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Classes
Player’s Handbook
Plumb the Depths of Magical Knowledge
Bards of the College of Lore collect spells and secrets from diverse sources, such as scholarly tomes, mystical rites, and peasant tales. The college’s
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Bard Subclass A Bard subclass is a specialization that grants you features at certain Bard levels, as specified in the subclass. Bards form loose associations, which they call colleges, to preserve
their traditions. This section presents the College of Lore subclass. College of Lore Plumb the Depths of Magical Knowledge Bards of the College of Lore collect spells and secrets from diverse sources
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Bard Subclass A Bard subclass is a specialization that grants you features at certain Bard levels, as specified in the subclass. Bards form loose associations, which they call colleges, to preserve
their traditions. This section presents the College of Lore subclass. College of Lore Plumb the Depths of Magical Knowledge Bards of the College of Lore collect spells and secrets from diverse sources
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Bard Subclass A Bard subclass is a specialization that grants you features at certain Bard levels, as specified in the subclass. Bards form loose associations, which they call colleges, to preserve
their traditions. This section presents the College of Lore subclass. College of Lore Plumb the Depths of Magical Knowledge Bards of the College of Lore collect spells and secrets from diverse sources
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Harpers Any smart, non-evil character can join the Harpers of Waterdeep. Bards and wizards are especially welcome. Harpers are altruists who work behind the scenes to keep power out of the hands of
advisor to Open Lord Laeral Silverhand. See appendix B for more information on these NPCs. Harpers prefer to conduct their business in bustling inns and taverns such as the Yawning Portal, or in quiet
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Harpers Any smart, non-evil character can join the Harpers of Waterdeep. Bards and wizards are especially welcome. Harpers are altruists who work behind the scenes to keep power out of the hands of
advisor to Open Lord Laeral Silverhand. See appendix B for more information on these NPCs. Harpers prefer to conduct their business in bustling inns and taverns such as the Yawning Portal, or in quiet
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Harpers Any smart, non-evil character can join the Harpers of Waterdeep. Bards and wizards are especially welcome. Harpers are altruists who work behind the scenes to keep power out of the hands of
advisor to Open Lord Laeral Silverhand. See appendix B for more information on these NPCs. Harpers prefer to conduct their business in bustling inns and taverns such as the Yawning Portal, or in quiet
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Heirs and the War The Last War caused the Heirs of Dhakaan to finally stir and emerge from their deep vaults. They recognize that humanity has been weakened by its self-inflicted wounds. The rise
worship gods, and no clerics or paladins are among them. The Kech Volaar have picked up some of the elven traditions of wizardry, and all clans have bards known as duur’kala (dirge singers), but in general the Dhakaani don’t rely on magic on the battlefield.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Heirs and the War The Last War caused the Heirs of Dhakaan to finally stir and emerge from their deep vaults. They recognize that humanity has been weakened by its self-inflicted wounds. The rise
worship gods, and no clerics or paladins are among them. The Kech Volaar have picked up some of the elven traditions of wizardry, and all clans have bards known as duur’kala (dirge singers), but in general the Dhakaani don’t rely on magic on the battlefield.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Heirs and the War The Last War caused the Heirs of Dhakaan to finally stir and emerge from their deep vaults. They recognize that humanity has been weakened by its self-inflicted wounds. The rise
worship gods, and no clerics or paladins are among them. The Kech Volaar have picked up some of the elven traditions of wizardry, and all clans have bards known as duur’kala (dirge singers), but in general the Dhakaani don’t rely on magic on the battlefield.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, eager to build a place where they could openly practice their vile rites. Others were brutal thugs, power-hungry dabblers in forbidden magic, or fanatics lured by the call of evil. At first the
many malefactors has caused a spate of banditry, kidnappings, murders, and raids. The cultists have also upset the weather in the region. All of these occurrences continue to worsen over the course of
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
bustling cities full of Humanoid peoples where they might attract attention but not necessarily open hostility. Giants who live among smaller folk tend to gravitate to positions of importance. They
secret cult conducting sinister rites in a vast mansion where a giant lives in luxury. 3 A giant takes up residence in a city and demands a huge share of tax revenue in exchange for protecting the city
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
bustling cities full of Humanoid peoples where they might attract attention but not necessarily open hostility. Giants who live among smaller folk tend to gravitate to positions of importance. They
secret cult conducting sinister rites in a vast mansion where a giant lives in luxury. 3 A giant takes up residence in a city and demands a huge share of tax revenue in exchange for protecting the city
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
bustling cities full of Humanoid peoples where they might attract attention but not necessarily open hostility. Giants who live among smaller folk tend to gravitate to positions of importance. They
secret cult conducting sinister rites in a vast mansion where a giant lives in luxury. 3 A giant takes up residence in a city and demands a huge share of tax revenue in exchange for protecting the city
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, eager to build a place where they could openly practice their vile rites. Others were brutal thugs, power-hungry dabblers in forbidden magic, or fanatics lured by the call of evil. At first the
many malefactors has caused a spate of banditry, kidnappings, murders, and raids. The cultists have also upset the weather in the region. All of these occurrences continue to worsen over the course of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
their gods, questing against the terrifying powers that threaten the land. Wizards plunder the ruins of the fallen Netherese empire, delving into secrets too dark for the light of day. Bards sing of
. Ships and roads lead southbound travelers to a number of bustling ports along the Sword Coast, including the following strongholds of civilization: Luskan, the City of Sails, is home to pirates as
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
their gods, questing against the terrifying powers that threaten the land. Wizards plunder the ruins of the fallen Netherese empire, delving into secrets too dark for the light of day. Bards sing of
. Ships and roads lead southbound travelers to a number of bustling ports along the Sword Coast, including the following strongholds of civilization: Luskan, the City of Sails, is home to pirates as
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, eager to build a place where they could openly practice their vile rites. Others were brutal thugs, power-hungry dabblers in forbidden magic, or fanatics lured by the call of evil. At first the
many malefactors has caused a spate of banditry, kidnappings, murders, and raids. The cultists have also upset the weather in the region. All of these occurrences continue to worsen over the course of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
their gods, questing against the terrifying powers that threaten the land. Wizards plunder the ruins of the fallen Netherese empire, delving into secrets too dark for the light of day. Bards sing of
. Ships and roads lead southbound travelers to a number of bustling ports along the Sword Coast, including the following strongholds of civilization: Luskan, the City of Sails, is home to pirates as
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Bard Subclasses A Bard subclass is a specialization that grants you features at certain Bard levels, as specified in the subclass. Bards form loose associations, which they call colleges, to preserve
Harmony with the Cosmos Bards of the College of Dance know that the Words of Creation can’t be contained within speech or song; the words are uttered by the movements of celestial bodies and flow
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Bard Subclasses A Bard subclass is a specialization that grants you features at certain Bard levels, as specified in the subclass. Bards form loose associations, which they call colleges, to preserve
Harmony with the Cosmos Bards of the College of Dance know that the Words of Creation can’t be contained within speech or song; the words are uttered by the movements of celestial bodies and flow
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Bard Subclasses A Bard subclass is a specialization that grants you features at certain Bard levels, as specified in the subclass. Bards form loose associations, which they call colleges, to preserve
Harmony with the Cosmos Bards of the College of Dance know that the Words of Creation can’t be contained within speech or song; the words are uttered by the movements of celestial bodies and flow
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
humanoid rather than reflecting the creature’s physical form. Sages postulate that the first perytons were humans transformed by a hideous curse or magical experiment, but bards tell a different tale
of a man whose infidelity caused his scorned wife to cut out the heart of her younger, more beautiful rival and consume it in a ritual intended to forever win her husband’s heart. The ritual succeeded
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
humanoid rather than reflecting the creature’s physical form. Sages postulate that the first perytons were humans transformed by a hideous curse or magical experiment, but bards tell a different tale
of a man whose infidelity caused his scorned wife to cut out the heart of her younger, more beautiful rival and consume it in a ritual intended to forever win her husband’s heart. The ritual succeeded
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
humanoid rather than reflecting the creature’s physical form. Sages postulate that the first perytons were humans transformed by a hideous curse or magical experiment, but bards tell a different tale
of a man whose infidelity caused his scorned wife to cut out the heart of her younger, more beautiful rival and consume it in a ritual intended to forever win her husband’s heart. The ritual succeeded
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
environment—perhaps the food or water that sustained you, elemental magic inherent in the site of your home, or some verdant blessing of growth placed on you—caused you to grow to a remarkable size for your
much rather be in an open field than a bustling tavern. 4 I embrace my shorter stature. It helps me stay unnoticed—and underestimated. 5 Every avalanche begins as a single pebble. 6 The world always feels too big, and I’m afraid I’ll never find my place in it.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
environment—perhaps the food or water that sustained you, elemental magic inherent in the site of your home, or some verdant blessing of growth placed on you—caused you to grow to a remarkable size for your
much rather be in an open field than a bustling tavern. 4 I embrace my shorter stature. It helps me stay unnoticed—and underestimated. 5 Every avalanche begins as a single pebble. 6 The world always feels too big, and I’m afraid I’ll never find my place in it.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
environment—perhaps the food or water that sustained you, elemental magic inherent in the site of your home, or some verdant blessing of growth placed on you—caused you to grow to a remarkable size for your
much rather be in an open field than a bustling tavern. 4 I embrace my shorter stature. It helps me stay unnoticed—and underestimated. 5 Every avalanche begins as a single pebble. 6 The world always feels too big, and I’m afraid I’ll never find my place in it.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
completely reasonable and plausible explanation. Singing songs and strumming lutes might be fine for most bards. Who doesn’t like a rousing shanty now and then? But standing in a crowded tavern playing for
copper pieces tossed by commoners isn’t for everyone — and it certainly isn’t for bards in the Acq Inc world. The power and magic tied up in the voice of a franchise bard is meant for greater things
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
completely reasonable and plausible explanation. Singing songs and strumming lutes might be fine for most bards. Who doesn’t like a rousing shanty now and then? But standing in a crowded tavern playing for
copper pieces tossed by commoners isn’t for everyone — and it certainly isn’t for bards in the Acq Inc world. The power and magic tied up in the voice of a franchise bard is meant for greater things
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
completely reasonable and plausible explanation. Singing songs and strumming lutes might be fine for most bards. Who doesn’t like a rousing shanty now and then? But standing in a crowded tavern playing for
copper pieces tossed by commoners isn’t for everyone — and it certainly isn’t for bards in the Acq Inc world. The power and magic tied up in the voice of a franchise bard is meant for greater things
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Interloper Gods Annam’s withdrawal has caused ongoing upheaval in the religious lives of giants across the Material Plane. Most believe Annam turned from his descendants in anger or disappointment
Snurre’s hall houses a temple where drow priests lead rites to the Elder Elemental Eye Another popular avenue for giants who turn from the gods of the Ordning derives from giants’ close ties to the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Interloper Gods Annam’s withdrawal has caused ongoing upheaval in the religious lives of giants across the Material Plane. Most believe Annam turned from his descendants in anger or disappointment
Snurre’s hall houses a temple where drow priests lead rites to the Elder Elemental Eye Another popular avenue for giants who turn from the gods of the Ordning derives from giants’ close ties to the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Interloper Gods Annam’s withdrawal has caused ongoing upheaval in the religious lives of giants across the Material Plane. Most believe Annam turned from his descendants in anger or disappointment
Snurre’s hall houses a temple where drow priests lead rites to the Elder Elemental Eye Another popular avenue for giants who turn from the gods of the Ordning derives from giants’ close ties to the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
discoveries. Callarduran earned his moniker when, after stealing the heart of Ogrémoch, he rubbed his hands smooth as he polished the heart and turned it into a magical stone. The theft caused Ogrémoch to turn
an expert in fortification, siege tactics, combat, and traps. Instead of bustling about as gnome deities normally do, Gaerdal has a tendency to dig in and hide out, and in many tales Garl finds it






