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Published by jmg021596_2008, 2019-12-26 16:19:51

classes

All Races and Classes

Keywords: dnd4playing

As their means of vengeance against the mind flayers, ful servants of their lich-queen, Vlaakith. Renegade
the githzerai send bands of warriors called rrakkmas- githyanki tend toward chaos.
illithid hunting parties- to other planes to do battle
with any mind flayers they come across. It is in these Decadent Mastery. You learn one language of your
circumstances that the natives of the plane most often choice, and you are proficient with one skill or tool of
e ncounter githzerai away from their monastery. With your choice. In the timeless city ofTu'narath, githyanki
their attention focused only on their mission, the githze- have bountiful time to master odd bits of knowledge.
rai pay little heed to those around as long as they don't
interfere with the hunt. Martial Prodigy. You are proficient with light and
medium armor and with shortswords, longswords, and
GITH CHARACTERS
greatswords.
At the DM's option, you can create a gith character, us- Githyanki Psionics. You know the mage hand cantrip,
ing the following traits.
and the hand is invisible when you cast the cantrip with
G ITH TRA ITS
this trait.
Your character shares the following traits with When you reach 3rd level, you can cast the jump spell
other gith.
once with this trait, and you regain the ability to do so
AbilityScore Increase. Your Intelligence score in- when you fi nish a long rest. When you reach 5th level,
creases by 1. you can cast the misty step spell once with this trait,
and you regain the ability to do so when you finish a
Age. Gith reach adulthood in their late teens and live long rest.
for about a century.
Intelligence is your spellcasting ability for these
Size. Gith are taller and leaner than humans, with spells. When you cast them with this trait, they don't re-
most a slender 6 feet in height. quire components.

Speed. Your base walking speed is 30 feet. GITHZERAI
Languages. You can speak, read, and write Com-
mon and Gith. In their fortresses within Limbo, the githzerai hone
Subrace. There are two kinds of gith, githyanki and their minds to a razor's edge.
githzerai. Choose one of these subraces.
Ability S core Increase. Your Wisdom score in-
GITHYANKI creases by 2.

The brutal githyanki are trained from birth as warr iors. Alignment. Githzerai tend toward lawful neutral.
Ability Score Increase. Your Strength score in- Their rigorous training in psychic abilities requires an
implacable mental discipline.
creases by 2.
Alignment. Githyanki tend toward lawful evil. They Mental Discipline. You have advantage on saving
throws against the charmed and frightened conditions.
are aggressive and arrogant, and they remain the faith- Under the tutelage of monastic masters, githzerai learn
to govern their own minds.

Githzerai Psionics. You know the mage hand cantrip,
and the hand is invisible when you cast the cantrip with
this trait.

When you reach 3rd level, you can cast the shield spell
once with this trait, and you regain the ability to do so
when you finish a long rest. When you reach 5th level,
you can cast the detect thoughts spell once with this
trait, and you regain the ability to do so when you finish
a long rest.

Wisdom is your spellcasting ability for these spells.
When you cast them with this trait, they don't require
components.

RANDOM HEIGHT AND WEIGHT

Race Base Base Height Weight
Githyan ki Height Weight Modifier Modifier
Githzera i 100 lb.
S'O" +2d12 x (2d4) lb.
4'11 " 90 lb. +2d12 x (1d4) lb.

Height = Base Height + H eight Modifier (in inches)
Weight = Base Weight + Height Modifier (in pounds) x Weight
Modifier

CHAPTER 4 I GlTH AND THEIR ENDLESS WAR

Subraces You know the distance and direction between you and any
creature involved in your goal, such as a person you seek
Subrace: Revenant vengeance against or someone you pledged to defend.
Having met a cruel and undeserved end, you have returned to This awareness fails if the creature is on another plane of
the realm of the living. As a revenant, you thirst for revenge existence.
against those who wronged you in life, or seek to complete a When your goal is complete, you finally find rest. You die
final, critical task you left unfinished. and cannot be restored to life.

The revenant subrace can be applied to any race that has a
subrace, and replaces that race’s existing subrace options.
Alternatively, you can apply this new subrace to a race
without subrace options using the modification options
provided below.

Your DM might also allow you to take this subrace for a
slain character. In that case, your character rises from the
dead with its original subrace replaced (or with the necessary
modifications made to its base traits), filled with a
determination to seek vengeance or complete its mission.

Racial Adjustments

For races that don’t have subrace options, taking on the
revenant subrace means making changes to your character’s
base traits, as follows. (This playtest article provides options
only for human and dragonborn characters. Because half-
elves and half-orcs have no subrace options, they shouldn’t be
used with these revenant subrace rules.)

Human Revenant. If you want to play a human revenant,
modify the human’s Ability Score Increase trait to the
following: Two different ability scores of your choice increase
by 1. If you use the variant human traits, remove the Skills
trait and the Feat trait.

Dragonborn Revenant. If you want to play a dragonborn
revenant, modify the dragonborn’s Ability Score Increase trait
to the following: Your Strength score increases by 1, and your
Charisma score increases by 1. Additionally, your Draconic
Ancestry trait uses necrotic damage as its damage type,
replacing the damage type that applies to your breath weapon
and your damage resistance.

Tiefling Revenant. If you use one of the two tiefling
variants presented below, you can use any of those subraces
to make a tiefling revenant, replacing the subrace options
with the revenant subrace options.

Ability Score Increase

Your Constitution score increases by 1.

Relentless Nature

Your DM assigns a goal to you—typically, one related to your
character’s death. The goal must be a specific task you can
complete, such as slaying an enemy or liberating an area and
its people. Until you fulfill that goal, you gain the following
benefits:

If you are below half your hit point maximum at the start
of your turn, you regain 1 hit point.
If you die, you return to life 24 hours after death. If your
body is destroyed, you reform within 1 mile of the place of
your death at a spot determined by the DM. If your
equipment was also destroyed, you do not regain it.

SUBRACES | REVENANT

9

C h apter 3: C lasses Your class gives you a variety of special features, such
as a fighter’s m astery o f w ea p on s and armor, and a
DAVENTURERS ARE EXTRAORDINARY PEOPLE, w iza rd ’s spells. At low levels, your class gives you only
driven by a thirst for excitement into a tw o or three features, but as you advance in level you
life that others w ould never dare lead. gain m ore and your existing features often improve.
They are heroes, com pelled to explore the Each class entry in this chapter includes a table
su m m arizin g the benefits you gain at every level, and
dark places o f the w orld and take on the a detailed explanation of each one.
challenges that lesser w om en and men
can’t stand against. Adventurers som etim es advance in m ore than one
Class is the primary definition of what your character class. A rogue might switch direction in life and sw ear
can do. It’s m ore than a profession; it’s your character’s the oath o f a paladin. A barbarian m ight discover latent
calling. Class shapes the way you think about the m agical ability and dabble in the sorcerer class w hile
w orld and interact with it and your relationship with continuing to advance as a barbarian. Elves are known
other p eop le and p ow ers in the m ultiverse. A fighter, to com bine martial mastery with m agical training
for example, might view the w orld in pragmatic terms and advance as fighters and w izards simultaneously.
of strategy and maneuvering, and see herself as just a Optional rules for com bining classes in this way, called
pawn in a much larger game. A cleric, by contrast, might m ulticlassing, appear in chapter 6.
see h im self as a w illing servant in a g o d ’s u nfolding plan
or a conflict brew ing am ong various deities. W hile the Twelve classes—listed in the C lasses table—are found
fighter has contacts in a m ercenary com pany or army, in alm ost every D&D w orld and define the spectrum of
the cleric might know a num ber o f priests, paladins, and typical adventurers.
devotees w ho share his faith.

Classes

Class Description Hit Primary Saving Throw Armor and Weapon
Barbarian A fierce warrior of primitive background Die Ability Proficiencies Proficiencies
who can enter a battle rage d12 Strength Strength & Light and medium armor, shields,
Bard An inspiring magician whose power Constitution simple and martial weapons
echoes the music of creation d8 Charisma Dexterity & Light armor, simple weapons, hand
Charisma crossbows, longswords, rapiers,
Cleric A priestly champion who wields divine d8 Wisdom shortswords
Druid magic in service of a higher power d8 Wisdom Wisdom & Light and medium armor, shields,
A priest o f the Old Faith, wielding the Charisma simple weapons
Fighter powers of nature— moonlight and d10 Strength or Intelligence Light and medium armor (nonmetal),
Monk plant growth, fire and lightning— and d8 Dexterity &Wisdom shields (nonmetal), clubs, daggers,
adopting animal forms d10 Dexterity & darts, javelins, maces, quarterstaffs,
Paladin A master o f martial combat, skilled with Wisdom Strength & scimitars, sickles, slings, spears
Ranger a variety o f weapons and armor Strength & Constitution All armor, shields, simple and martial
An master of martial arts, harnessing Charisma Strength & weapons
Rogue the power of the body in pursuit of Dexterity & Dexterity Simple weapons, shortswords
physical and spiritual perfection Wisdom
Sorcerer A holy warrior bound to a sacred oath Dexterity Wisdom & All armor, shields, simple and martial
Warlock Charisma weapons
Wizard A warrior who uses martial prowess and d10 Charisma Strength & Light and medium armor, shields,
nature magic to combat threats on the Charisma Dexterity simple and martial weapons
edges of civilization d8 Intelligence
A scoundrel who uses stealth and Dexterity & Light armor, simple weapons, hand
trickery to overcome obstacles and d6 Intelligence crossbows, longswords, rapiers,
enemies d8 shortswords
A spellcaster who draws on inherent d6 Constitution Daggers, darts, slings, quarterstaffs,
magic from a gift or bloodline & Charisma light crossbows
A wielder of magic that is derived from Wisdom & Light armor, simple weapons
a bargain with an extraplanar entity Charisma
A scholarly magic-user capable of Intelligence Daggers, darts, slings, quarterstaffs,
manipulating the structures of reality & Wisdom light crossbows

A tall human tribesm an strides through a blizzard,
draped in fur and hefting his axe. He laughs as he
charges toward the frost giant w ho dared poach his
p eop le’s elk herd.

A half-orc snarls at the latest challen ger to her
authority over their savage tribe, ready to break his neck
with her bare hands as she did to the last six rivals.

Frothing at the mouth, a d w arf slam s his helm et into
the face of his drow foe, then turns to drive his arm ored
elbow into the gut o f another.

T hese barbarians, different as they m ight be, are
defined by their rage: unbridled, unquenchable, and
unthinking fury. M ore than a m ere em otion, their anger
is the ferocity o f a cornered predator, the unrelenting
assault o f a storm, the churning turmoil o f the sea.

For som e, their rage springs from a com m union
with fierce animal spirits. Others draw from a roiling
reservoir o f anger at a w orld full o f pain. For every
barbarian, rage is a pow er that fuels not just a battle
frenzy but also uncanny reflexes, resilience, and
feats of strength.

P r im a l In st in c t

People o f tow ns and cities take pride in how their
civilized ways set them apart from animals, as if
denying one’s ow n nature w as a m ark o f superiority. To
a barbarian, though, civilization is no virtue, but a sign
of w eakness. The strong em brace their animal n atu re-
keen instincts, primal physicality, and ferocious rage.
Barbarians are uncom fortable when hedged in by walls
and crow ds. They thrive in the w ilds o f their hom elands:
the tundra, jungle, or grasslands w here their tribes
live and hunt.

Barbarians com e alive in the chaos o f combat.
They can enter a berserk state where rage takes over,
giving them superhuman strength and resilience. A
barbarian can draw on this reservoir o f fury only a few
times without resting, but those few rages are usually
sufficient to defeat whatever threats arise.

A L ife o f D a n g e r

Not every m em ber o f the tribes deem ed “barbarians”
by scions o f civilized society has the barbarian class. A
true barbarian am ong these people is as uncom m on as
a skilled fighter in a town, and he or she plays a similar
role as a protector o f the people and a leader in times
of war. Life in the w ild places o f the w orld is fraught
with peril: rival tribes, deadly weather, and terrifying

T h e B a r b a r ia n

Level Proficiency Rages Rage W hat led you to take up the adventuring life? W ere you
1st Bonus Features 2 Damage lured to settled lands by the prom ise o f riches? Did you
+2 Rage, Unarmored join forces with soldiers of those lands to face a shared
2nd Defense 2 +2 threat? Did m onsters or an invading horde drive you
+2 Reckless Attack, out of your homeland, making you a rootless refugee?
3rd Danger Sense 3 +2 Perhaps y ou w ere a prison er o f war, brought in chains to
4th +2 Primal Path 3 “civilized” lands and only now able to win your freedom .
+2 Ability Score +2 Or you might have been cast out from your people
5th Improvement 3 +2 because o f a crim e you committed, a taboo you violated,
+3 Extra Attack, or a coup that rem oved you from a position o f authority.
6th Fast Movement 4 +2
7th +3 Path feature 4 Q u ic k Bu il d
8th +3 Feral Instinct 4 +2 You can make a barbarian quickly by following these
+3 Ability Score +2 su ggestion s. First, put your highest ability s c o r e in
9th Improvement 4 +2 Strength, follow ed by Constitution. Secon d, ch oose the
+4 Brutal Critical outlander background.
10th (1 die) 4 +3
11th +4 Path feature 4 C lass Features
12th +4 Relentless Rage 5 +3
+4 Ability Score +3 As a barbarian, you gain the following class features.
13th Improvement 5 +3
+5 Brutal Critical H it P o in t s
14th (2 dice) 5 +3 Hit Dice: 1d 12 per barbarian level
15th +5 Path feature 5 Hit Points at 1st Level: 12 + your Constitution m odifier
16th +5 Persistent Rage 5 +3 Hit Points at Higher Levels: 1d 12 (or 7) + your
+5 Ability Score +3
17th Improvement 6 +4 Constitution m odifier per barbarian level after 1st
+6 Brutal Critical
18th (3 dice) 6 +4 P r o f ic ie n c ie s
+6 Indomitable Armor: Light armor, m edium armor, shields
19th Might 6 +4 Weapons: Sim ple weapons, martial w eapons
+6 Ability Score Tools: None
20th Improvement Unlimited +4
+6 Primal Champion Saving Throws: Strength, Constitution
+4 Skills: C hoose two from Anim al Handling, Athletics,

m onsters. Barbarians charge headlong into that danger Intimidation, Nature, Perception, and Survival
s o that their p eople d on ’t have to.

Their courage in the face o f danger m akes barbarians
perfectly suited for adventuring. W andering is often a
way o f life for their native tribes, and the rootless life o f
the adventurer is little hardship for a barbarian. S om e
barbarians m iss the close-knit family structures o f the
tribe, but eventually find them replaced by the bonds
form ed am ong the m em bers of their adventuring parties.

C r eatin g a Ba r b a r ia n

W hen creating a barbarian character, think about where
your character com es from and his or her place in the
world. Talk with your DM about an appropriate origin
for your barbarian. Did you com e from a distant land,
m aking you a stranger in the area of the cam paign?
Or is the cam paign set in a rough-and-tumble frontier
where barbarians are com m on?

Equ ipm en t U n arm ored D efense
Y ou sta rt w ith th e fo llo w in g eq u ip m en t, in a d d itio n to
the equip m en t gran ted by yo u r backgroun d : W hile you are not wearing any armor, your Arm or Class
equals 10 + your Dexterity m odifier + your Constitution
• (a) a greataxe or (b) any m artial m elee w eapon modifier. You can use a shield and still gain this benefit.
• (a) tw o handaxes or (b) any sim ple w eapon
• A n exp lorer’s pack and four javelins R eckless A tta ck

R age Starting at 2nd level, you can th row aside all con cern
for defense to attack with fierce desperation. W hen
In battle, you fight with prim al ferocity. O n your turn, you m ake your first attack on your turn, you can decide
you can enter a rage as a bonus action. to attack recklessly. D oing so gives you advantage on
m elee w eapon attack rolls using Strength during this
W hile raging, you gain the follow ing benefits if you turn, but attack rolls against you have advantage until
aren’t w earing heavy armor: your next turn.

• You have advantage on Strength checks and Strength D a n g e r Sense
saving throws.
At 2nd level, you gain an uncanny sen se o f when things
• W hen you make a melee weapon attack using nearby aren’t as they should be, giving you an edge
Strength, you gain a bonus to the dam age roll that when you dodge away from danger.
increases as you gain levels as a barbarian, as shown
in the R age D am age colu m n o f the Barbarian table. You have advantage on Dexterity saving throws
against effects that you can see, such as traps and spells.
• You have resistance to bludgeoning, piercing, and To gain this benefit, you can’t be blinded, deafened, or
slashing damage. incapacitated.

If you are able to cast spells, you can’t cast them or P r i m a l Pa t h
concentrate on them while raging.
At 3rd level, you ch oose a path that shapes the nature of
Your rage lasts for 1 minute. It ends early if you are your rage. C hoose the Path of the Berserker or the Path
knocked unconscious or if your turn ends and you o f the Totem W arrior, both detailed at the end o f the
haven’t attacked a hostile creature since your last turn class description. Your ch oice grants you features at 3rd
or taken dam age since then. You can also end your rage level and again at 6th, 10th, and 14th levels.
on your turn as a bonus action.

O nce you have raged the num ber o f tim es shown
for your barbarian level in the R ages colum n o f the
Barbarian table, you must finish a long rest before you
can rage again.

A b il it y Sco r e Im pr o v e m e n t barbarians attribute their rage to different sources,
however. F or som e, it is an internal reservoir w here
W h en you reach 4th level, and again at 8th, 12th, 16th, pain, grief, and anger are forged into a fury hard as
and 19th level, you can increase one ability score o f your steel. O thers se e it as a spiritual blessing, a gift o f
choice by 2, or you can increase tw o ability scores of a totem animal.
your ch oice by 1. A s norm al, you ca n ’t in crease an ability
score above 20 using this feature. Pa t h o f t h e B e r s e r k e r

Extra A ttack For som e barbarians, rage is a m eans to an end-—that
end being violence. The Path o f the Berserker is a path
B egin ning at 5th level, you can attack tw ice, instead of of untram m eled fury, slick with blood. A s you enter
once, whenever you take the Attack action on your turn. the berserker’s rage, you thrill in the chaos o f battle,
heedless o f your ow n health or well-being.
Fa s t M o v e m e n t
Frenzy
Starting at 5th level, your sp eed in creases by 10 feet Starting w hen you c h o o s e this path at 3rd level, you
while you aren’t w earing heavy armor. can go into a frenzy w hen you rage. If you do so, for
the duration of your rage you can make a single melee
F e r a l In st in c t w eapon attack as a bonus action on each of your turns
after this one. W hen your rage ends, you suffer one level
By 7th level, your instincts are so honed that you have o f exhaustion (as described in appendix A).
advantage on initiative rolls.
M indless R age
Additionally, if you are su rprised at the begin ning o f B egin ning at 6th level, you ca n ’t be ch a rm ed or
com bat and aren’t incapacitated, you can act n orm ally frightened while raging. If you are charm ed or
on your first turn, but only if you enter your rage before frightened when you enter your rage, the effect is
doing anything else on that turn. suspended for the duration of the rage.

B r u tal C r it ic a l In tim id a tin g Presence
B egin ning at 10th level, you can use your action to
B egin ning at 9th level, you ca n roll one additional frighten som eone with your m enacing presence.
weapon dam age die when determining the extra W hen you do so, ch oose one creature that you can see
dam age for a critical hit w ith a m elee attack. within 30 feet of you. If the creature can see or hear
you, it m ust su cce e d on a W isd om saving th row (D C
T h is in crea ses to tw o additional dice at 13th level equal to 8 + your proficiency bonus + your Charisma
and three additional dice at 17th level. modifier) or be frightened o f you until the end o f your
next turn. On subsequent turns, you can use your action
R elentless R age to extend the duration o f this effect on the frightened

Starting at 11th level, your rage can keep you fighting
despite grievous w ou n ds. If you drop to 0 hit points
w hile y ou ’re raging and don ’t die outright, you can m ake
a D C 10 Constitution saving throw. If you su cceed, you
drop to 1 hit point instead.

Each time you use this feature after the first, the DC
increases by 5. W hen you finish a short or long rest, the
D C resets to 10.

P e r siste n t R age

B egin ning at 15th level, your rage is s o fierce that
it en ds early only if you fall u n con sciou s or if you
c h o o s e to end it.

In d o m it a b l e M ig h t

B egin ning at 18th level, if your total for a Strength
check is less than your Strength score, you can use that
score in place o f the total.

P r im a l C h a m pio n

At 20th level, you em body the pow er of the w ilds. Your
Strength and Constitution scores increase by 4. Your
m axim um for those scores is now 24.

P r i m a l Pa t h s

R a ge bu rn s in every barbarian’s heart, a furnace
that drives him or her toward greatness. Different

creature until the end of your next turn. This effect ends Your totem animal might be an animal related to those
if the creature ends its turn out o f line o f sight or m ore listed here but m ore appropriate to your homeland.
than 60 feet away from you. F or exam ple, you cou ld c h o o s e a hawk or vulture in
place o f an eagle.
If the creature su cceed s on its saving throw, you can't
use this feature on that creature again for 24 hours. Bear. W h ile raging, you have resistan ce to all dam age
except psychic damage. The spirit o f the bear m akes you
R etaliation tough enough to stand up to any punishment.
Starting at 14th level, w hen you take dam age from
a creature that is within 5 feet o f you. you can use Eagle. W hile you're raging and aren’t w earing
your reaction to make a m elee w eapon attack against heavy armor, other creatures have disadvantage on
that creature. opportunity attack rolls against you, and you can use the
Dash action as a bonus action on your turn. The spirit
Pa t h o f t h e T o t e m W a r r io r of the eagle m akes you into a predator w ho can weave
through the fray with ease.
The Path o f the Totem W arrior is a spiritual journey, as
the barbarian accepts a spirit animal as guide, protector, Wolf, W h ile you're raging, your friends have
and inspiration. In battle, your totem spirit fills you advantage on melee attack rolls against any creature
with supernatural might, adding magical fuel to your within 5 feet o f you that is hostile to you. The spirit of
barbarian rage. the w olf m akes you a leader o f hunters.

Most barbarian tribes consider a totem animal to be A spect of th e Beast
kin to a particular clan. In such ca ses, it is unusual for At 6th level, you gain a m agical benefit based on the
an individual to have m ore than one totem anim al spirit, totem animal o f your choice. You can ch oose the sam e
though exceptions exist. anim al you selected at 3rd level or a different one.

Spir it Seeker Bear. You gain the m ight o f a bear. Your carryin g
Yours is a path that seeks attunement with the natural capacity (including m axim um load and m axim um lift)
world, giving you a kinship with beasts. At 3rd level when is doubled, and you have advantage on Strength checks
you adopt this path, you gain the ability to cast the beast m ade to push, pull, lift, or break objects.
sense and speak with animals spells, but only as rituals,
as described in chapter 10. Eagle. You gain the eyesight o f an eagle. You can
see up to 1 mile away with no difficulty, able to discern
T o te m Spir it even fine details as though look in g at som eth in g no
At 3rd level, when you adopt this path, you ch oose a m ore than 100 feet away from you. Additionally, dim
totem spirit and gain its feature. You must m ake or light doesn't im pose disadvantage on your W isdom
acquire a physical totem object- an amulet or similar (Perception) checks.
adornm ent—that incorporates fur or feathers, claws,
teeth, or bones o f the totem animal. At your option, you Wolf, You gain the hunting sensibilities o f a w olf. You
also gain m inor physical attributes that are rem iniscent can track other creatu res w hile traveling at a fast pace,
o f your totem spirit. For example, if you have a bear and you can m ove stealthily w hile traveling at a norm al
totem spirit, you might be unusually hairy and thick- pace (see chapter 8 for rules on travel pace).
skinned, or if your totem is the eagle, your eyes turn
bright yellow. Sp ir it W a l k e r
At 10th level, you can cast the commune with nature
spell, but only as a ritual. W hen you do so, a spiritual
version o f one o f the anim als you chose for Totem Spirit
or Aspect o f the Beast appears to you to convey the
information you seek.

T otem ic A ttu n e m e n t
At 14th level, you gain a m agical benefit based on a
totem animal of your choice. You can choose the same
animal you selected previously or a different one.

Bear, W h ile you ’re raging, any creature within 5 feet
o f you that’s hostile to you has disadvantage on attack
rolls against targets other than you or another character
with this feature. An enem y is im m u ne to this effect if it
ca n ’t see or hear you or if it ca n ’t b e frightened.

Eagle. W h ile raging, you have a flying sp eed equal to
your current w alk in g speed. T h is benefit w ork s only in
short bursts; you fall if you end your turn in the air and
nothing else is holding you aloft.

Wolf. W h ile y ou ’re raging, you can u se a bon u s action
on your turn to knock a Large or sm aller creature prone
w hen you hit it with m elee w eapon attack.

PRIMAL PATHS into combat, striking with their body itself and giving
themselves over to the fury of battle.
Barbarians in the Forgotten Realms have the following
Primal Path options, in addition to those in the Player's RESTRICTION: DWARVES ONLY
Handbook. Reghed and Northlander barbarians tend to Only dwarves can follow the Path of the Battlerager.
follow the Path of the Berserker, while Uthgardt bar­ The battlerager fills a particular niche in dwarven soci­
barians are nearly always followers of the Path of the ety and culture.
Totem Warrior.
Your DM can lift this restriction to better suit the cam­
PATH OF THE BATTLERAGER paign. The restriction exists for the Forgotten Realms.
It might not apply to your DM's setting or your DM's ver­
Known as Kuldjargh (literally "axe idiot") in Dwarvish, sion of the Realms.
battleragers are dwarf followers of the gods of war and
take the Path of the Battlerager. They specialize in BATTLERAGER ARMOR
wearing bulky, spiked armor and throwing themselves When you choose this path at 3rd level, you gain the
ability to use spiked armor (see the "Spiked Armor"
sidebar) as a weapon.

While you are wearing spiked armor and are raging,
you can use a bonus action to make one melee weapon
attack with your armor spikes against a target within 5
feet of you. If the attack hits, the spikes deal ld4 pierc­
ing damage. You use your Strength modifier for the
attack and damage rolls.

Additionally, when you use the Attack action to grap­
ple a creature, the target takes 3 piercing damage if your
grapple check succeeds.

RECKLESS ABANDON
Beginning at 6th level, when you use Reckless Attack
while raging, you also gain temporary hit points equal to
your Constitution modifier (minimum of 1). They vanish
if any of them are left when your rage ends.

BATTLERAGER CHARGE
Beginning at 10th level, you can take the Dash action as
a bonus action while you are raging.

SPIKED RETRIBUTION
Starting at 14th level, when a creature within 5 feet of
you hits you with a melee attack, the attacker takes 3
piercing damage if you are raging, aren't incapacitated,
and are wearing spiked armor.

PATH OF THE TOTEM WARRIOR

If you follow the Path of the Totem Warrior from the
Player's Handbook, you have access to the options pre­
sented here.

TOTEM SPIRIT

These options are available to you when you choose a
totem animal at 3rd level.

SPIKED ARMOR

Spiked armor is a rare type of medium armor made by
dwarves. It consists of a leather coat and leggings covered
with spikes that are usually made of metal.

Cost: 75 gp
AC: 14 + Dexterity modifier (max 2)
Stealth: Disadvantage
Weight: 45 lb.

UTHGARDT TOTEMS Also, your totem spirit might be an animal similar to
one listed here but more suitable to your homeland, such
The totems of the Uthgardt barbarians of the North (de­ as a horse or stag, rather than an elk, or a lion, panther,
scribed in chapter 5) correspond to the spirits of the Path or other big cat, rather than a tiger.
of the Totem Warrior as shown in the following table.
Elk. While you're raging and aren't wearing heavy ar­
Totem Spirit mor, your walking speed increases by 15 feet. The spirit
Tiger of the elk makes you extraordinarily swift.
Black Lion Eagle
Black Raven Bear Tiger. While raging, you can add 10 feet to your long
Blue Bear Wolf jump distance and 3 feet to your high jump distance.
Gray Wolf Wolf The spirit of the tiger empowers your leaps.
Great Worm Eagle
Griffon Tiger ASPECT OF THE BEAST
Red Tiger Eagle, with the Elk Aspect of the Beast
Sky Pony Bear, with the Tiger Totemic Attunement These options are available to you when you choose a
Thunderbeast Bear, with speak with plants in place of totem animal at 6th level.
Tree Ghost the normal rituals for the Spirit Seeker
feature Elk. Whether mounted or on foot, your travel pace is
doubled, as is the travel pace of up to ten companions
As with the spirits in the Player's Handbook, the op­ while they're within 60 feet of you and you're not inca­
tions here require a physical object incorporating some pacitated (see chapter 8 in the Player's Handbook for
part of the totem beast, and you might acquire minor more information about travel pace). The elk spirit helps
physical attributes associated with your totem spirit, you roam far and fast.
such as a prominent nose if you have an elk totem spirit
or catlike eyes if you have a tiger totem spirit. Tiger. You gain proficiency in two skills from the fol­
lowing list: Athletics, Acrobatics, Stealth, and Survival.
The cat spirit hones your survival instincts.

TOTEMIC ATTUNEMENT

These options are available to you when you choose a
totem animal at 14th level.

Elk. While raging, you can use a bonus action during
your move to pass through the space of a Large or
smaller creature. That creature must succeed on a
Strength saving throw (DC 8+ your Strength bo-
nus+ your proficiency bonus) or be knocked prone
and take bludgeoning damage equal to ld12 + your
Strength modifier.

Tiger. While you're raging, if you move at least 20 feet
in a straight line toward a Large or smaller target right
before making a melee weapon attack against it, you can
use a bonus action to make an additional melee weapon
attack against it.

CHAPTER 4 I CLASSES

LEFT TO RIGHT: ZEALOT, STORM 11ERALD, AND ANC.ESTRAL GUARDIAN

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PATH OF THE ANCESTRAL GUARDIAN

Some barbarians hail from cultures that revere their an­
cestors. These tribes teach that the warriors of the past
linger in the world as mighty spirits, who can guide and
protect the living. When a barbarian who follows this
path rages, the barbarian contacts the spirit world and
calls on these guardian spirits for aid.

Barbarians who draw on their ancestral guardians
can better fight to protect their tribes and their allies. In
order to cement ties to their ancestral guardians, bar­
barians who follow this path cover themselves in elabo­
rate tattoos that celebrate their ancestors' deeds. These
tattoos tell sagas of victories against terrible monsters
and other fearsome rivals.

PATH OF THE ANCESTRAL GUARDIAN FEATURES

PRIMAL PATHS Barbarian Feature
Level
At 3rd level, a barbarian gains the Primal Path feature.
The following options are available to a barbarian, in 3rd Ancestral Protectors
addition to those offered in the Player's Handbook: the
Path of the Ancestral Guardian, the Path of the Storm 6th Spirit Shield (2d8)
Herald, and the Path of the Zealot.
10th Consult the Spirits, Spirit Shield (3d8)

14th Vengeful Ancestors, Spirit Shield (4d8)

CHAPTER 1 I CHARACTER OPTIONS 9

ANCESTRAL PROTECTORS l{ov.. !.."'ow o"'' o{ t~• ~r«;t lo•"'-•{its
o{ li~i"'~ "'""'J..•rrv.."'J..? fVo w«.l~•r.
Starting when you choose this path at 3rd level, s pectral
warriors appear when you enter your rage. While you're t"{)o"' w-HS t~il "'-f {or w-t.
raging, the first creature you hit with an attack on your
turn becomes the target of the warriors, which hinder STORM AURA
its attacks. Until the s ta rt of your next turn, that target
has disadvantage on a ny attack roll that isn't against Starting at 3rd level, you ema nate a s tormy, m agical
you, and when the target hits a creature othe r than you aura while you rage. The aura extends 10 feet from you
with a n attack, that creature has resistance to the da m- in every direction , but not throug h tota l cover.
age dealt by the attack. The effect on the target e nds
early if your rage ends. Your aura has an effect that activates when you enter
your rage, and you can activate the effect again on each
SPIRIT SHIELD ofyour turns as a bonus action. Choose desert, sea, or
tundra. Your aura's effect depe nds on tha t chosen envi-
Beginn ing at 6th level, the guardia n spirits that a id you ronment, as d~ta iled below. You ca n cha nge your envi-
can provide s upernatural protection to those you de- ronment choice whenever you gain a level in this class.
fe nd. If you a re raging a nd a nother creature you can see
within 30 feet of you takes damage, you can use your Ifyour aura's effects require a saving throw, the DC
reaction to reduce that damage by 2d6. equa ls 8 + your proficiency bonus + your Constitu-
tion modifier.
Whe n you reach certa in levels in this class, you can
reduce the damage by more: by 3d6 at 10th level a nd by D esert. When this effect is activated, all other crea-
4d6 at 14th level. tures in your aura take 2 fire damage each. The damage
increases when you reach certa in levels in this class, in-
CONSULT THE SPIRITS creasi ng to 3 a t 5th level, 4 at 10th level, 5 at 15th level,
and 6 at 20th level.
At 10th level, you gain the a bility to cons ult with your
ancestral spirits. When you do so, you cast the augury or Sea. When this effect is activated , yo u can choose one
clairvoyance spell, without using a s pe ll s lot or materi al other creature you ca n see in your aura. The target must
components. Rather than creating a spherical sensor, ma ke a Dexte rity saving throw. The target takes l d6
this use of clairvoyance invisibly s ummons o ne of your lightning da mage on a failed save, or half as much dam-
a ncestra l spirits to the chosen location. Wisdom is your age on a s uccessful one. The da mage increases when
spellcasting ability for these spells. you reach certain levels in this class, increasing to 2d6
at 10th level, 3d6 at 15th level, a nd 4d6 a t 20th level.
After you cast e ither spell in thjs way, you can't use
this feature aga in until you finish a s hort or long rest. Tundra. When this effect is activated, each creature of
your choice in you r aura gains 2 temporary hit points, as
VENGEFUL ANCESTORS icy spirits inure it to s uffering. The temporary hit points
increase when you reach certa in levels in this class, in-
At 14th level, your ancestra l spirits g row powerful creasing to 3 at 5th level, 4 at 10th level, 5 at 15th level,
enough to reta liate. When you use your Spirit Shield to and 6 at 20th level.
reduce the damage of a n attack, the attacker takes an
amount of force damage equa l to the damage that your STORM SOUL
Spirit Shield prevents.
At 6th level, the storm g ra nts you benefits even when
PATH OF THE STORM HERALD your aura isn't active. The bene fits are based on the en-
viro nment you chose for your Storm Aura.
All barba ri ans ha rbor a fury within. Their rage g ra nts
them s uperior stre ngth, durability, and speed. Ba rba r- Deser t. You gain resistance to fire da mage, a nd you
ia ns who follow the Path of the Storm Herald learn don't s uffer the effects of extrem e heat, as descr ibed in
to trans form tha t rage into a m antle of primal magic, the Dungeon Master's Guide. Moreover, as an action,
wh ich swirls around them. When in a fury, a barbar ia n you can touch a fla mmable object that isn't being worn
of this path taps into the forces of nature to create pow- or carried by a nyone else a nd set it on fire.
erful magical effects.
Sea. You gain resistance to lightning damage, and
Storm heralds a re typically elite champions who train you can breathe underwater. You a lso gain a swimming
alongside druids, rangers, and others sworn to protect s peed of 30 feet.
nature. Other storm heralds hone their cra ft in lodges in
regions wracked by storms, in the frozen reaches at the Tundra. You gain resistance to cold da mage, a nd you
world's end, or deep in the hottest deserts. don't s uffe r the effects of extreme cold, as described in
the Dungeon Master's Guide. Moreover, as an action,
PATH OF THE STORM HERALD FEAT URES you can touch water and turn a 5-foot cube of it into ice,
which melts after 1 minute. This action fai ls if a creature
Barbaria n is in the cube.

Le ve l Featu re SHIELDING STORM

3rd Storm Aura At 10th level, you learn to use your mastery of the storm
6th Storm Soul to protect others. Each creature of your choice has the
10th Shielding Storm damage resistance you gained from the Storm Soul fea-
ture while the creature is in your Storm Aura.
14th Raging Storm

CHAPTER 1 I CHARACTER OPTIONS

RAGING STORM DIVINE FURY

At 14th level, the power of the storm you c hanne l grows Starting when you c hoose this path at 3 rd level, you can
mightier, lashing out at your foes. T he effect is based on cha nnel divine fury into your weapon strikes . While
the environment you chose for your Storm Aura. you're raging, the first creature you hit on each of your
turns with a weapon attack takes extra damage equa l
Desert. Immed ia te ly after a c reatu re in your a ura nits to 1d6 + h alf your barbar ian level. The extra d amage is
you with a n a ttack, you can use you r reactio n to for ce necrotic or radiant; you choose the type of damage w hen
that creature to make a Dexterity saving throw. On a you gain this feature.
failed save, the creature takes fire d amage equal to half
your barbarian level. WARRIOR OF THE Goos

Sea. When you hi t a c reature in your a ura with an At 3rd level, your soul is marked for e ndless battle. If a
a ttack, you can use your reaction to fo rce that creature spell, s uc h as raise d ead , has the sole effect of restoring
to make a Strength saving throw. On a fa iled save, the you to life (but not undeath), the caster doesn't need ma-
creature is knocked prone, as if struck by a wave. te ri a l components to cast the spell on you.

Tundra. Wheneve r t he effect of your Storm Aura is ac- FANATICAL Focus
tivated, you can choose one c reature you can see in th e
aura. That creature must succeed on a Strength saving Starting at 6th level, t he divine power that fuels your
throw, or its speed is reduced to 0 until t he s tart of your rage can protect you. If you fa il a saving t hrow w hile
next turn, as magical frost covers it. you're raging, you can reroll it, and you must use the
new ro ll. You can use th is ability only once per rage.
PATH OF THE ZEALOT
ZEALOUS PRESENCE
Some deities inspire th eir followers to pitc h the m selves
into a fe rocious battle fury. T hese barbarians are zeal- At 10th level, you learn to channel divine power to in-
ots- warriors who channe l their rage into powerful dis- s pire zealotry in others . As a bonus action, you un leash
plays of divine power. a battle c ry infused with divine e ne rgy. Up to te n other
c reatures of your choice within 60 feet of you that can
A variety of gods across the worlds of D&D inspire hear you gain advantage on attack rolls and saving
their followers to embrace this path. Tempus from the throws until the start of your next turn.
Forgotte n Realms and Hextor and Erythnul of Grey-
hawk a re a ll prime examples. In gene ral, t he gods who Once you use this feature, you can 't use it again until
inspire zealots a re d eities o f combat, d estruction, and you finish a long rest.
violence. Not all are evil, but few are good.
RAGE BEYOND DEATH
PATH OF THE ZEALOT FEATURES
Beginning a t 14t h level, t he divine power t hat fuels your
Barbarian Feature rage a llows you to shrug off fatal blows.
Level Divine Fury, Warrior of the Gods
Fanatical Focus While you're raging, having 0 hit points doesn't knock
3rd Zealous Presence you unconscious. You still must make death saving
6th Rage beyond Death throws, and you s uffe r the normal effects of taking
10th damage while at 0 hit points. However, if you would die
14th due to failing death saving throws, you don't die until
your rage ends, and you die then only if you still have 0
hit points.

CHAPTER 1 I CHARACTER OPTIONS

Path of the Wild Soul once). You regain all expended uses when you
finish a long rest.
The realm of the Feywild abounds with beauty,
unpredictable emotion, and rampant magic. A Wild Surge
barbarian exposed to this realm feels emotions
powerfully and magic saturates their body. Starting at 3rd level, magic erupts from you as
you rage. When you enter your rage, roll on the
When a barbarian who follows this path rages, Wild Surge table to determine the magical effect
it is a bellowing roar for freedom, an explosion of produced.
expression, manifesting in unpredictable ways.
If the wild surge requires a saving throw, the
Path of the Wild Soul Features DC equals 8 + your proficiency bonus + your
Constitution modifier.
Barbarian Level Feature
3rd Lingering Magic, Wild Surge Wild Surge
6th Magic Reserves 1d4
10th Arcane Rebuke d8 Effect
14th Chaotic Fury, Magic Reserves 1d6 1 Necrotic energy bursts from you. Each

Lingering Magic creature within 30 feet of you takes 1d10
necrotic damage, and you gain temporary
At 3rd level, your body reacts to the presence of hit points equal to the sum of the necrotic
magic. You can cast the detect magic spell damage dealt to the creatures.
without using a spell slot or components. 2 You teleport up to 20 feet to an unoccupied
Constitution is your spellcasting ability for this space you can see. Until your rage ends,
spell. You faintly glow a color corresponding to you can activate this effect again on each of
the school of magic you detect (you choose the your turns as a bonus action.
colors). 3 You conjure 1d4 intangible spirits that look
like flumphs in unoccupied spaces within 30
You can use this feature a number of times feet of you. Each spirit immediately flies 30
equal to your Constitution modifier (minimum of feet in a random direction. At the end of
your turn, all spirits explode and each
©2019 Wizards of the Coast LLC creature within 5 feet of one or more of
them must succeed on a Dexterity saving
throw or take 2d8 force damage.
4 Arcane energy enshrouds you. Until your
rage ends, you gain a +2 bonus to AC, and
whenever a creature within 10 feet of you
hits you with an attack, that creature takes
force damage equal to your Constitution
modifier.
5 Plant life temporarily grows around you:
until your rage ends, the ground within 10
feet of you is difficult terrain.
6 Arcane energy taps into the minds of those
around you. Each creature within 30 feet of
you must succeed on a Wisdom saving
throw or you see a glimpse of the
creature’s thoughts, learning how it plans
to attack you. As a result, the creature has
disadvantage on attack rolls against you
until the start of your next turn.

1

7 Shadows weave around a weapon of your
choice you are holding. Until your rage
ends, your weapon deals psychic damage
instead of its bludgeoning, slashing, or
piercing damage, and it gains the light and
thrown properties with a normal range of
20 feet and a long range of 60 feet. If you
drop the weapon or throw it, the weapon
dissipates and reappears in your hand at
the end of your turn.

8 A beam of brilliant light lances from your
chest in a 5-foot-wide, 60-foot-long line.
Each creature in the line must succeed on a
Constitution saving throw or take 2d8
radiant damage and be blinded until the
start of your next turn.

Magic Reserves

At 6th level, you can channel the magic surging
inside you into other creatures. As an action, you
can touch a creature and roll a d4. The creature
recovers an expended spell slot of a level equal
to the number rolled. If the creature you touch
can’t recover a spell slot of that level, the
creature instead gains temporary hit points
equal to five times the number rolled.

You take force damage equal to five times the
number rolled.

When you reach 14th level in this class, you
increase the die to a d6.

Arcane Rebuke

At 10th level, the magic crackling within your
soul lashes out. When a creature forces you to
make a saving throw while you are raging, you
can use your reaction to deal 3d6 force damage
to that creature.

Chaotic Fury

At 14th level, you become a wellspring of wild
magic while you are raging. As a bonus action,
you can reroll on the Wild Surge table, replacing
your current effect with the new one.

2

Ba r d

H um m ing as she traces her fingers over an ancient
m onum ent in a long-forgotten ruin, a half-elf in rugged
leathers finds knowledge springing into her mind,
conjured forth by the m agic o f her song—knowledge
o f the people w ho constructed the monument and the
m ythic saga it depicts.

A stern human warrior bangs his sw ord rhythmically
against his scale mail, setting the tem po for his war chant
and exhorting his com panions to bravery and heroism.
The m agic of his song fortifies and em boldens them.

Laughing as she tunes her cittern, a gnom e w eaves
her subtle m agic over the assem bled nobles, ensuring
that her com panions’ w ords w ill be well received.

W hether scholar, skald, or scoundrel, a bard weaves
m agic through w ords and m usic to inspire allies,
dem oralize foes, manipulate minds, create
illusions, and even heal wounds.

M u sic a n d M a g ic

In the w orlds o f D&D, w ords and m usic are
not just vibrations o f air, but v ocalization s with
pow er all their own. The bard is a master o f song,
speech, and the m agic they contain. Bards say
that the multiverse w as spoken into existence, that the
w ord s o f the g od s gave it shape, and that e c h o e s o f these
prim ordial W ords o f Creation still resound throughout
the cosm os. The m usic o f bards is an attempt to snatch
and harness those echoes, subtly woven into their
spells and powers.

The greatest strength of bards is their sheer
versatility. Many bards prefer to stick to the sidelines
in com bat, using their m agic to inspire their allies and
hinder their foes from a distance. But bards are capable
o f defending them selves in m elee if necessary, using
their m agic to bolster their sw ords and armor. Their
spells lean toward charm s and illusions rather than
blatantly destructive spells. They have a wide-ranging
know ledge o f many subjects and a natural aptitude
that lets them do alm ost anything well. Bards becom e
m asters o f the talents they set their m inds to perfecting,
from m usical perform ance to esoteric knowledge.

L e a r n in g fr o m E x pe r ie n ce

True bards are not com m on in the world. Not every
m instrel singing in a tavern or jester cavorting in a royal
cou rt is a bard. D iscoverin g the m agic hidden in m usic
requires hard study and som e m easure o f natural talent
that m ost troubadours and jon g leu rs lack. It can be hard
to spot the difference between these perform ers and true
bards, though. A bard’s life is spent w andering across
the land gathering lore, telling stories, and living on the
gratitude o f audiences, much like any other entertainer.
But a depth o f knowledge, a level of musical skill, and a
touch of m agic set bards apart from their fellows.

Only rarely do bards settle in one place for long, and
their natural desire to travel—to find n ew tales to tell,
new skills to learn, and new discoveries beyond the
horizon—m akes an adventuring career a natural calling.
Every adventure is an opportunity to learn, practice a
variety of skills, enter long-forgotten tombs, discover lost

w orks o f magic, decipher old tom es, travel to strange Q u ic k Bu ild
places, or encounter exotic creatures. Bards love to You can make a bard quickly by
accom pany heroes to w itness their deeds firsthand. A follow ing these suggestions. First,
bard w ho can tell an awe-inspiring story from personal Charisma should be your highest
experience earns renown am ong other bards. Indeed, ability score, follow ed by Dexterity.
after telling so many stories about heroes accom plishing Second, choose the entertainer
mighty deeds, many bards take these them es to heart background. Third, ch o o s e the dancing lights and
and assume heroic roles themselves. vicious m ockery cantrips, along with the follow ing
1st-level spells: charm person, detect magic, healing
C r e a t in g a B ar d word, and thunderwave.

Bards thrive on stories, whether those stories are true C lass Features
or not. Your character’s back grou n d and m otivations
are not as im portant as the stories that he or she tells As a bard, you gain the following class features.
about them. Perhaps you had a secure and mundane
ch ildh ood . T h ere’s no g o o d story to be told about that, H it Points
so you might paint yourself as an orphan raised by a hag Hit Dice: 1d8 per bard level
in a dism al sw am p. Or your ch ild h ood m ight be w orthy Hit Points at 1st Level: 8 + your Constitution m odifier
of a story. S om e bards acquire their m agical music Hit Points at Higher Levels: 1d8 (or 5) + your
through extraordinary means, including the inspiration
of fey or other supernatural creatures. Constitution m odifier per bard level after 1st

Did you serve an apprenticeship, studying under a P roficiencies
master, follow ing the m ore experienced bard until you Armor: Light arm or
w ere ready to strike out on your ow n? Or did you attend Weapons: Simple w eapons, hand crossbow s,
a college w here you studied bardic lore and practiced
your musical magic? Perhaps you were a young runaway longswords, rapiers, shortswords
or orphan, befriended by a wandering bard w ho becam e Tools: Three m usical instruments o f your choice
your mentor. Or you might have been a spoiled noble
child tutored by a master. Perhaps you stum bled into the Saving Throws: Dexterity, Charisma
clutches o f a hag, m akin g a bargain for a m usical gift in Skills: Choose any three
addition to your life and freedom , but at w hat cost?
Equ ipm en t
You start with the follow ing equipment, in addition to
the equipment granted by your background:

• (a) a rapier, (b) a lon gsw ord, or (c) any sim ple w eapon
• (a) a diplom at’s pack or (b) an entertainer's pack
• (a) a lute or (b) any other m usical instrum ent
• Leather armor and a dagger

Sp e l l c a st in g

You have learned to untangle and reshape the fabric of
reality in harmony with your w ishes and music. Your
spells are part o f your vast repertoire, m agic that you
can tune to different situations. S e e chapter 10 for the
general rules o f spellcasting and chapter 11 for the
bard spell list.

C antrips
You know two cantrips of your choice from the bard
spell list. You learn additional bard cantrips o f your
ch oice at higher levels, as sh ow n in the Cantrips K now n
colum n o f the Bard table.

The Bard

Proficiency Cantrips Spells — Spell Slots per Spell Level—
Bonus Known Known
Level +2 Features 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Bardic Inspiration (d6) 2 4
2nd +2 jack o f All Trades, Song o f Rest (d6) 2 5 2— — — —— — ——
3rd +2 Bard College, Expertise 2 6
4th +3 Ability Score Improvement 3 7 3— — — —— — ——
5th Bardic Inspiration (d8), 3 8
+3 Font o f Inspiration 4 2— — —— — — —
6th +3 Countercharm, Bard College feature
7th +3 4 3— — —— — — —
8th +4 —
9th +4 4 3 2 — —— — — —
10th Ability Score Improvement
+4 Song of Rest (d8) 3 9 4 3 3 — —— — — —
11th +4 Bardic Inspiration (d10), Expertise, 3 10 4 3 3 1 — — — — —
12th +5 Magical Secrets 3 11 4 3 3 2 — — — — —
13th +5 —
14th Ability Score Improvement 3 12 4 3 3 3 1 — — — —
+5 Song o f Rest (d10) 4 14 4 3 3 3 2 — — — —
15th +5 Magical Secrets,
16th +6 Bard College feature 4 15 4 3 3 3 2 1 — — —
17th +6 Bardic Inspiration (d12) 4 15 4 3 3 3 2 1 — — —
18th +6 Ability Score Improvement
19th +6 Song of Rest (d12) 4 16 4 3 3 3 2 1 1 — —
20th Magical Secrets 4 18 4 3 3 3 2 1 1 — —
Ability Score Improvement
Superior Inspiration 4 19 4 3 3 3 2 1 1 1 —
4 19 4 3 3 3 2 1 1 1 —

4 20 4 3 3 3 2 1 1 1 1

4 22 4 3 3 3 3 1 1 1 1

14 22 4 3 3 3 3 2 1 1

4 22 4 3 3 3 3 2 2 1 1

Spell Sl o ts modifier when setting the saving throw DC for a bard
The Bard table show s how many spell slots you have to spell you cast and when m aking an attack roll with one.
cast your spells of 1st level and higher. To cast one of
th ese spells, you m ust expend a slot o f the sp ell’s level Spell save DC = 8 + your proficiency bonus +
or higher. You regain all expended spell slots when you your Charisma modifier
finish a long rest.
Spell attack modifier = your proficiency bonus +
For exam ple, if you k n ow the 1st-level spell cure your Charisma modifier
wounds and have a 1st-level and a 2nd-level spell slot
available, you can cast cure wounds using either slot. R itu al C astin g
You can cast any bard spell you know as a ritual if that
S p e l l s K n o w n o f 1s t L e v e l a n d H i g h e r spell has the ritual tag.
You know four 1st-level spells o f your choice from the
bard spell list. Spe l l c a st in g Focu s
You can use a m u sical instrum ent (found in chapter 5)
The Spells Know n colum n of the Bard table show s as a spellcasting focus for your bard spells.
when you learn m ore bard spells of your choice. Each of
these spells must be o f a level for which you have spell B a r d ic In spir a tio n
slots, as show n on the table. For instance, when you
reach 3rd level in this class, you can learn on e n ew spell You can inspire others through stirring w ords or music.
o f 1st or 2nd level. To do so, you use a bonus action on your turn to choose
one creature other than yourself within 60 feet of you
Additionally, w hen you gain a level in this class, you w ho can hear you. That creature gains one Bardic
can choose one of the bard spells you know and replace Inspiration die, a d6.
it w ith another spell from the bard spell list, w hich also
must be o f a level for which you have spell slots. O nce within the next 10 minutes, the creature can roll
the die and add the num ber rolled to one ability check,
Sp e l l c a s t in g A b il it y attack roll, or saving th row it m akes. T h e creature can
Charisma is your spellcasting ability for your bard wait until after it rolls the d2 0 before decidin g to use the
spells. Your m agic com es from the heart and soul you Bardic Inspiration die, but must decide before the DM
pour into the perform ance o f your m usic or oration. says whether the roll succeeds or fails. O nce the Bardic
You use your Charisma whenever a spell refers to your Inspiration die is rolled, it is lost. A creature can have
spellcastin g ability. In addition, you use your Charism a only on e B ardic Inspiration die at a time.

You can use this feature a number of tim es equal M a g ic a l Secrets
to your C harism a m odifier (a m inim um o f once). You
regain any expended uses w hen you finish a long rest. By 10th level, you have plundered m agical know ledge
from a wide spectrum of disciplines. C hoose two spells
Your Bardic Inspiration die changes when you reach from any class, including this one. A spell you choose
certain levels in this class. T h e die b e c o m e s a d8 at 5th must be o f a level you can cast, as shown on the Bard
level, a d 10 at 10th level, and a d l 2 at 15th level. table, or a cantrip.

Ja c k of A ll T rades The chosen spells count as bard spells for you and are
included in the num ber in the S p ells K now n colum n of
Starting at 2nd level, you can add h alf your proficiency the Bard table.
bonus, rounded dow n, to any ability check you m ake that
d oesn ’t already include your proficiency bonus. You learn tw o additional sp ells from any class at 14th
level and again at 18th level.
So n g of R est
Su pe r io r In sp ir a t io n
B egin ning at 2nd level, you can u se sooth in g m usic or
oration to help revitalize your wounded allies during At 20th level, w hen you roll initiative and have no uses
a short rest. If you or any friendly creatures w ho can o f Bardic Inspiration left, you regain one use.
hear your perform an ce regain hit points at the end o f
the short rest, each of those creatures regains an extra Bard C olleges
1d6 hit points.
The way o f a bard is gregarious. Bards seek each
T h e extra hit p oints in crease w hen you reach certain other out to swap songs and stories, boast o f their
levels in this class: to 1d8 at 9th level, to 1d 10 at 13th accom plishm ents, and share their knowledge. Bards
level, and to 1d 12 at 17th level. form loose associations, which they call colleges, to
facilitate their gatherings and preserve their traditions.
Bard C ollege
C ollege of L ore
At 3rd level, you delve into the advanced techniques of
a bard college o f your choice: the College o f Lore or the Bards o f the College o f Lore know som ething about
C ollege o f Valor, both detailed at the end o f the class m ost things, collecting bits of knowledge from sources
description. Your ch oice grants you features at 3rd level as diverse as scholarly tom es and peasant tales.
and again at 6th and 14th level. W hether singing folk ballads in taverns or elaborate
com positions in royal courts, these bards use their gifts
E x p e r tise to hold audiences spellbound. W hen the applause dies
down, the audience m em bers might find themselves
At 3rd level, ch oose two of your skill proficiencies. Your questioning everything they held to be true, from their
proficiency bonus is doubled for any ability check you faith in the priesthood o f the local temple to their
make that uses either o f the chosen proficiencies. loyalty to the king.

At 10th level, you can ch oose another tw o skill The loyalty of these bards lies in the pursuit o f beauty
proficiencies to gain this benefit. and truth, not in fealty to a m onarch or follow ing the
tenets o f a deity. A n oble w h o keeps such a bard as a
A b il it y S co re Im pr o vem en t herald or advisor know s that the bard w ould rather be
honest than politic.
W h en you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score o f your The co lle g e ’s m em bers gather in libraries and
choice by 2, or you can increase tw o ability scores o f som etim es in actual colleges, com plete with classroom s
your ch oice by 1. A s norm al, you ca n ’t in crease an ability and dorm itories, to share their lore with one another.
score above 20 using this feature. T h ey also m eet at festivals or affairs o f state, w here they
can ex p o se corruption, unravel lies, and poke fun at self-
Fo n t o f In spir a tio n im portant figures o f authority.

Beginning when you reach 5th level, you regain all of B on u s P roficien cies
your expended uses of Bardic Inspiration when you W h en you jo in the C ollege o f L ore at 3rd level, you gain
finish a short or long rest. proficiency with three skills o f your choice.

C ountercharm C u ttin g W ords
A lso at 3rd level, you learn h ow to use your wit to
At 6th level, you gain the ability to use m usical notes or distract, confuse, and otherwise sap the confidence and
w ords of pow er to disrupt mind-influencing effects. As com petence o f others. W hen a creature that you can
an action, you can start a perform ance that lasts until see within 60 feet o f you m akes an attack roll, an ability
the end o f your next turn. D uring that time, you and any check, or a damage roll, you can use your reaction to
friendly creatures within 30 feet of you have advantage expend one o f your uses o f Bardic Inspiration, rolling
on saving throws against being frightened or charm ed. a Bardic Inspiration die and subtracting the number
A creature must be able to hear you to gain this benefit. rolled from the creatu re’s roll. You can c h o o s e to use
The perform ance ends early if you are incapacitated or this feature after the creature m akes its roll, but before
silen ced or if you voluntarily en d it (no action required). the DM determ ines w hether the attack roll or ability

ch eck su cceed s or fails, or before the creature deals its songs, they inspire others to reach the sam e heights of
dam age. The creature is im m une if it can ’t hear you or if accom plishm ent as the heroes o f old.
it’s im m une to being charm ed.
B o n u s P roficien cies
A d d it io n a l M a g ic a l Secrets W hen you jo in the C ollege o f Valor at 3rd level, you
At 6th level, you learn tw o spells o f your ch oice from any gain proficiency with medium armor, shields, and
class. A spell you ch oose must be o f a level you can cast, martial weapons.
as show n on the Bard table, or a cantrip. The chosen
spells count as bard spells for you but don’t count C o m bat Inspiration
against the num ber o f bard spells you know. A lso at 3rd level, you learn to inspire others in battle.
A creature that has a Bardic Inspiration die from you
Peerless Sk ill can roll that die and add the num ber rolled to a w eapon
Starting at 14th level, w hen you m ake an ability check, dam age roll it just m ade. Alternatively, w hen an attack
you can expend one use of Bardic Inspiration. Roll a roll is m ade against the creature, it can u se its reaction
Bardic Inspiration die and add the number rolled to to roll the Bardic Inspiration die and add the number
your ability check. You can ch oose to do so after you roil rolled to its AC against that attack, after seein g the roll
the die for the ability check, but before the DM tells you but before kn ow in g w hether it hits or m isses.
w hether you su cceed or fail.
Ex t r a A ttack
C ollege of Valor Starting at 6th level, you can attack tw ice, instead o f
once, whenever you take the Attack action on your turn.
Bards o f the College o f Valor are daring skalds w hose
tales keep alive the m em ory o f the great heroes of the Ba ttle M agic
past, and thereby inspire a new generation o f heroes. At 14th level, you have m astered the art o f w eaving
T h ese bards gather in m ead halls or around great spellcasting and weapon use into a single harm onious
bonfires to sing the deeds o f the mighty, both past act. W hen you use your action to cast a bard spell, you
and present. They travel the land to w itness great can make one weapon attack as a bonus action.
events firsthand and to ensure that the m em ory of
those events d oesn ’t pass from the world. W ith their

COLLEGE OF GLAMOUR ENTHRALLING PERFORMANCE

The College of Glamour is the home of bards who mas­ Starting at 3r9 level, you can charge your performance
tered their craft in the vibrant realm of the Feywild or with seductive, fey magic.
under the tutelage of someone who dwelled there. Tu­
tored by satyrs, eladrin, and other fey, these bards learn If you perform for at least 1 minute, you can attempt
to use their magic to delight and captivate others. to inspire wonder in your audience by singing, reciting
a poem, or dancing. At the end of the performance,
The bards of this college are regarded with a mixture choose a number of humanoids within 60 feet of you
of awe and fear. Their performances are the stuff of leg­ who watched and listened to all of it, up to a number
end. These bards are so eloquent that a speech or song equal to your Charisma modifier (minimum of one).
that one of them performs can cause captors to release Each target must succeed on a Wisdom saving throw
the bard unharmed and can lull a furious dragon into against your spell save DC or be charmed by you. While
complacency. The same magic that allows them to quell charmed in this way, the target idolizes you, it speaks
beasts can also bend minds. Villainous bards of this glowingly of you to anyone who talks to it, and it hinders
college can leech off a community for weeks, misusing anyone who opposes you, although it avoids violence
their magic to turn their hosts into thralls. Heroic bards unless it was already inclined to fight on your behalf.
of this college instead use this power to gladden the This effect ends on a target after 1 hour, if it takes any
downtrodden and undermine oppressors. damage, if you attack it, or if it witnesses you attacking
or damaging any of its allies.
COLLEGE OF GLAMOUR FEATURES
If a target succeeds on its saving throw, the target has
Bard Level Feature no hint that you tried to charm it.

3rd Mantle of Inspiration, Enthralling Performance Once you use this feature, you can't use it again until
6th Mantle of Majesty you finish a short or long rest.
14th Unbreakable Majesty
MANTLE OF MAJESTY
MANTLE OF INSPIRATION
At 6th level, you gain the ability to cloak yourself in a fey
When you join the College of Glamour at 3rd level, you magic that makes others want to serve you. As a bonus
gain the ability to weave a song of fey magic that imbues action, you cast command, without expending a spell
your allies with vigor and speed. slot, and you take on an appearance of unearthly beauty
for 1 minute or until your concentration ends (as if you
As a bonus action, you can expend one use of your were concentrating on a spell). During this time, you
Bardic Inspiration to grant yourself a wondrous appear­ can cast command as a bonus action on each of your
ance. When you do so, choose a number of creatures turns, without expending a spell slot.
you can see and that can see you within 60 feet of you,
up to a number equal to your Charisma modifier (mini­ Any creature charmed by you automatically fails
mum of one). Each of them gains 5 temporary hit points. its saving throw against the command you cast with
When a creature gains these temporary hit points, it this feature.
can immediately use its reaction to move up to its speed,
without provoking opportunity attacks. Once you use this feature, you can't use it again until
you finish a long rest.
The number of temporary hit points increases when
you reach certain levels in this class, increasing to 8 at UNBREAKABLE MAJESTY
5th level, 11 at 10th level, and 14 at 15th level.
At 14th level, your appearance permanently gains an
otherworldly aspect that makes you look more lovely
and fierce.

In addition, as a bonus action, you can assume a mag­
ically majestic presence for 1 minute or until you are
incapacitated. For the duration, whenever any creature
tries to attack you for the first time on a turn, the at­
tacker must make a Charisma saving throw against your
spell save DC. On a failed save, it can't attack you on this
turn, and it must choose a new target for its attack or the
attack is wasted. On a successful save, it can attack you

CHAPTER 1 I CHARACTER OPTTONS

on this turn, but it h as disadva ntage on a ny saving throw
it makes aga ins t your spells on your next turn.

Once you assume this m ajestic presence, you can't do
so again until you finis h a s ho r t or lo ng rest.

COLLEGE OF SWORDS
~~~~~~~~~~~

Bards o f the College of Swords are called blad es, a nd
they e ntertain t hrough da ring feats of weapon prowess.
Blades perfor m s tunts s uch as sword swallowing, knife
t hrowing and juggling, a nd mock combats. Though they
use their weapons to e nte r tai n, t hey a re a ls o hig h ly
trained a nd s killed warriors in their own right.

Their tale nt w ith weapons inspires m a ny blades to
lead double lives. One blade might use a circ us troupe
as cover for nefar ious deeds s uc h as assassi na tion, ro b-
b e ry, a nd blackmai l. Othe r blades s trike at the wicked,
bringing justice to bea r against the c ruel a nd powerful.
Most troupes are happy to accept a blade's talent for the
exci teme nt it adds to a p e rformance, but few e ntertain-
ers fully trus t a blade in the ir ranks.

Blades who abandon their lives as e nte r tainers have
ofte n run into trouble that m akes maintainin g their
secret activities impossib le. A bla de ca ug ht stealing or
e ngaging in vigila nte jus tice is too great a liabili ty for
mos t troupes. Wit h their weapon skills a nd mag ic, these
b lades eithe r take up work as e n forcers for thie ves'
guilds or s trike ou t on the ir own as ad venturers.

COLLEGE OF SWORDS FEATURES

Bard Level Feature
3rd Bonus Proficiencies, Fighting Style,
Blade Flourish
6th Extra Att ack
14th Master's Flo urish

BONUS PROFICIENCIES ing Blade F lour ish options of your c hoice. You can use
When you join the College of S words a t 3rd level, you only o ne Blade Flouris h option pe r turn.
gain proficie ncy with medium armor and the sci mita r.
Defensive Flourish. You can expend one use of your
If you're proficient w ith a s imple or martia l me lee Bardic Inspiration to cause the weapo n to deal extra
weapon, you ca n use it as a spellcasting focus for yo ur damage to the ta rge t you hit. The da m age equ a ls the
ba rd s pells. numbe r you roll on the Ba rdic Inspiration die . You a lso
add t he number rolJed to your AC until the start of your
FIGHTING STYLE next turn.
At 3rd level, you adopt a s tyle of fighting as your spe-
cialty. C hoose o ne of the following options. You can't Slashing Flourish. You can expend o ne use of your
take a F ighting S ty le option mo re tha n once, even if Bardic Ins piration to cause the weapon to deal extra
some thing in the game le ts you choose again. damage to the target you hit and to any othe r creature
o f your choice tha t you can see w ithin 5 feet of you. The
Dueling. Whe n you a re wielding a melee weapon in damage equa ls. the numbe r you roll on the Bardic Inspi-
one hand and no other weapons, you gain a +2 bonus to r a tion die .
damage rolls with that weapon.
Mobile Flourish. You can expe nd one use of you r Bar-
Two-Weapon Fighting. When you engage in two- dic Inspiration to cause the weapon to deal extra dam-
weapon fighting, you can add your a bility modifier to the age to the target you bit. The damage equals th e number
damage of the second attack. you roll o n the Bardic Insp ira tion die. You ca n a lso push
the ta rget up to 5 feet away from you, plus a number of
BLADE FLOURISH feet equa l to the numbe r you roll on that di e. You ca n
At 3rd level, you learn to pe rform impressive displays of th e n immediately use your reaction to move up to your
martial prowess and sp eed. walking speed to an unoccupied space within 5 feet of
the target.
Whe never you take the Attack action on your turn,
your walking s peed inc reases by 10 feet until the e nd of EXTRA ATTACK
th e turn, and if a weapon a ttack th a t you make as part of Starting at 6th level, you can attack twice, instead of
this action hits a creature, you can use one of the follow- once, whenever you take the Attack action o n your turn.

CHAPTER l I CHARACTER OPTI ONS

MASTER'S FLOURISH If the target s ucceeds on its saving throw, the target
has no hint that you tried to frighten it.
Starting at 14th level, whenever you use a Blade Flour-
ish option, you can roll a d6 a nd use it instead of expend- Once you use this feat ure, you can't use it again until
ing a Bardic Inspiration die. you finish a s hort or long rest.

COLLEGE OF WHISPERS MANTLE OF WHISPERS

Most folk are happy to welcome a ba rd into their midst. At 6th level, you gain the ability to adopt a huma noid's
Bards of the College of Whispers use this to the ir ad- persona. When a huma noid dies within 30 feet ofyou,
vantage. They appear to be li ke other ba rds , s haring you can m agically capture its shadow using your reac-
news, singing songs, a nd telling tales to the audiences tion. You retain this s hadow until you use it or you finis h
they gather. In truth, the College of Whispers teaches its a long rest.
students that they are wolves among s heep. These ba rds
use their knowledge and magic to uncover secrets and You can use the s hadow as a n action. When you do so,
turn them against others through extortion and threats . it vanishes, magically transforming into a disguise that
appears on you. You now look like the dead person, but
Many other ba rds hate the College of Whispers, healthy a nd a'live. This disguise lasts for 1 hour or until
viewing it as a parasite that uses a bard's reputation to you end it as a bonus action.
acquire wealth a nd power. For this reason, members
of this college rarely reveal their true nature. They typ- While you're in the disguise, you gain access to a ll
icalJy claim to follow some other college, or they keep information that the humanoid would freely s hare with
their actual calling secret in order to infiltrate and ex- a casua l acquainta nce. Such information includes gen-
ploit royal courts a nd other settings of power. eral details on its background a nd personal life, but
doesn't include secrets. The information is enough that
COLLEGE OF WHISPERS FEATURES you can pass yourself off as the person by drawing on
its memories.
Bard Level Feature
3rd Psychic Blades, Words of Terror Another creature can see through this disguise by
6th Mantle ofWhispers s ucceeding on a Wisdom (Insight) check contested by
14th Shadow Lore your Cha risma (Deception) check. You gain a +5 bonus
to your check.
PSYCHIC BLADES
Once you capture a s hadow with this feature , you
When you join the College of Whispers at 3rd level, you can't capture a nother one with it until you finish a s hort
gain the ability to ma ke your weapon attacks magically or long rest.
toxic to a creature's mind.
SHADOW LORE
When you hit a creature with a weapon attack, you
can expend one use of your Bardic Ins piratio n to dea l a n At 14th level, you gai n the ability to weave dark magic
extra 2d6 psychic damage to that target. You can do so into your words a nd tap into a creature's deepest fears.
only once per round on your turn.
As an action, you magically whisper a phrase that
The psychic da mage increases when you reach cer- only one creature of your choice within 30 feet of you
tain levels in this class, increasing to 3d6 at 5th level, can hear. The target must make a Wisdom saving throw
5d6 at 10th level, a nd 8d6 at 15th level. against your s pell save DC. It automatically succeeds
if it doesn't s hare a lang uage with you or ii it can't hear
WORDS OF TERROR you. On a successful saving throw, your w hisper sounds
like unintelligible mumbling a nd has no effect.
At 3rd level, you learn to infuse innocent-seeming words
with a n ins idious magic that can inspire terror. On a fai led saving throw, the target is cha rmed by you
for the next 8 hours or until you or your a llies attack it,
Ifyou speak to a humanoid a lone for at least 1 minute, da mage it, or force it to make a saving throw. It inter-
you can attempt to seed paranoia in its mind. At the prets the whispers as a description of its mos t mortify-
end of the conversation, the ta rget must succeed on a ing secret. You gain no k nowledge of this secret, but the
Wis dom saving throw against your spell save DC or be target is convinced you know it.
frightened of you or another creature of your choice. The
target is frightened in this way for 1 hour, until it is at- The cha rm ed creature obeys your commands for fear
tacked or damaged, or unti l it witnesses its allies being that you will reveal its secret. It won't ris k its life for
attacked or damaged. you or fight for you, unless it was already inclined to
do so. It grants you favors and gifts it would offer to a
close friend.

When the effect ends, the creature has no understand-
ing of why it held you in such fear.

Once you use this feature, you can't use it again until
you finis h a long rest.

CHAPTER 1 J CHARACTER O PTIONS

THE HARPERS COLLEGE OF NEW OLAMN
Housed in two Cliffride villas overlooking the sea near
Bards in the North and the Dalelands benefit from the Waterdeep, the College of New Olamn is a prestigious
existence of the Harpers, that legendary society bardic college established in the Year of the Staff (1366
recruit­ing bards and other independent agents to DR) by wealthy Waterdhavian patrons and named for
struggle against the forces of evil. Even though most the old College of Ollamh. Students of the college un­
bards in the region aren't Harpers (and many who are dergo training in their chosen instruments, along with
don't advertise that fact), common folk in the North rigorous practice in memorization and the study of
often behave as if all bards are legendary wandering ancient songs, sagas, and history. Most bards of New
heroes, and are as likely to ask a bard for the solution to Olamn belong to the College of Lore, as described in the
a problem trou­bling their community as they are a Bard College class feature in the Player's Handbook.
wandering fighter or wizard. This reputation cuts both
ways, however, as some enemies of the Harpers The Cliffride, a gravel path up Mount Waterdeep's
suspiciously assume any humble minstrel might secretly northern spur, is used to bring goods to the college,
be a Harper agent. but most visitors and students use the Mount Melody
Walk-a tunnel through the mountain itself-to reach it.
BARDIC COLLEGES The tunnel regularly resounds with music, thanks to the
Neverending String of Pearls, an ongoing concert where
In addition to the tradition of apprenticing with a master bardic students perform in a small alcove in the tunnel,
bard, the Sword Coast has some bardic colleges where which carries and echoes their music.
masters teach students the bardic arts. They hark back
to the great bardic colleges of the distant past, CHAPTER 4 I CLASSES
particu­larly the seven elder colleges: Fochlucan, Mac-
Fuirmidh, Doss, Canaith, Cli, Anstruth, and Ollamh.
These seven are said to be the origin of the instrument
ofthe bards, each of which is named after one of the
colleges. See chapter 7 of the Dungeon Master's Guide
for the game statistics of these magic instruments.

Long ago, bards who sought the rank of master bard
attended each of the elder colleges, seeking to learn its
musical and magical secrets. Traditionally, the colleges
were attended in the order given above, starting with Fo­
chlucan. That tradition fell when the colleges went into
decline, but some bards dream of restoring it.

COLLEGE OF FOCHLUCAN

The original College of Fochlucan once stood on the
northeastern edge of Silverymoon. Many years after it
closed its doors, the site was reopened as Ultrumm's
Music Conservatory. The conservatory later moved to
Southbank, and the House of the Harp occupied the
college's original location under the guidance of Master
Bard Fore!! "Flamebeard" Luekuan, who sought to re­
vive the ancient traditions and teachings of Fochlucan.
Years of cultivation and support from Silverymoon, as
well as the Harpers, yielded a faculty able to revive the
college, and the House of the Harp adopted the Fochlu­
can name once again. Most of its bards study and
prac­tice the methods of the College of Lore, as
described in the Bard College class feature in the

Player's Handbook.
The College of Fochlucan is naturally allied with the

Harpers, although its master bards are careful to stress
that its mission is separate from that of the Harpers.

COLLEGE OF THE HERALD Longhorn: A Faerilnian flute of soph isticated make,
found only in areas with skilled artisans, as in great
Based at the great lore-house of Herald's Holdfast, cities or elven enclaves.
northwest of Silverymoon, the College of the Herald is
dedicated to the preservation of ancient history and leg- Shawm: A double-reed instrument similar to an oboe or
ends. The Heralds are charged with collecting and orga- a bassoon, popular with gnomes, who have developed
nizing bodies of lore, which they make available to all of some bellows-powered versions.
good and peaceful intent. Established by the Harper Ali-
ost Oskrunnar in 922 DR, the Heralds are allies of the Songhorn: A recorder, a simple type of flute, usually
Harpers but remain neutral in most conflicts , dedicated carved from wood.
to preserving knowledge above all else.
Tantan: A tambourine, a popular instrument with
The College of the Herald is less concerned with mu- halflings and humans south of the Dalelands.
sical performance (although it contains a considerable
library of songs) and more with history, heraldry, and Thelarr: Also known as a whistlecane, a simple and
folklore, making it a key center of learning for bards of easy-to-make wind instrument cut from a reed. They
the College of Lore, as described in the Bard College are so simple, in fact, that skilled bards frequently
class feature in the Player's Handbook. make and give them away to children-to the parents'
delight or regret.
MUSICAL INSTRUMENTS
Tocken: A hanging set of carved oval bells, usually
In addition to the common musical instruments listed in played with a pair of light wooden hammers (or open
chapter 5, "Equipment," of the Player's Handbook, bards handed). They are most common in underground
in the Realms play the following instruments: cultures, where the resonant tones can carry.
Birdpipes: Pan pipes or satyr pipes, also known as the
Wargong: A metal gong, traditionally made from a
shalm , these are sacred to Lliira and popular with shield, particularly the shield of an enemy. Both
wood elf and wild elf bards. goblins and dwarves make and play wargongs, their
Glaur: Short, curved horns like a cornucopia. Played sound echoing through tunnels in the Underdark.
with valves, glaur sound like trumpets, while
those without valves, known as gloon, have a more Yarting: A southern instrument from Arnn and
mournful sound. Calimshan that is a Faerilnian analog to the guitar.
Hand Drum: A double-headed skin drum fitted with Numerous variations have spread across the
handles along its side. continent.

Zulkoon: A complex pump organ that originated with
the zulkirs of Thay, who use it in the casting of
their spells. It is considered to have a dramatic, but
sinister, sound.

THE MOONSTARS

Over a century ago, the Harpers endured a schism.
Khelben "Blackstaff" Arunsun was denounced by other
Harper leaders for empowering Fzoul Chembryl, then the
evil leader of the Zhentarim , with a powerful artifact. That
Khelben did so in order that Fzoul destroy a dangerous
lich mattered little. Khelben and Laeral Silverhand, his
wife, left the Harpers then, taking with them certain agents
and folding them into to a different organization, which
Khelben had been secretly working to create for some time
due to an old prophecy of the elves of Cormanthor. This
group was the Moonstars, called Tel 'Teukiira in Elvish.
Although the Moonstars worked in concert at times with
the Harpers, they also worked at cross purposes, and the
Moonstars membership included many whom the Harpers
considered too evil, such as a vampire. The Moonstars
performed many good deeds, but their methods were
often more brutal and pragmatic than the Harpers'
lofty ideals allowed. When Khelben died, the Moonstars
seemed to collapse, and for many years the organization
was assumed defunct. Yet during the Sundering, Moonstar
sleeper agents reactivated the organization on a surpris-
ingly massive scale, with members active in Candlekeep,
Waterdeep, and Myth Drannor. The organization has
since gone underground again. Their relationship to the
present-day Harpers , Laeral Silverhand, and the current
Blackstaff ofWaterdeep, Vajra, remains unclear.

CHAPTER 4 I CLASSES

College of Satire Fool’s Insight
Bards of the College of Satire are called jesters. They use
lowbrow stories, daring acrobatics, and cutting jokes to At 6th level, your ability to gather stories and lore gains a
entertain audiences, ranging from the crowds in a rundown supernatural edge. You can cast detect thoughts up to a
dockside pub to the nobles of a king’s royal court. Where number of times equal to your Charisma modifier. You regain
other bards seek forgotten lore or tales of epic bravery, jesters any expended uses of this ability after completing a long rest.
ferret out embarrassing and hilarious stories of all kinds.
Whether telling the ribald tale of a brawny stable hand’s affair If a creature resists your attempt to probe deeper and
with an aged duchess or a mocking satire of a paladin of succeeds at its saving throw against your detect thoughts, it
Helm’s cloying innocence, a jester never lets taste, social immediately suffers an embarrassing social gaffe. It might
decorum, or shame get in the way of a good laugh. loudly pass gas, unleash a thunderous burp, trip and fall, or
be compelled to tell a tasteless joke.
While jesters are masters of puns, jokes, and verbal barbs,
they are much more than just comic relief. They are expected Fool’s Luck
to mock and provoke, taking advantage of how even the most
powerful folk are expected by tradition to endure a jester’s Jesters seem to have a knack for pulling themselves out of
barbs with good humor. This expectation allows a jester to tight situations, transforming what looks like sure failure into
serve as a critic or a voice of reason when others are too an embarrassing but effective success.
intimidated to speak the truth.
At 14th level, you can expend one use of Bardic Inspiration
For the duchess with a taste for strapping young laborers, after you fail an ability check, fail a saving throw, or miss with
such tales might serve to warn the targets of her affections an attack roll. Roll a Bardic Inspiration die and add the
and force her to change her ways for lack of willing partners. number rolled to your attack, saving throw, or ability check,
Striking back at the jester only ruins her already damaged using the new result in place of the failed one.
reputation, and might provide the best evidence that the
jester’s satires have hit their mark. But if she is kind and If using this ability grants you a success on the attack,
generous to her conquests, the jokes and stories cast her as a saving throw, or ability check, note the number you rolled on
kind of folk hero, while drawing even more potential partners the Bardic Inspiration die. The DM can then apply that result
to her. as a penalty to an attack or check you make, and you cannot
use this ability again until you suffer this drawback. When the
Jesters are loyal to only one cause: the pursuit and DM invokes this penalty, describe an embarrassing gaffe or
propagation of the truth. They use their comedy and mistake you make as part of the affected die roll.
innocuous appearance to break down social barriers and
expose corruption, incompetence, and stupidity among the
rich and powerful. Whether revealing a con artist’s treachery
or exposing a baron’s plans for war as driven by greed and
bloodlust, a jester serves as the conscience of a realm.

Jesters adventure to safeguard the common folk and to
undermine the plans of the rich, powerful, and arrogant.
Their magic bolsters allies’ spirits while casting doubt into
foes’ minds. Among bards, jesters are unmatched acrobats,
and their ability to tumble, dodge, leap, and climb makes
them slippery opponents in battle.

Bonus Proficiencies

When you join the College of Satire at 3rd level, you gain
proficiency with thieves’ tools. You also gain proficiency in
Sleight of Hand and one additional skill of your choice. If you
are already proficient with thieves’ tools or in Sleight of Hand,
choose another skill proficiency for each proficiency you
already have.

Tumbling Fool

At 3rd level, you master a variety of acrobatic techniques that
allow you to evade danger. As a bonus action, you can tumble.
When you tumble, you gain the following benefits for the rest
of your turn:

You gain the benefits of taking the Dash and Disengage
actions.
You gain a climbing speed equal to your current speed.
You take half damage from falling.

SUB-CLASSES | BARD COLLEGES

39

College of Eloquence • The creature takes psychic damage equal to
the number you roll on the Bardic Inspiration
Adherents of the College of Eloquence master die, and the creature must succeed on an
the art of oratory. Persuasion is regarded as a Intelligence saving throw against your spell
high art, and a well-reasoned, well-spoken save DC or have disadvantage on the next
argument often proves more powerful than saving throw it makes before the end of your
objective truth. These bards wield a blend of next turn.
logic and theatrical wordplay, winning over
skeptics and detractors with logical arguments, • The creature regains hit points equal to the
and plucking at heartstrings to appeal to the number you roll on the Bardic Inspiration die,
emotions of entire audiences. and the creature has advantage on the next
saving throw it makes before the end of your
Universal Speech next turn.

3rd-level College of Eloquence feature Infectious Inspiration

You have gained the ability to speak and reason 14th-level College of Eloquence feature
with any creature. As a bonus action, you can
expend one of your uses of Bardic Inspiration. When a creature adds one of your Bardic
When you do so, roll your Bardic Inspiration die, Inspiration dice to its ability check, attack roll, or
and choose a number of creatures within 60 feet saving throw and the roll fails, the creature can
of you that you can see equal to the roll. For 10 keep the Bardic Inspiration die.
minutes, the chosen creatures can magically In addition, when a creature adds one of your
understand you, regardless of the language you Bardic Inspiration dice to its ability check, attack
speak, and you have advantage on Charisma roll, or saving throw and the roll succeeds, you
checks made to influence them. This feature can use your reaction to encourage a different
works even on a creature that doesn’t speak any creature (other than yourself) that can hear you
languages. within 60 feet of you, giving it a Bardic
Inspiration die without expending any of your
Soothing Words Bardic Inspiration uses. You can use this reaction

3rd-level College of Eloquence feature a number of times equal to your Charisma
modifier (minimum of once), and you regain all
You can now cast calm emotions without expended uses when you finish a long rest.
expending a spell slot. You can use this feature a
number of times equal to your Charisma
modifier. You regain all expended uses of this
feature when you finish a long rest.

Undeniable Logic

6th-level College of Eloquence feature

You can spin words laced with magic into a knot
of reasoning that can be encouraging or
impossible to follow.
As a bonus action, you can expend one of your
uses of Bardic Inspiration. When you do so,
choose a creature you can see within 60 of you
that can hear you, then roll your Bardic
Inspiration die and choose one of the following:

1

Arm s and eyes upraised toward the sun and a prayer
on his lips, an elf begins to glow with an inner light that
spills out to heal his battle-worn com panions.

Chanting a song o f glory, a dw arf sw ings his axe
in wide swaths to cut through the ranks of orcs
arrayed against him, shouting praise to the gods with
every fo e ’s fall.

Calling dow n a curse upon the forces of undeath, a
hum an lifts her holy sym bol as light p ou rs from it to
drive back the zom bies crow ding in on her com panions.

Clerics are interm ediaries between the mortal world
and the distant planes o f the gods. As varied as the gods
they serve, clerics strive to em body the handiwork of
their deities. No ordinary priest, a cleric is imbued with
divine magic.

H ea ler s a n d W a r r io r s

Divine magic, as the name suggests, is the pow er of
the gods, flowing from them into the world. Clerics are
conduits for that pow er, m anifesting it as m iracu lou s
effects. The gods don ’t grant this pow er to everyone w ho
seek s it, but only to th ose c h osen to fulfill a high calling.

H arnessing divine m agic d oesn ’t rely on study or
training. A cleric might learn form ulaic prayers and
ancient rites, but the ability to cast cleric spells relies on
devotion and an intuitive sen se o f a deity’s wishes.

Clerics com bine the helpful m agic o f healing and
inspiring their allies with spells that harm and hinder
foes. They can provoke awe and dread, lay curses of
plague or poison, and even call down flames from heaven
to consum e their enem ies. For those evildoers w ho will
benefit m ost from a m ace to the head, clerics depend on
their com bat training to let them w ade into m elee with
the pow er o f the gods on their side.

D iv in e A g en ts

Not every acolyte or officiant at a tem ple or shrine is a
cleric. S om e priests are called to a simple life o f temple
service, carrying out their gods’ will through prayer and
sacrifice, not by m agic and strength o f arms. In som e
cities, priesthood am ounts to a political office, viewed
as a stepping stone to higher positions o f authority and
involving n o com m u n ion with a god at all. True clerics
are rare in m ost hierarchies.

W h en a cleric takes up an adventuring life, it is usually
b eca u se his or her g od dem an ds it. P u rsuing the goals
o f the gods often involves braving dangers beyond the
w alls o f civilization, sm iting evil or seek in g holy relics in
ancient tombs. Many clerics are also expected to protect


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