Bard
Base Class: Bard

Masters of deception, wielders of reality-warping performances, and architects of the impossible—bards from the College of Phantasms blur the line between illusion and reality, crafting sights and sounds so convincing they become tangible. Their performances don't just entertain; they bewilder, manipulate, and terrify.

Phantasms Bonus Spells

Bards of the College of Phantasms naturally master illusion magic beyond their peers. You gain the following spells at the levels listed. These spells count as bard spells for you and do not count against the number of spells you know.

Bard Level Spells Learned
3rd Silent Image, Disguise Self
5th Mirror Image, Phantasmal Force
9th Major Image, Fear
13th Greater Invisibility, Hallucinatory Terrain
17th Seeming, Mislead

Level 3: Bonus Proficiencies

When you join the College of Phantasms at 3rd level, you gain proficiency in Sleight of Hand and Deception. If you are already proficient in either, you may instead gain proficiency in Arcana or Stealth.

Additionally, you learn Minor Illusion if you don’t already know it. This does not count against your number of cantrips known.

Level 3: Phantom Performance

Your illusions weave into your performances, making them more than mere tricks. Whenever you cast an illusion spell of 1st level or higher, you may use a bonus action to enhance it with one of the following effects for 1 minute:

  • Haunting Echo: The illusion whispers and moves on its own, forcing creatures of your choice within 10 feet of it to make a Wisdom saving throw against your spell save DC or become Frightened until the end of their next turn.
  • Mirage Veil: The illusion shimmers and blends into the surroundings. You and a number of creatures equal to your Charisma modifier (minimum 1) may take the Hide action as a bonus action, even if you have no cover.
  • Tangible Trickery: You make the illusion feel almost real. It gains a faint substance—creatures can interact with it as if it were lightly solid, though they still pass through it with force. You can use this effect to create a thin but functional bridge, a decoy that resists a shove, or even "illusory armor" that provides half cover (+2 AC) for a creature standing behind it.

You can use this feature a number of times equal to your Proficiency Bonus, regaining all uses on a long rest.

Level 6: Dreams and Nightmares

Your illusions reach into the subconscious, making them feel more real than reality itself. Whenever a creature fails an Intelligence, Wisdom, or Charisma saving throw against one of your illusion spells, you can impose one of the following additional effects:

  • The creature hallucinates a sensory effect of your choice (such as hearing whispers, feeling phantom touches, or seeing spectral figures) for 1 minute.
  • The creature becomes charmed or frightened by the illusion until the end of its next turn.
  • The creature takes psychic damage equal to your Bardic Inspiration die as their mind struggles to process the illusion.

You can use this feature a number of times equal to your Charisma modifier (minimum 1) per long rest.

Level 14: Master of the Unreal

You have mastered the art of illusions so deeply that reality itself struggles to distinguish truth from fiction. You gain the following benefits:

  • Illusions Become Real: When you concentrate on an illusion spell of 3rd level or higher for its full duration, you can make part of it permanent (up to a 10-foot cube per Bard level). This effect lasts until dispelled or you choose to end it.
  • Phantasmal Assault: As an action, you can weave an illusion so potent it temporarily overwrites a creature’s senses. Choose a creature within 60 feet that you can see. It must make an Intelligence saving throw against your spell save DC. On a failure, for 1 minute, it perceives itself to be in a different location or situation of your choosing (such as trapped in a burning building, sinking in quicksand, or surrounded by enemies). The illusion is entirely real to them, including sound, smell, and tactile sensation. They may remake the save at the end of each of their turns. If they take damage, they make the save with advantage.

Once you use Phantasmal Assault, you must finish a long rest before using it again.

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