activated at anytime.  The activation time (Action, Bonus Action, etc.) depends on the feature chosen.  Choosing a feature takes it away from the one the contract was made with until it is used or the contract is destroyed.  The contract is destroyed when the effect of the feature ends, or you fall unconscious.

  • You cannot choose a feature you already have access to via Bard levels, Multiclass, Feats, or other additional contracts.
  • The chosen feat must be of a level you can learn.  Ex. a level 14 Bard with this subclass cannot choose a feature that requires level 16.
  • You can hold up to 3 contracts at any given time.
  • You cannot deceive someone into a contract, and a contract cannot be made with someone who is entranced or any other case where their will is not their own.

Previous Versions

Name Date Modified Views Adds Version Actions
3/13/2026 10:38:15 PM
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