Bard
Base Class: Bard

Bards of the College of the Grand Archive dedicate their lives to the pursuit, preservation, and application of knowledge. Their collections contain histories of fallen empires, records of forgotten magic, descriptions of strange creatures, accounts of legendary heroes, and meticulous studies of weapons and fighting techniques.

While other scholars are content to preserve knowledge, Grand Archivists believe knowledge has little value if it cannot be applied.

These bards study the methods of adventurers, learning to replicate the techniques of warriors, spellcasters, explorers, and even those who practice forbidden arts. Every journey provides new material for their collection, and every encounter presents an opportunity to expand their understanding of the world.

A Grand Archivist might carry a library upon their back, maintain a collection of enchanted journals, or commit their discoveries to memory. Regardless of the form their archive takes, these bards share a singular philosophy:

There is always something more to learn.

Level 3: Expanded Scholarship

Your pursuit of knowledge has carried you through countless fields of study, from ancient histories and forgotten languages to magical theory and the practical disciplines of adventurers.

You gain proficiency in two skills of your choice and one tool of your choice, and you learn two languages of your choice.

Level 3: Exploit Weakness

Your studies have taught you to recognize flaws in an opponent's technique and exploit them at the critical moment.

When a creature you can see within 60 feet of you makes an attack roll, ability check, or damage roll, you can take a Reaction and expend one use of your Bardic Inspiration. Roll your Bardic Inspiration die and subtract the number rolled from the triggering roll.

You can use this feature after the triggering roll is made, but before its outcome is determined.

Level 3: Archived Techniques

Your archive contains more than written knowledge. Through careful observation, research, and practice, you have learned to reproduce specialized techniques drawn from other adventuring traditions.

At 3rd level, choose two Archived Techniques from the options presented. You gain another Archived Technique of your choice when you reach 6th level and again when you reach 14th level in this class.

You must meet all prerequisites specified by an Archived Technique to choose it.

Whenever you gain a Bard level, you can replace one Archived Technique you know with another Archived Technique for which you qualify.

A Brief Objection to Dying

After extensive observation of primal warriors, you have documented a fascinating phenomenon: mortal injury is, under very specific circumstances, negotiable.

When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead.

Once you use this technique, you can't use it again until you finish a Long Rest.

A Treatise on Not Being Hit

After extensive study of monastic defensive techniques, you have determined that avoiding injury is largely a matter of trajectory, leverage, positioning, and being somewhere slightly different when the weapon arrives.

When an attack hits you and deals Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the damage dealt to you by 1d10 + your Dexterity modifier + half your Bard level (rounded down).

If this reduces the damage to 0, any remaining reduction is lost.

Advanced Time Management

Your study of veteran warriors has revealed that their remarkable bursts of activity aren't simply the result of superior reflexes. Through careful analysis of breathing, positioning, practiced movements, and battlefield timing, you have developed a method for briefly eliminating every unnecessary motion.

On your turn, you can take one additional action, except the Magic action.

Once you use this technique, you can't use it again until you finish a Short Rest or Long Rest.

Applied Fieldwork

There comes a point in every scholar's career when the subject of study refuses to remain conveniently located indoors. Through expeditions, wilderness surveys, and extensive observation of experienced rangers, you have learned the practical techniques required to traverse difficult environments efficiently.

While you aren't wearing Heavy armor, your Speed increases by 10 feet. You also have a Climb Speed and a Swim Speed equal to your Speed.

Applied Kinesiology

Your study of monastic fighting traditions has taught you that physical strength is only one variable in effective hand-to-hand combat. Through careful analysis of balance, leverage, momentum, and anatomical structure, you have developed a practical method for reproducing the fundamentals of a monk's martial arts.

While you aren't wearing armor or wielding a Shield, you gain the following benefits:

Dexterous Strikes. You can use Dexterity instead of Strength for the attack and damage rolls of your Unarmed Strikes.

Martial Arts Die. You can roll 1d6 in place of the normal damage of your Unarmed Strike.

Follow-Up Strike. Immediately after you take the Attack action on your turn and attack with an Unarmed Strike or a Simple weapon as part of that action, you can make one Unarmed Strike as a Bonus Action.

Applied Metamagics

Your study of sorcerous spellcraft has taught you that even instinctive magic follows patterns that can be observed, documented, and—after sufficient experimentation—imitated.

Choose one Metamagic option that costs 1 Sorcery Point to use. The chosen option becomes your Studied Metamagic.

You can use your Studied Metamagic even though you don't have Sorcery Points. When you use it, expend one use of your Bardic Inspiration instead of spending the Sorcery Point. You must otherwise meet all the requirements for using that Metamagic option.

Whenever you gain a Bard level, you can replace your Studied Metamagic with another Metamagic option that costs 1 Sorcery Point to use.

Applied Neurology

Your study of monastic combat has inevitably led to a concerning amount of research into anatomy, nervous systems, pressure points, and the precise locations where a carefully placed strike can cause the greatest disruption.

Once on your turn when you hit a creature with an Unarmed Strike, you can force it to make a Constitution saving throw against your spell save DC.

On a failed save, the creature has the Stunned condition until the start of your next turn.

On a successful save, its Speed is halved until the start of your next turn, and you have Advantage on the next attack roll you make against it before then.

Once you use this technique, you can't use it again until you finish a Short Rest or Long Rest.

Applied Opportunism

Your study of rogues, scouts, infiltrators, and other exceptionally difficult people to keep track of has taught you that an opening in a dangerous situation is only useful if you recognize it quickly enough.

You can take the Dash, Disengage, or Hide action as a Bonus Action on each of your turns.

Applied Theology: Smite

Your study of sacred warriors has revealed that divine judgment is surprisingly reproducible. Through careful analysis of the prayers, battle rites, and martial techniques practiced by paladins, you have learned to channel a similar burst of divine power.

You always have the Divine Smite spell prepared, and it counts as a Bard spell for you.

When you cast Divine Smite at its lowest level, you can expend one use of your Bardic Inspiration instead of expending a spell slot.

Applied Violence

Your research into primal combat has revealed an elegant, if somewhat alarming, principle: precision is a resource, and resources are meant to be spent.

Once on each of your turns, when you make an attack roll with a weapon or an Unarmed Strike and have Advantage on the roll, you can forgo Advantage for that roll, causing it to be made normally. If the attack hits, it deals an extra 1d10 damage of the same type dealt by the attack, and you choose one of the following effects:

Forceful Blow. The target is pushed up to 15 feet straight away from you. You can then move up to half your Speed straight toward the target without provoking Opportunity Attacks.

Hamstring Blow. The target's Speed is reduced by 15 feet until the start of your next turn.

Calculated Recklessness

You have studied the fearless combat methods of primal warriors and reached the academically questionable conclusion that sometimes caution is simply inefficient.

When you make your first attack roll with a weapon or an Unarmed Strike on your turn, you can choose to attack recklessly. If you do, you have Advantage on attack rolls with weapons and Unarmed Strikes until the start of your next turn, but attack rolls against you have Advantage during that time.

Citation: Divine Providence

Your study of miracles has led you to an academically controversial conclusion: divine intervention becomes considerably less mysterious once properly documented.

Whenever you finish a Long Rest, choose one Cleric spell of 5th level or lower. The chosen spell becomes your Divine Citation until you finish your next Long Rest.

You can cast your Divine Citation once without expending a spell slot. Charisma is your spellcasting ability for the spell, and the spell counts as a Bard spell for you.

You must provide any Material component that has a cost indicated or is consumed by the spell.

Once you cast your Divine Citation in this way, you can't do so again until you finish a Long Rest.

Comparative Monstrology

Your study of monster hunters has taught you that surviving an encounter with a dangerous creature often begins long before weapons are drawn. By compiling anatomical diagrams, eyewitness accounts, behavioral observations, historical records, and the occasional alarmingly preserved specimen, you have developed specialized knowledge of particular kinds of creatures.

Choose two creature types from the following list: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, Fey, Fiends, Giants, Monstrosities, Oozes, Plants, or Undead. These creature types are your Studied Creatures.

When you make an Intelligence or Wisdom check that relates to one of your Studied Creatures, you add your Proficiency Bonus to the check. If you are already proficient in the skill used for the check, you instead add double your Proficiency Bonus.

For example, you might apply this benefit to an Intelligence (History) check to recall lore about a Studied Creature or a Wisdom (Medicine) check to identify wounds caused by one.

Whenever you gain a Bard level, you can replace one of your Studied Creatures with another creature type from the list.

Conservation of Magical Energy

Your study of primal magic has revealed a useful principle: magical energy is rarely lost; it is simply expressed incorrectly. By adapting the regenerative techniques of druids, you have learned to redirect your own magical reserves from one form into another.

As a Bonus Action, you can use one of the following options:

Inspiration from Magic. If you have no uses of Bardic Inspiration remaining, you can expend one spell slot of 2nd level or higher to regain one use of Bardic Inspiration.

Magic from Inspiration. You can expend one use of Bardic Inspiration to regain one expended 1st-level spell slot.

Once you use either option, you can't use this technique again until you finish a Long Rest.

Empirical Correction

Failure is merely data gathered under less-than-ideal circumstances. Through your study of experienced warriors, you have learned to analyze an unsuccessful attack and immediately revise your approach.

When you miss a creature with an attack roll, you have Advantage on your next attack roll against that creature before the end of your next turn.

Field Study: Predation

Your study of hunters and wilderness specialists has taught you how to identify a quarry, track its movements, and maintain an almost supernatural focus on its weaknesses.

You always have the Hunter's Mark spell prepared, and it counts as a Bard spell for you.

When you cast Hunter's Mark at its lowest level, you can expend one use of your Bardic Inspiration instead of expending a spell slot.

Forbidden Scholarship

Your pursuit of knowledge has carried you beyond respectable scholarship and into occult texts, forbidden rituals, and secrets normally granted only through bargains with otherworldly powers. You have learned that a patron's teachings can, with sufficient research, be separated from the patron.

Choose one Eldritch Invocation available to a 3rd-level Warlock for which you meet all other prerequisites. You gain the benefits of the chosen Eldritch Invocation, which becomes your Studied Invocation.

Whenever you gain a Bard level, you can replace your Studied Invocation with another Eldritch Invocation available to a 3rd-level Warlock for which you meet all other prerequisites.

Morale Is a Measurable Variable

Your study of paladins has demonstrated that conviction has measurable defensive properties. While reproducing their protective auras continuously has proven impractical, you have learned to generate the same effect at precisely the moment it is needed.

When another creature you can see within 10 feet of you fails a saving throw, you can take a Reaction and expend one use of your Bardic Inspiration. Roll your Bardic Inspiration die and add the number rolled to the saving throw, potentially turning the failure into a success.

Peer-Reviewed Shapeshifting

Through extensive anatomical research, observation of primal magic, and several experiments that the Grand Archive has politely declined to document, you have learned to reverse-engineer one of the druids' most remarkable abilities.

Rather than forming the instinctive bond with nature practiced by druids, you meticulously document the anatomy, behavior, and primal essence of particular beasts, reducing each transformation to a reproducible magical formula. Your understanding is limited, but your methodology is sound. Mostly.

Choose two Beast forms that have a Challenge Rating of 1/4 or lower and don't have a Fly Speed. These are your Studied Forms. Whenever you gain a Bard level, you can replace one of your Studied Forms with another Beast that meets these requirements.

As a Bonus Action, you can transform into one of your Studied Forms. The transformation lasts for 1 hour, until you have the Incapacitated condition, or until you end it early as a Bonus Action.

While transformed, the following rules apply:

Game Statistics. Your game statistics are replaced by the Beast's stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and ability to communicate.

Temporary Hit Points. When you transform, you gain Temporary Hit Points equal to your Bard level. These Temporary Hit Points vanish when the transformation ends.

No Spellcasting. You can't cast spells while transformed, but transforming doesn't break your Concentration on a spell you've already cast or otherwise interfere with Concentration.

Equipment. You choose whether your equipment falls to the ground in your space or merges into your new form. Equipment that merges with the form has no effect until you leave the form.

Once you use this technique, you can't use it again until you finish a Short Rest or Long Rest.

Practical Applications of Pointy Objects

You've spent considerable time studying weapon manuals, battlefield accounts, dueling treatises, and the techniques of experienced warriors. Your research has revealed that wielding a weapon and actually understanding how to wield it are, apparently, different disciplines.

Choose two Simple or Martial weapons. These weapons are your Studied Weapons. You gain proficiency with your Studied Weapons, and you can use the Mastery property of each one.

Whenever you gain a Bard level, you can replace one of your Studied Weapons with another Simple or Martial weapon.

Prepared for the Worst

Prerequisite: Comparative Monstrology

Your extensive study of dangerous creatures has progressed beyond simply understanding their behavior. By cataloging their attacks, supernatural abilities, hunting patterns, and the unfortunate experiences of previous adventurers, you have developed countermeasures for surviving the threats they present.

When a creature of a type you chose as a Studied Creature with your Comparative Monstrology technique forces you to make a saving throw, you can make an Intelligence saving throw instead of the required saving throw

Reverse Engineering

Your study of artificers has taught you that a magic item is simply a magical theory with considerably more moving parts. Through careful examination, experimentation, and the occasional discovery of components that probably weren't supposed to be left over, you have learned to reproduce one such design.

Choose one magic item plan available to a 6th-level Artificer through the Replicate Magic Item feature. This is your Studied Plan.

Whenever you finish a Long Rest, you can create one magic item from your Studied Plan. The item appears in an unoccupied space within 5 feet of you, and it functions as the normal magic item described by the plan.

You can have only one magic item created by this technique at a time. If you create another item with this technique, the previous item disappears.

Whenever you gain a Bard level, you can replace your Studied Plan with another magic item plan available to a 6th-level Artificer. If you do, any item created from your previous Studied Plan disappears.

Ritual Studies

Your study of wizardry has taught you that not every magical effect requires intuition, divine favor, or spontaneous talent. Given sufficient documentation, preparation, and time, a carefully recorded procedure can be reproduced by anyone with the necessary magical training.

You create a Ritual Folio, which contains two level-1 Wizard spells of your choice that have the Ritual tag.

When you find a Wizard spell that has the Ritual tag, you can add it to your Ritual Folio if the spell is of a level for which you have spell slots, as shown in the Bard Features table. For each level of the spell, the transcription process takes 2 hours and costs 50 GP, representing the materials and experimentation required to adapt the ritual to your own magical methods.

You can cast any spell recorded in your Ritual Folio as a Ritual. You don't need to have the spell prepared, and it counts as a Bard spell for you when you cast it this way.

A spell recorded in your Ritual Folio can't be cast from the folio except as a Ritual.

Theological Technicality

After extensive comparative study of divine traditions, sacred rites, and the practical application of miracles, you have reached a potentially controversial conclusion: divine power is surprisingly reproducible if you know the proper procedure.

As a Magic action, choose another creature you can see within 30 feet of yourself and choose one of the following effects:

Mend. The creature regains Hit Points equal to 1d8 + your Charisma modifier.

Rebuke. The creature makes a Constitution saving throw against your spell save DC. On a failed save, it takes Radiant or Necrotic damage (your choice) equal to 1d8 + your Charisma modifier. On a successful save, it takes half as much damage.

Once you use this technique, you can't use it again until you finish a Short Rest or Long Rest.

Level 6: Esoteric Studies

Your growing archive contains magical formulae, sacred teachings, primal rites, and other secrets gathered from traditions beyond those normally practiced by bards. Through careful study of these records, you have learned to reproduce magic from other traditions.

Choose two spells of your choice from the Cleric, Druid, or Wizard spell lists, in any combination. A spell you choose must be a cantrip or a spell of a level for which you have spell slots, as shown in the Bard Features table.

You always have the chosen spells prepared, and they count as Bard spells for you.

Whenever you finish a Long Rest, you can replace one of these spells with another spell that meets these requirements.

Level 6: Well-Rounded Scholar

Your extensive studies have made you remarkably dependable when recalling information from the countless subjects preserved within your archive.

Whenever you make an Intelligence ability check using a skill in which you have proficiency, you can treat a d20 roll of 9 or lower as a 10.

In addition, when you make an Intelligence ability check to recall information about one of the following subjects, you have Advantage on the check:

- Creatures
- Magic and magic items
- Historical events
- Notable individuals
- Adventuring organizations
- Fighting styles
- Spells
- Supernatural phenomena
- Ancient civilizations

The DM determines whether the information you are attempting to recall falls within one of these areas of study.

Level 14: Master of the Archive

Your mastery of the Grand Archive allows you to draw upon specialized knowledge beyond the techniques you regularly practice, preparing your studies according to the challenges you expect to face.

Whenever you finish a Long Rest, choose one Archived Technique that you don't already know and for which you meet all prerequisites. You gain that technique until you finish your next Long Rest.

The Archived Technique gained from this feature doesn't count against the number of Archived Techniques you know.

When you lose an Archived Technique gained from this feature, you immediately lose its benefits. Any ongoing effect created by that technique ends, and any temporary item or other magical creation that exists because of that technique disappears.

Choices, records, or other knowledge associated with a technique can be retained when you lose it, but they provide no benefit unless you currently have the technique.

Level 14: Living Archive

Your mastery of magical scholarship allows you to observe a spell as it is cast, record its underlying principles, and reproduce the magic from your notes.

When a creature you can see within 60 feet of you casts a spell, you can take a Reaction to record that spell in your archive. The spell must be a cantrip or a spell of a level for which you have spell slots, as shown in the Bard Features table.

You can have only one spell recorded with this feature at a time. If you record another spell, the previous spell is lost.

While a spell is recorded in your archive, you can cast it once without expending a spell slot. The spell counts as a Bard spell for you, and Charisma is your spellcasting ability for it.

When you cast the recorded spell, you don't need to provide Material components unless a Material component has a cost indicated or is consumed by the spell.

Once you cast the recorded spell, it is lost from your archive.

Any spell you have recorded with this feature is also lost when you finish a Long Rest.

Previous Versions

Name Date Modified Views Adds Version Actions
9/5/2026 6:15:23 PM
7
0
1
Coming Soon
9/6/2026 2:01:27 AM
25
0
2
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes