Base Class: Bard
The College of Eras is a fellowship of bards whose magic is woven from memory, emotion, and reinvention. Many trace their roots to the ever-shifting beauty of the Feywild, where they studied under satyrs, eladrin, and other fey who taught them that identity itself can be a performance—something rewritten with every triumph, heartbreak, and transformation. Their teachings are often attributed to the legendary archfey chronicler Taylorial Swiftwind, whose works captured the power of living not one life, but many “eras.”
Bards of this college do not merely perform—they become. Each song, each speech, each carefully chosen word carries the weight of a story lived and retold, laced with subtle enchantment and irresistible charm. Their magic feels effortless, whimsical, and deeply personal, capable of turning a battlefield silent or drawing laughter from the most hardened soul. A tyrant may find their resolve unraveling mid-decree, while a grieving village may rise again through a single, heartfelt refrain.
Yet such power walks a delicate line. The same artistry that inspires hope can just as easily ensnare minds. Some College of Eras bards drift from place to place, adored and unquestioned, quietly bending hearts to their will. Others take a more noble path, using their ever-changing personas to uplift the weary, expose cruelty, and remind the world that no story—no matter how dark—is ever truly finished.
Debut
3rd-level College of Eras feature
You have entered the world ready to give it your all. Your Debut as a College of Eras Bard, you gain proficiency with the Persuasion skill, and you also gain expertise in both Performance and Insight even if you weren’t already proficient in either skill.
Bad Blood
You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of Bardic Inspiration and choose a creature within 60 feet that can hear you. Roll your Bardic Inspiration die. The target must subtract the number rolled from the next saving throw it makes before the start of your next turn.
Shake it off
6th-level College of Eras feature
Starting at 6th level, your magic allows you or your allies to shrug off harm through sheer force of will and presence. When you or a creature you can see within 60 feet of you is hit by an attack, you can use your reaction to expend one use of your Bardic Inspiration and roll the Bardic Inspiration die. Reduce the damage taken by the number rolled on the die + your Charisma modifier (minimum of 1).
Eras
College of Eras 6th level Feature
At 6th level, you are able to live in many different Eras and gain different perks from each Era. After you complete a long rest you can choose 2 Eras that you can know and gain the passive ability of those Eras, additionally by expending a use of your bardic inspiration die you can use its secondary ability. At level 14 you learn 3 more eras.
If the Era requires a saving throw, the DC equals your spell save DC.
Debut Era (Illusion)
Passive Ability: You have advantage on Wisdom (perception) and charisma (performance ) checks
Our Song: As an action, you can use your Bardic Inspiration die to unite you and an ally within 30 feet. You and the ally gain temporary hit points equal to the number rolled on the Bardic Inspiration die + your Charisma modifier.
Fearless Era (Enchantment)
Passive Ability: You Gain advantage against the frightened condition.
Fearless: as an action, You inspire bravery in yourself or an ally within 30 feet of you. The target gains advantage on saving throws against being frightened and gains temporary hit points equal to your Charisma modifier.
Speak Now Era (Divination)
Passive Ability: You gain advantage against the charmed condition.
Enchanted: as an action you can expend a use of your bardic inspiration die, choose a creature that you can see within 30 feet of you. The target must succeed on a Wisdom saving throw action or it is charmed for 1 minute.
Red era (Evocation)
Passive Ability: You gain advantage on Dexterity (Acrobatics) and Strength (Athletics) checks.
All Too Well: as an action, You evoke powerful emotions in a creature within 30 feet of you. The target must succeed on a Wisdom saving throw or be overwhelmed with emotion, falling Prone and taking psychic damage equal to two rolls of your Bardic Inspiration die, and the target is incapacitated until the start of its next turn.
1989 Era (Transmutation)
Passive Ability: you gain dark vision out to 60 feet, if you already have dark vision you gain an additional 30 feet.
Look what you made me do: As a bonus action, expend a use of your bardic inspiration die. For the next minute, choose a creature you can see within 30 feet. Any creature that hits your target with a melee attack takes force damage equal to a roll of your Bardic Inspiration die and your charisma modifier.
Reputation Era (Necromancy)
Passive Ability: You have advantage on Charisma (Intimidation) and Wisdom (animal handling) checks.
Getaway Cart: As a bonus action for the next minute, you can expend a use of your Bardic Inspiration die. Choose a number of creatures you can see equal to your charisma modifier (minimum 0)as a reaction to taking damage, each creature can teleport a number of feet equal to the roll of your bardic die times ten.
Lover Era (Abjuration)
Passive Ability: You have advantage on Charisma (Persuasion) checks.
Soon you’ll get better: As an action, you can expend a use of your Bardic Inspiration die. Choose a target, they regain hit points equal to two rolls of your Bardic Inspiration die + your Charisma modifier, and you end one condition from the following list affecting the target: blinded, deafened, paralyzed, petrified, or poisoned.
Folklore Era (conjuration)
Passive Ability: You have advantage on Wisdom (Survival) and Intelligence (Nature) checks
Illicit Affairs: As an action, you can expend a use of your Bardic Inspiration die. Choose a target, they become invisible for the next minute or until it attacks a creature and it gains temporary hit points equal to a roll of your bardic inspiration die plus your charisma modifier (minimum 0).
(Prerequisite: Level 14) Evermore Era (Enchantment)
Passive Ability: You have advantage on Intelligence (Investigation) and Intelligence (Arcana) checks
Willow: As a reaction when a creature saves against a spell save or when they make a spell attack, you can expend a use of your bardic inspiration die and subtract the roll from the total, potentially turning it into a fail.
(Prerequisite: Level 14) Midnights Era (Illusion)
Passive Ability: You have advantage on Intelligence (History) and Wisdom (Insight) checks.
Bejeweled: as an action, you can expend a use of your bardic inspiration die, all Creatures within a 20-foot radius sphere centered on you make a Constitution saving throw. On a failed save, they are blinded by the bright light and incapacitated until the start of your next turn.
(Prerequisite: Level 14) Tortured Poets Department Era (Necromancy)
Passive Ability: You gain advantage on Intelligence Saving throws.
The Black Dog: choose a creature that you can see within 30 feet of you, As an action, you can expend a use of your Bardic Inspiration die. The target must succeed on an Intelligence saving throw or take psychic damage equal to three rolls of your Bardic Inspiration die and be stunned until the end of its next turn.
Friendship inspiration
14th-level College of Eloquence feature
When you successfully inspire someone, you can now spread that power to someone else. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses.
You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
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