College of Pastry

College of Pastry

Bards of the College of Pastry know that the quickest way to one’s heart is through their stomach. They have learned to convey the bard’s sensory magic through sweet smells and tastes, and spread their stories through recipes gleaned from distant pasts and far-off lands. These bards may choose to inspire their allies with the taste of tiramisu on the air, or conjure the smell of fresh baked cookies as a Song of Rest.

No matter the circumstance, these bards keep a sugary disposition. The college’s members may be found catering to nobles, spoiling patrons in taverns, or making sure an adventuring party’s sweet tooth is sated in even the darkest of dungeons.

Bonus Proficiencies

When you join the College of Pastry at 3rd level, you gain proficiency with the chef’s utinsels, which you can use as a spellcasting focus for your bard spells.

Arcane Pastry

Starting at 3rd level, you gain the ability to channel your bard spells into your pastries. When you cast a bard spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so, you expend a spell slot, but none of the spell’s effects occur. Instead, you conjure a pastry, and the spell is baked into the pastry for later use.

Any creature holding the pastry thereafter can use an action to eat the pastry and activate the spell. The spell is cast using your spellcasting ability, targeting the creature that consumes the pastry. If the spell targets more than one creature, the creature that consumes the pastry selects the additional targets. If the spell has an area of effect, it is centered on the pastry. If the spell’s range is self, it targets the creature that consumes the pastry.

When you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.

You can have a limited number of spell-infused pastries at the same time. The number equals your Charisma modifier.

At 6th level, your arcane baking abilities let you imbue your baked goods with life. As an action, you can expend one of your Bardic Inspiration die to conjure a single animated cookie. It appears in an unoccupied space you can see within range.

Select a beast with a challenge rating less than or equal to the number you roll on the Bardic Inspiration die divided by three, rounded down. The cookie uses that beast’s statistics, and its appearance is that of a cookie baked into the shape of that beast. The cookie is a construct instead of a beast, and it can’t be charmed or frightened. The cookie is friendly to you and your companions. In combat, it rolls its own initiative. It obeys any verbal commands that you issue to it. If you don’t issue any commands to it, it defends itself from hostile creatures but otherwise takes no actions.

You may choose to conjure the cookie at any size equal to or smaller than that of the beast whose statistics it uses. It loses 5 feet of movement speed for every size category it is reduced by, and gains the “reduce” effect of the enlarge/reduce spell.

When the cookie drops to 0 hit points, or after four hours, it crumbles and disappears. You may only have one conjured cookie active at a time, and are unable to conjure another until your oldest cookie crumbles or is eaten.

The cookie has the following additional traits.

False Appearance. (Tiny Only) While the cookie remains motionless, it is indistinguishable from a normal cookie.

Two Dimensional. (Small or Larger Only) The cookie’s flat physique makes it harder to hit at a distance. It gains +2 AC against ranged attacks.

Edible. A creature within 5 feet can take a bite of the cookie as an action. If the cookie’s summoner is willing, they are healed by the cookie’s maximum hit die value, and the cookie’s hit points are reduced by this value. When the cookie’s summoner takes a bite, they gain the cookie’s memories as though they were their own.

Star Baker

Beginning at 14th level, your arcane abilities and baking skills work in complete harmony. You are able to have two separately conjured cookies active at a time instead of one, and you can take a bite of one of your conjured cookies as a bonus action instead of an action.

In addition, during a short rest you can choose to recover any spell slots of 3rd level or lower that have been used to conjure an arcane pastry.

College of Improv

College of Improv

Bards of the College of Improv are famous for their quick wit and their versatility as actors, comedians, and musicians. Trained to incorporate new ideas into their performance even as they perform, these bards excel at making things up as they go along and are remarkably good at thinking on their feet.

Bonus Proficiency

When you join the College of Improv at 3rd level, you gain proficiency in the Performance skill. If you are already proficient in it, you gain proficiency in another skill of your choice.

Ad-Lib

At 3rd level, you have learned that if you talk for long enough, you can make nearly anything sound right or wrong. When you make a Charisma check, you can make a Performance (Charisma) check instead.

Cutting Words

Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.

Reincorporation

At 14th level, you learn that timing is everything in improv, and that it is sometimes best to wait for the right moment rather than react immediately. When a creature within 60 feet of you that you can see or hear casts a spell that has a casting time of 1 action, you can use your reaction to ready the same spell as if you had cast it yourself, even if the spell is not one of your spells known.

At any time in the next minute, you can use your reaction to cast the spell at its lowest level. You can cast the spell using a higher level spell slot when you ready it, but you do not gain any additional benefit for doing so even if the spell normally has more powerful effects when cast at a higher level. If you do not cast the spell within one minute, it dissipates without taking effect.

As normal, readying a spell requires concentration. If your concentration is broken before you use your reaction to cast the spell, it dissipates without taking effect.

Once you use this feature, you must complete a short or long rest to use it again.

Readying a Spell

For the sake of reference, here are the mechanics of readying a spell:

“When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell’s magic requires concentration. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the web spell and ready magic missile, your web spell ends, and if you take damage before you release magie missile with your reaction, your concentration might be broken.

College of Tactics

College of Tactics

Bards of the College of Tactics are careful planners and masterminds of the battlefield, ensuring that their comrades gain the upperhand in any skirmish through their swift actions and words of inspiring magic. These bards study the strategies of history’s most victorious commanders and leaders, finding lessons that can be applied to the battles that lie ahead. Their services are often sought out by wealthy lords and kings who have coin to spare on contracting a keen tactician to lead their forces, be it to protect their lands or acquire new ones. A bard of the College of Tactics may not be the most skilled or powerful fighter, but he is certain to create heroes of the soldiers at his side.

Bonus Proficiencies

When you join the College of Tactics at 3rd level, you gain proficiency with shields and two martial weapons of your choice.

Bardic Superiority

Also at 3rd level, you learn two maneuvers of your choice from those available to the Battle Master archetype in the fighter class. One of these maneuvers must be Commander’s Strike.

Instead of superiority dice, you can use one of your Bardic Inspiration die to fuel your maneuvers. If a maneuver you use requires your target to make a saving throw to resist the maneuver effects, use your Bard spell save DC.

You learn two additional maneuvers at 6th and 14th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one, with the exception of Commander’s Strike, which can never be replaced.

Trailblazer

Starting at 9th level, you ignore difficult terrain, and difficult terrain doesn’t slow your group’s travel. You also remain alert to danger even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking).

Additionally, while tracking favored enemies, you also learn their exact number, their sizes, and how long ago they passed through the area.

Arcane Assault

Beginning at 6th level, when you use your action to make a weapon attack, you can cast a cantrip as a bonus action.

Leader’s March

Starting at 14th level, your Charisma modifier (minimum of +1) is added to the result of any of your Bardic Inspiration die. Additionally, when one of your Bardic Inspiration die rolls its maximum value, you regain a use of your Bardic Inspiration.

College of Emblems

College of Emblems

Whenever a great victory is won, there are always heralds ready to tell tales of valor. Whenever a terrible War is lost, there are always bards ready to sing songs of woe. Rarer by far are those with the wit to truly from from such battles and the will co wield their hard-won knowledge.

Those of the College of the Emblems play from the music sheet of war, leading the clash of spears and shields like an orchestra, their blade conductor’s baton. Their wits honed to a razor edge, their judgement tempered with the study of minor skirmishes and grand siege, alike, these brilliant campaigners are known far and wide for their ability to snatch victory from defeat.

Where other bards make their name with some great epic or symphony, the seekers of emblems work for a historic victory, a battle plan that will be taught through the ages.

Where other bards master the art or poetry, the art or song, or the art of dance, these strategists dedicate themselves to a singular and stirring beauty: the art of war.

Bonus Proficiencies

When you join the College of Emblems at 3rd level you gain proficiency in History, medium armor, shields, and a gaming set of your choice.

Tactician’s Genius

Also at 3rd level you can use tactics from the list “Tactics“. These tactics each target a friendly creature who can see or hear you within 60 feet, called a comrade. Using a tactic expands one use of Bardic Inspiration.

You can only use tactics that you have prepared. You choose three tactics from this list to prepare whenever you complete a long rest, having spent time revising your ideas and considering the battles ahead.

Commander’s Stratagems

At 6th level you gain a number of additional uses of your Bardic Inspiration equal to your Intelligence modifier.

You can also prepare a number of additional tactics equal to your Intelligence modifier.

Leader’s Battlecry

Also at 6th level, your Countercharm feature improves. Instead of granting advantage, it renders friendly creatures within 30 feet immune to being frightened or charmed, and removes such conditions if they already exist.

General’s Flair

At 14lh level, you can use your reaction to grant a Bardic Inspiration die, or to employ a tactic which would normally require a bonus action. You can grant this die or employ this tactic at any point, including after a die is rolled but before the DM applies it’s effects.

In addition, if a 1 or 2 is rolled on your Bardic Inspiration die, you can re-roll it and use either result.

Tactics

Concentrate Attacks. You use a bonus action to focus fire on a particular enemy you can see. Until the start of your next turn, a number or comrades no greater than your Intelligence modifier add your Bardic Inspiration die to their first attack roll against it.

Into Position. You use a bonus action to maneuver one of your comrades into a more advantageous position. Before the start of your next turn, they may use their reaction to move up to their full speed, adding the Bardic Inspiration die roll to their AC while they do so.

Full Assault. You use a bonus action to direct a comrade to attack. Before the start of your next turn, they can use their reaction to make one weapon attack, adding your Bardic Inspiration die to the attack’s damage roll.

On Your Feet. You use a bonus action to bolster the resolve of a comrade. They gain temporary hit points equal to the Bardic Inspiration die roll + your Charisma modifier. If they are dying, they instead gain hit points equal to the Bardic Inspiration die roll.

Push Back. You use a bonus action to encourage your comrades to drive the enemy in a single direction or toward a specific point of your choice. Until the start of your next turn, whenever a comrade inflicts damage to another creature, it is pushed a number of feet in that direction equal to your Bardic Inspiration die times 5 feet.

Stand Guard. You use a bonus action to misdirect an assault. Until the start of your next turn, all hostile creatures within 30 feet of that comrade suffer disadvantage on attacks made against creatures other than them.

Take Warning. You use your reaction when a comrade suffers damage to reduce it by your Bardic Inspiration die roll + your Charisma modifier.

Work Together. You use a bonus action to coordinate two comrades until the start of your next turn. While they are within 5 feet of each other, they are considered to be Helping each other on all attack rolls and ability checks.

College of Rhythm

College of Rhythm

Bards of the College of Rhythm actively study music and its effects on those who hear it. While this is certainly true of most bards, the College of Rhythm takes this to another level, unlocking the life-energizing properties of all music. These bards gather anywhere you would expect to hear music, from concert halls to drinking halls, and travel the world to bring the life-giving properties of their music to all who can hear it- and even to those who can’t.

Musical Aura

When you select this College at 3rd level, you gain two musical auras that you can invoke. Only one aura can be active at a time. Creatures can gain the benefit of your aura even if they can’t hear you, but a silence spell or similar effect will negate the benefits.

High-Tempo. As a bonus action, you can expend one use of Bardic Inspiration to create a 30-ft. radius aura around you for 1 minute, filled with a high-tempo rhythm. You and friendly creatures of your choice within this aura gain a bonus of 10 ft to their speed while inside of this aura.

Smooth Rhythm. As a bonus action, you can expend one use of Bardic Inspiration to create a 30-ft. radius aura around you for 1 minute, filled with a relaxing rhythm. You and friendly creatures of your choice within this aura gain an additional amount of hit points equal to your Bardic Inspiration die whenever they regain hit points.

Amp It Up

Starting at 6th level, while your auras are active, you can spend an action to increase their effects for one turn.

High-Tempo. When you use your action in this way, creatures affected by your aura have their base speed doubled until the end of your next turn, instead of the normal bonus. Additionally, each creature affected by your aura does not provoke opportunity attacks with their movement until the end of your next turn.

Smooth Rhythm. When you use your action in this way, creatures affected by your aura recover hit points equal to your Bardic Inspiration die.

When you use Amp It Up in either of these ways, you can’t use it again until you finish a short or long rest.

Off The Wall

Also at 6th level, you gain the ability to move along vertical surfaces on your turn without falling during the move. You can also use the Disengage action as a bonus action on your turn.

Reverse Amp

At 10th level, you gain the ability to inverse the effects of your aura as an action. When you do so, you and your allies lose the benefits of your aura until the end of your next turn, at which point the aura returns to normal.

High-Tempo. When you use your action in this way, creatures of your choice within your aura must succeed on a Wisdom saving throw against your Bard spell save DC or they are affected by the slow spell until the end of your next turn. If they succeed on the saving throw, their speed is still halved, but the other effects of the spell fail.

Smooth Rhythm. When you use your action in this way, creatures of your choice within your aura must succeed on a Constitution saving throw against your Bard spell save DC or take an amount of thunder damage equal to double your Bardic Inspiration die, or half as much damage on a successful saving throw.

When you use Reverse Amp in either of these ways, you can’t use this feature again until you finish a long rest.

Break It Down

Starting at 14th level, you gain the ability to create a burst of life energy to protect your allies from harm. As an action, you and friendly creatures of your choice within 60 ft of you gain a number of temporary hit points equal to five times your Bardic Inspiration die. These temporary hit points last until the end of your next turn.

Once you use this feature, you can’t use it again until you finish a long rest.