Bard
Base Class: Bard

The Muses are powerful entities that govern all the forms of entertainment, literature, and theater. Bards invoke their names to gain powers and insights based on the specific muse's domain. The one thing that separates bards of this college from warlocks is the lack of a pact made between bard and the multitude of muses. Either way, the muses tend to give their aid for the sake of spreading knowledge and that alone.

Guiding Song

At 3rd level, you can reach out to the Muses to guide you and others. You learn the guidance cantrip, which doesn't count against the number of bard cantrips you know. For you, it has a range of 60 feet when you cast it.

Invocation of the Muses

Also at 3rd level, you can reach out to the Muses who tell their tales through you. While you are holding an instrument, you can use a bonus action to expend one use of your Bardic Inspiration and roll on the Muses table using your Bardic Inspiration die to determine the muse invoked. You retain the muse in mind until you bestow the muse's effect or your finish a short or long rest. You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the target of the muse's effect. Once you do so, you can't bestow the muse's effect again until you roll it again. You can retain only one of these muses in mind at a time, and rolling on the Muses table immediately ends the effect of the previous muse. If the muse requires a saving throw, the DC equals your spell save DC.

Bardic Muses Table

Bardic Insp. Die Muse
1 Calliope. You invoke the muse of epic poetry. Choose a creature you can see within 30 feet of you. The target gains temporary hit points equal to a roll of your Bardic Inspiration die + your bard level. While it has these temporary hit points, the target's walking speed increases by 10 feet.
2 Clio. You invoke the muse of history. Make a melee spell attack against the target as a historical spectral warrior briefly appears in an unoccupied space within 5 feet of the target before vanishing. On a hit, the target takes force damage equal to two rolls of your Bardic Inspiration + your Charisma modifier.
3 Erato. You invoke the muse of love poetry. The target and another creature of its choice it can see within 5 feet of it regains hit points equal to a roll of your Bardic Inspiration die + your Charisma modifier.
4 Euterpe. You invoke the muse of music. The target becomes distracted by your unnaturally soothing melody. Until the end of its next turn, whenever the target makes an attack roll, it takes a penalty to hit equal to a roll of your Bardic Inspiration die.
5 Terpsichore. You invoke the muse of dance. The target becomes light on its feet and can immediately use its reaction to move up to its movement speed. During this movement the target gains a bonus to its AC equal to a roll of your Bardic Inspiration die.
6 Urania. You invoke the muse of astronomy. The target must succeed on a Constitution saving throw or take radiant damage equal to two rolls of your Bardic Inspiration die, and the target is blinded until the end of its next turn as stars flash in its eyes.
7 Melpomene. You invoke the muse of tragedy. The target must succeed on a Wisdom saving throw or take psychic damage equal to two rolls of your Bardic Inspiration die, and the target is frightened until the end of its next turn.
8 Thalia. You invoke the muse of comedy. The target must succeed on a Wisdom saving throw or become incapacitated and prone, laughing uncontrollably, until the end of your next turn.
9 Polyhymnia. You invoke the muse of sacred poetry and hymns. The target regains hit points equal to two rolls of your Bardic Inspiration die + your bard level, and you end one disease or a condition from the following list affecting the target: blinded, deafened, paralyzed, petrified, or poisoned.
10 Mnemosyne. You invoke the mother of the muses. Choose a creature you can see within 30 feet of you. The target must succeed on an Intelligence saving throw or take psychic damage equal to three rolls of your Bardic Inspiration die, and the target is unable to speak any language for 1 minute.
11 Roll your Bardic Inspiration die twice and choose which muse to invoke, ignoring any result of 11 or 12.
12 Choose a muse to invoke.

Rhythmic Ruminations

Starting at 6th level, you can channel the Muses to gain insights into magic. You can conduct an hour-long ritual channeling them (which can be done during a short or long rest). You can conduct the ritual with a number of creatures equal to your proficiency bonus (including yourself). At the end of the ritual, you temporarily learn one spell of your choice from any class. The spell you choose must be of a level equal to the number of creatures that conducted the ritual or less, the spell must of a level you can cast, and it must be in the school of divination or enchantment. The chosen spell counts as a bard spell for you but doesn’t count against the number of bard spells you know. Once you perform the ritual, you can’t do so again until you start a long rest, and you know the chosen spell until you start a long rest.

Choose the spell in the builder from the Dropdown list. Please ensure the Spell is from the Divination or Enchantment school and is of a level you can currently cast, as the list does not filter down the spells at this time. Once you have reperformed the ritual or started another long rest, deselect the option in the builder back to "Choose a Spell" until you conduct the Ritual again and choose another spell.

Sing to Me, O Muse

At 14th level, you can channel all of the muses into you at once. As an action, you can regain all uses of your Bardic Inspiration. Once you use this feature, you can't do so again until you finish a long rest. After you use this feature, you cannot regain uses of your Bardic Inspiration with your Font of Inspiration feature (on a short rest) until you finish a long rest.

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