Base Class: Bard
the bards who follow these colleges do not like rules and want to sing their song freely and experience and express the utmost conections of magic to the world. they believe in freedom and equality.
wild spirit
You channel wild magic through your song and instrument, letting it weave and dance around you. Each bard of this college experiences the surge of chaos in their own unique way. Whenever a roll is made on the Wild Magic Table, the bard manifests a distinct sign of their magic. For one, it may be a radiant glow in shifting rainbow colors; for another, a sudden flutter of butterflies fills the air. These manifestations are as varied and unpredictable as the bard’s own personality.
song of the wild
your connection to wild magic influences your songs. your spells (except for cantrips) may be affected by it. on different levels you have a percent for example you have a 10% chance to use wild magic if you throw a d100 and you roll 0 to 10 then you use wild magic and you have to throw on the wild magic table and the outcome of that is what you cast.
percent table:
level 3: 20 %
level 5: 30 %
level 8: 35 %
level 10: 40 %
level 15: 50 %
Resonant Echo:
When wild magic bursts forth through your performance, echoes of possibility reverberate around you. With a spark of bardic inspiration, you can sway the chaotic tune—though never truly silence its unpredictable song.
Roll two results on the Wild Magic Surge table and use your Bardic Inspiration die to decide which one manifests. If the Bardic Inspiration die shows an odd number, you must take the first result. If it shows an even number, you must take the second result.
|
Effect |
|
|---|---|
|
01–02 |
Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. |
|
03–04 |
For the next minute, you can see any invisible creature if you have line of sight to it. |
|
05–06 |
A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. |
|
07–08 |
You cast fireball as a 4rd-level spell centered on yourself. |
|
09–10 |
You cast magic missile as a 5th-level spell. om radom creatures (dice decides) |
|
11–12 |
Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. |
|
13–14 |
You cast confusion centered on yourself. |
|
15–16 |
For the next minute, you regain 5 hit points at the start of each of your turns. |
|
17–18 |
You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. |
|
19–20 |
You cast grease centered on yourself. |
|
21–22 |
Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. |
|
23–24 |
Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. |
|
25–26 |
An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. |
|
27–28 |
For the next 30 sec, all your spells with will be Enlarge/Reduce
|
|
29–30 |
You teleport up to 60 feet to an unoccupied space of your DM's that you can see. |
|
31–32 |
You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. |
|
33–34 |
Maximize the damage of the next damaging spell you cast within the next minute. this also is for if you get attackt |
|
35–36 |
Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. |
|
37–38 |
1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. |
|
39–40 |
You regain 2d10 hit points. |
|
41–42 |
You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. |
|
43–44 |
For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. |
|
45–46 |
You cast levitate on yourself. |
|
47–48 |
A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. |
|
49–50 |
You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth. |
|
51–52 |
A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile. |
|
53–54 |
You are immune to being intoxicated by alcohol for the next 5d6 days. |
|
55–56 |
Your hair falls out but grows back within 24 hours. |
|
57–58 |
For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame. |
|
59–60 |
You regain your lowest-level expended spell slot. |
|
61–62 |
For the next minute, you must shout when you speak. |
|
63–64 |
You cast fog cloud centered on yourself. |
|
65–66 |
Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. |
|
67–68 |
You are frightened by the nearest creature until the end of your next turn. |
|
69–70 |
Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. |
|
71–72 |
You gain resistance to all damage for the next minute. |
|
73–74 |
A random creature within 60 feet of you becomes poisoned for 1d4 hours. |
|
75–76 |
You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. |
|
77–78 |
You cast polymorph on yourself. If you fail the saving throw, you turn into a mimic for the spell’s duration. |
|
79–80 |
Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. |
|
81–82 |
You can take one additional action immediately. |
|
83–84 |
Each creature within 30 feet of you takes 2d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. |
|
85–86 |
You cast mirror image. |
|
87–88 |
You cast fly on a random creature within 60 feet of you. |
|
89–90 |
You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell. |
|
91–92 |
If you die within the next minute, you immediately come back to life as if by the reincarnate spell. |
|
93–94 |
Your sex change to the opposite sex for 1 week |
|
95–96 |
You and all creatures within 30 feet of you gain vulnerability to piercing and slashing damage for the next minute. |
|
97–98 |
You are surrounded by faint, ethereal music for the next minute. |
|
99–00 |
You regain all expended Bardic Inspiration slots |
wild touch
Your music no longer holds chaos only within yourself—you can pass it on. With a single note or touch, you weave wild magic into another, leaving them to face its unpredictable consequences. At 6th level, you learn to channel the chaos within you into others—living or otherwise.
Chaotic Infusion (creature). As an action, you can expend one use of this feature to touch a creature or object within 30 feet. The target must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, it is overwhelmed by wild magic and must roll on the Wild Magic Surge table. On a success, the magic fizzles harmlessly. A creature can only be affected by this feature once. Whether it succeeds or fails the save, it cannot be targeted again by your Wild Touch.
Cursed Object. You can also use this feature on an object. The object becomes temporarily cursed with chaotic energy for 24 hours or until the effect is removed with remove curse. The first time the item is used, the user must roll on the Wild Magic Surge table. If the object is a weapon, the curse activates on the first hit against a creature, forcing that creature to roll on the Wild Magic Surge table.
this feature can only be used twice per long rest. als level 8 you can use it three times.
Symphony of Chaos
At 14th level, you can unleash a surge of wild magic through your performance, shaping the battlefield in unpredictable ways. As an action, you begin a performance infused with raw magic. Each creature of your choice within 30 feet of you must succeed on a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be affected by a random surge of chaos. Roll once on the Wild Magic Surge table and apply the same effect to each failed creature. On each of your turns in 1 min, there’s a small chance (10%) that the chaos pulses again, forcing another roll for anyone within 10 feet. You can uses this feature once per long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
9/21/2025 12:11:51 PM
|
11
|
3
|
1.1a
|
Coming Soon
|
Comments