Kanji — Traits & Class Features

Bard 12  ·  College of Lore  ·  Half-Elf  ·  The Lightbringers  ·  CY 596

Level Progression

Current level highlighted. Links jump to the matching trait below. Red = Tom’s Rules  ·  Blue = College of Lore  ·  Gold = Feat

Level Inspire Ct Spells Spell Slots per Spell Level Class Features (PHB) Class Features (Tom’s Rules) Notes
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st d6 2 4 2 Spellcasting
Bardic Inspiration
Full caster (Cha). 2 cantrips, 4 spells known. Inspiration: bonus action, ally adds d6 to one check/attack/save within 10 min.
2nd d6 2 5 3 Jack of All Trades
Song of Rest (d6)
Jack: add half prof bonus to non-proficient checks. Song of Rest: allies heal extra d6 on short rest.
3rd d6 2 6 42 Expertise
Bonus Proficiencies
Cutting Words
Expertise: double prof bonus on 2 chosen skills. Lore: +3 skill profs. Cutting Words: reaction, spend Inspiration to penalise enemy roll.
4th d6 3 7 43 Ability Score Improvement
5th d8 3 8 432 Bardic Inspiration (d8)
Font of Inspiration
Font of Inspiration: regain all Bardic Inspiration uses on short or long rest.
6th d8 3 9 433 Countercharm
Additional Magical Secrets
Countercharm: action, allies within 30 ft adv. vs charm/frightened while you play. Lore: +2 spells from any class.
7th d8 3 10 4331
8th d8 3 11 4332 Ability Score Improvement
9th d8 3 12 43331 Song of Rest (d8) Short rest healing die improves to d8.
10th d10 4 14 43332 Bardic Inspiration (d10)
Expertise (2nd)
Magical Secrets
Insp. die d10. Expertise: 2 more skills doubled. Magical Secrets: +2 spells from any class.
11th d10 4 15 433321
12th d10 4 15 433321 Ability Score Improvement
13th d10 4 16 4333211 Song of Rest (d10) Short rest healing die improves to d10.
14th d10 4 18 4333211 Magical Secrets (2nd)
Peerless Skill
Magical Secrets: +2 more spells from any class. Lore: expend Inspiration on own ability check.
15th d12 4 19 43332111 Bardic Inspiration (d12) Inspiration die reaches maximum: d12.
16th d12 4 19 43332111 Ability Score Improvement
17th d12 4 20 433321111 Song of Rest (d12) Short rest healing die improves to d12.
18th d12 4 22 433331111 Magical Secrets (3rd) Magical Secrets: +2 more spells from any class (total +6 from Magical Secrets).
19th d12 4 22 433332111 Ability Score Improvement
20th d12 4 22 433332211 Superior Inspiration Roll initiative with no Bardic Inspiration uses remaining: regain 1 use.

Bard Class Features — PHB & Tom’s Rules Combined

Every feature from Bard Class Features — PHB, College of Lore — PHB, Bard Class Features — Tom’s Rules and College of Lore — Tom’s Rules, collated together in level order. A feature that improves at later levels is listed under the level it is first gained, with its upgrades noted. Blue = College of Lore  ·  Red = Tom’s Rules. The original chapters below are left intact.

HIT POINTS 1st level  ·  Bard
Hit Dice: 1d8 per bard level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st

PROFICIENCIES 1st level  ·  Bard
Armour: Light armour
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose any three

EQUIPMENT 1st level  ·  Bard

You start with the following equipment, in addition to that granted by your background:

  • (a) a rapier, (b) a longsword, or (c) any simple weapon
  • (a) a diplomat’s pack or (b) an entertainer’s pack
  • (a) a lute or (b) any other musical instrument
  • Leather armour and a dagger

SPELLCASTING 1st level  ·  Bard

Your spells are part of your repertoire, magic you tune to different situations.

Cantrips. You know two bard cantrips of your choice, learning more at higher levels.

Spell Slots & Spells Known. See the Bard table below. You know four 1st-level bard spells, learning more as you level. When you gain a level, you can replace one known bard spell with another of a level for which you have slots.

Spellcasting Ability: Charisma. Ritual Casting: any known bard spell with the ritual tag. Focus: a musical instrument.

Spell save DC: 8 + proficiency bonus + Charisma modifier
Spell attack modifier: proficiency bonus + Charisma modifier
Tom’s Rules: you may change 2 spells known when you level up (Magical Secrets spells may only be swapped for spells of the level you could cast when you acquired them). You gain extra slots — a 2nd-level slot at 12th, a 3rd-level slot at 14th, a 4th-level slot at 16th — and the expanded spell list below counts as bard spells.
  • 1st: Cause Fear (XGtE), Color Spray, Command, Thunderous Smite, Wrathful Smite
  • 2nd: Aid, Branding Smite, Enlarge/Reduce, Mind Spike (XGtE), Mirror Image
  • 3rd: Blinding Smite, Mass Healing Word, Slow
  • 4th: Phantasmal Killer, Staggering Smite
  • 5th: Contact Other Plane, Rary’s Telepathic Bond
  • 6th: Heroes’ Feast
  • 7th: Prismatic Spray
  • 8th: Antipathy/Sympathy, Maze
  • 9th: Prismatic Wall, Wail of the Banshee
Bard Level Cantrips Known Spells Known Spell Slots per Spell Level
1st2nd3rd4th5th 6th7th8th9th
1st242
2nd253
3rd2642
4th3743
5th38432
6th39433
7th3104331
8th3114332
9th31243331
10th41443332
11th415433321
12th415433321
13th4164333211
14th4184333211
15th41943332111
16th41943332111
17th420433321111
18th422433331111
19th422433332111
20th422433332211

BARDIC INSPIRATION 1st level  ·  die improves at 5th / 10th / 15th

As a bonus action, choose one creature other than yourself within 60 feet who can hear you; it gains a Bardic Inspiration die (d6). Within 10 minutes it can add the die to one ability check, attack roll, or saving throw (deciding after the d20 but before knowing the outcome). One die at a time. Uses equal your Charisma modifier (minimum 1), regained on a long rest. The die becomes d8 at 5th, d10 at 10th, and d12 at 15th level.

Tom’s Rules: once a Bardic Inspiration die is used, if the roll is higher than or equal to the bard’s proficiency bonus the die is lost; otherwise it returns to the bard, who may grant that inspiration again.

RITUAL CASTER (Tom’s Rules) 1st level

Any class with the Ritual Caster ability may, in addition to normal abilities, keep a personal book of ritual spells and ritually cast any spell in it. All classes apart from wizards may only write a spell in the book if they can cast spells one level higher than that spell. The caster must still acquire the spells via scrolls or spellbooks unless they are a cleric or druid; this grants access without keeping the spells in memory.


JACK OF ALL TRADES 2nd level  ·  Bard

You can add half your proficiency bonus, rounded down, to any ability check that doesn’t already include your proficiency bonus.


SONG OF REST 2nd level  ·  die improves at 9th / 13th / 17th

If you or friendly creatures who can hear your performance regain hit points at the end of a short rest by spending Hit Dice, each regains an extra 1d6. The die improves to 1d8 at 9th, 1d10 at 13th, and 1d12 at 17th level.

Tom’s Rules: the Song of Rest die matches your Bardic Inspiration die (d8 at 5th, d10 at 10th, d12 at 15th+). At 11th level you may use Song of Rest during a brief rest and add your Charisma bonus to its result once per long rest. At 16th level you may sing an Epic Song of Rest once per week, granting the benefits of a long rest in one hour, ignoring the one-long-rest-per-24-hours limit.

EXPERTISE 3rd level  ·  again at 10th

Choose two skill proficiencies; your proficiency bonus is doubled for ability checks using them. Choose two more at 10th level.


BONUS PROFICIENCIES 3rd level — College of Lore

When you join the College of Lore, you gain proficiency with three skills of your choice.


CUTTING WORDS 3rd level — College of Lore

When a creature you can see within 60 feet makes an attack roll, ability check, or damage roll, you can use your reaction to expend a Bardic Inspiration die and subtract the rolled number from the creature’s roll (deciding after its roll, before the outcome is determined, or before it deals damage). Immune creatures: those that can’t hear you or are immune to being charmed.


ABILITY SCORE IMPROVEMENT 4th / 8th / 12th / 16th / 19th level

Increase one ability score by 2, or two ability scores by 1 each (or take a feat). You can’t raise a score above 20 with this feature.


HIDDEN KNOWLEDGE (Tom’s Rules) 4th level  ·  Hidden Skill 2/LR at 11th

Hidden Magic: A bard may learn a number of spells equal to their proficiency bonus as hidden spells. These do not count as being in memory and cannot be cast while hidden, but at the end of a long rest the bard may swap a memorised spell for a hidden one (the former then becomes hidden).

Hidden Skill: A bard may act as if proficient in a skill they lack for up to one minute, once per long rest (twice per long rest at 11th level).


FONT OF INSPIRATION 5th level  ·  Bard  ·  Inspiration die → d8

You regain all expended uses of Bardic Inspiration when you finish a short or long rest. (Your Bardic Inspiration die also becomes a d8 at this level.)


TEAM BUILDING (Tom’s Rules) 5th level  ·  upgrades at 9th / 10th / 13th

After a long rest, spend 10 minutes raising morale; this benefits you and a number of allies equal to your Charisma modifier. On one occasion each, before the end of the next long rest (or 24 hours), when a beneficiary uses an inspiration die they also gain temporary hit points equal to your Charisma bonus.

At 9th level you may use your reaction to let a team member within 30 feet reroll an inspiration die. At 10th level you may affect twice your Charisma modifier in allies. At 13th level the temporary hit points become double the inspiration die result plus your Charisma bonus.


COUNTERCHARM 6th level  ·  Bard

As an action, start a performance lasting until the end of your next turn. During it, you and friendly creatures within 30 feet who can hear you have advantage on saves against being frightened or charmed. It ends early if you are incapacitated, silenced, or end it voluntarily.

Tom’s Rules: you may also use Countercharm as a reaction to grant yourself or a creature within 30 feet advantage on a save against fear, charm, or suggestion. At 12th level, when you start a Countercharm, for the next round any ally within 30 feet affected by an enchantment may roll a save at advantage at the start of their turn to break free (no penalty for failure).

ADDITIONAL MAGICAL SECRETS 6th level — College of Lore

You learn two spells of your choice from any class (of a level you can cast, or a cantrip). They count as bard spells but don’t count against your number of spells known.


TRICKS OF THE TRADE (Tom’s Rules) 7th level  ·  2/SR at 11th  ·  saves/attacks at 15th

From the breadth of your knowledge you remember a few tricks of the trade. When attempting an ability check you may add a d4 to the result, electing to use the trick after rolling the d20 but before you know the result. Usable once per short rest.

At 11th level you may use them twice per short rest. At 15th level you may also use the tricks for attack rolls and saving throws.


POTENT SPELLCASTING (Tom’s Rules) 8th level

You add your Charisma modifier to the damage you deal with any bard cantrip.


CUTTING TAUNT (Tom’s Rules) — College of Lore 9th level  ·  2/SR at 13th

If you use Cutting Words on an enemy, the next ally who heard the taunt and attacks that enemy before the end of your next turn gains advantage on their next attack against it. You can’t taunt again until you finish a short rest; at 13th level you may use it twice between short rests.


MAGICAL SECRETS 10th / 14th / 18th level  ·  Inspiration die → d10

Choose two spells from any class (of a level you can cast, or a cantrip); they count as bard spells and against your spells known. You learn two more at 14th and again at 18th level. (Your Bardic Inspiration die also becomes a d10 and you gain your 2nd Expertise at this level.)

Tom’s Rules: Magical Secrets spells may only be changed for spells of the level you could cast when you acquired them.

GALVANISING GLAMOUR (Tom’s Rules) — College of Lore 11th level  ·  1/SR

After casting a spell targeting a foe you may grant inspiration to an ally as a bonus action as normal. If that ally has a condition they could end or escape with a save (or by moving or acting) on their turn, they may immediately use their reaction to roll to end or break out of the effect, and may use the inspiration die as normal. Failing this roll carries no penalty. Once used, recharge on a short rest.

Also at 11th level: Tricks of the Trade becomes usable twice per short rest; Hidden Skill becomes usable twice per long rest; Song of Rest may be used in a brief rest with a once-per-long-rest Charisma bonus.

PEERLESS SKILL 14th level — College of Lore

When you make an ability check, you can expend a Bardic Inspiration die and add the rolled number to the check (deciding after rolling the die but before learning the outcome).

Tom’s Rules: Peerless Skill also applies to saving throws and attack rolls.

MASTER OF SOUND (Tom’s Rules) 14th level
  • Advantage on saving throws against effects that use sound, including thunder damage, Command, and similar effects.
  • Resistance to thunder damage.
  • For non-cantrip spells that deal thunder damage, you may replace one rolled die with its maximum, and the damage increases by +1 per die.
  • Once per long rest, as a reaction, you may spoil a spell or magical ability with a verbal command word (as Counterspell, including non-spell command words; not effective on spells without verbal components).
  • Advantage on Stealth checks to remain silent.
  • You may use an action to cause a conversation within 90 feet that you can see to carry clearly to your ears.
  • While speaking or performing, you may increase your volume as if affected by Thaumaturgy.

SUPERIOR INSPIRATION 20th level  ·  Bard

When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

Tom’s Rules: instead, you recover an inspiration die whenever you roll initiative and do not have your maximum number of inspiration dice.

Feats

Half-Elf Racial Traits

HALF-ELF TRAITS Racial

Your half-elf character has some qualities in common with elves and some that are unique to half-elves.

  • Ability Score Increase. Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.
  • Age. Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.
  • Alignment. Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable.
  • Size. Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Darkvision. Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • Skill Versatility. You gain proficiency in two skills of your choice.
  • Languages. You can speak, read, and write Common, Elvish, and one extra language of your choice.

Bard Class Features — PHB

HIT POINTS 1st level
Hit Dice: 1d8 per bard level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st

PROFICIENCIES 1st level
Armour: Light armour
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose any three

EQUIPMENT 1st level

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a rapier, (b) a longsword, or (c) any simple weapon
  • (a) a diplomat’s pack or (b) an entertainer’s pack
  • (a) a lute or (b) any other musical instrument
  • Leather armour and a dagger

SPELLCASTING 1st level

You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations.

Cantrips. You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.

Spell Slots. The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher. You know four 1st-level spells of your choice from the bard spell list. The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

Spell save DC: 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier: your proficiency bonus + your Charisma modifier

Ritual Casting. You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus. You can use a musical instrument as a spellcasting focus for your bard spells.

Bard Level Cantrips Known Spells Known Spell Slots per Spell Level
1st2nd3rd4th5th 6th7th8th9th
1st242
2nd253
3rd2642
4th3743
5th38432
6th39433
7th3104331
8th3114332
9th31243331
10th41443332
11th415433321
12th415433321
13th4164333211
14th4184333211
15th41943332111
16th41943332111
17th420433321111
18th422433331111
19th422433332111
20th422433332211

BARDIC INSPIRATION 1st level; die improves at 5th, 10th, 15th

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.


JACK OF ALL TRADES 2nd level

Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.


SONG OF REST 2nd level; improves at 9th, 13th, 17th

Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.


EXPERTISE 3rd & 10th level

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 10th level, you can choose another two skill proficiencies to gain this benefit.


FONT OF INSPIRATION 5th level

Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.


COUNTERCHARM 6th level

At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you who can hear you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).


MAGICAL SECRETS 10th / 14th / 18th level

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

You learn two additional spells from any class at 14th level and again at 18th level.


SUPERIOR INSPIRATION 20th level

At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.


College of Lore — PHB

Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king. The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic. The college’s members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.

BONUS PROFICIENCIES 3rd level — College of Lore

When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.


CUTTING WORDS 3rd level — College of Lore

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 the DM determines whether the attack roll or ability 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.


ADDITIONAL MAGICAL SECRETS 6th level — College of Lore

At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don’t count against the number of bard spells you know.


PEERLESS SKILL 14th level — College of Lore

Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.


Bard Class Features — Tom’s Rules

House rules that modify or supplement the PHB entries above.

RITUAL CASTER 1st level  ·  Tom’s Rules

Any class with the Ritual Caster ability may, in addition to the normal class ritual caster abilities, keep a personal book with details of ritual spells. They can ritually cast any spell they have in their book. All classes apart from wizards are only able to write a spell in their book if they have the ability to cast spells one level higher than the level of the said spell. This book is otherwise similar to the book for the Ritual Caster feat and the caster must still acquire the spells in scrolls or spellbooks unless they are a cleric or druid. This enables them to access those spells in the same way as the Ritual Caster feat operates, without having to have their spells in memory.


SPELLS KNOWN & EXTRA SPELL SLOTS 1st level  ·  Tom’s Rules

Bards may change 2 spells known when they level up. Spells acquired via Magical Secrets may only be changed to spells of the level that the bard could have cast when it acquired the Magical Secrets.

Bards gain an extra 2nd level spell slot at 12th level, a 3rd level spell slot at 14th level, and a 4th level spell slot at 16th level.

The bard has the following additional spells to choose from on their spell list; they count as bard spells:

  • 1st Level: Cause Fear (XGtE), Color Spray, Command, Thunderous Smite, Wrathful Smite
  • 2nd Level: Aid, Branding Smite, Enlarge/Reduce, Mind Spike (XGtE), Mirror Image
  • 3rd Level: Blinding Smite, Mass Healing Word, Slow
  • 4th Level: Phantasmal Killer, Staggering Smite
  • 5th Level: Contact Other Plane, Rary’s Telepathic Bond
  • 6th Level: Heroes’ Feast
  • 7th Level: Prismatic Spray
  • 8th Level: Antipathy/Sympathy, Maze
  • 9th Level: Prismatic Wall, Wail of the Banshee

BARDIC INSPIRATION (Tom’s Rules) 1st level  ·  Tom’s Rules

Once a Bardic Inspiration die is used, if the result of the roll is higher than or equal to the proficiency bonus of the bard the die is lost; otherwise the die returns to the bard and the bard may grant that inspiration again.


SONG OF REST (Tom’s Rules) 2nd level  ·  Tom’s Rules

The die type used for Song of Rest is the same as for Bardic Inspiration: d8 at 5th level, d10 at 10th level, and d12 at 15th level and above.

At 11th level the bard may use their Song of Rest during a brief rest and may add their Charisma bonus to the result of their Song of Rest once per long rest.

At 16th level the bard gains the ability to sing an Epic Song of Rest once per week. This grants all the benefits of a long rest in a single hour. A party can benefit from an Epic Song of Rest without regard to the normal limit of one long rest in 24 hours.


HIDDEN KNOWLEDGE 4th level  ·  Tom’s Rules

Hidden Magic: A bard may learn a number of spells equal to their proficiency bonus as hidden spells. These spells do not count as being in memory and the bard cannot cast these spells while they are not in memory, but a bard can replace a spell in memory with a hidden spell at the end of a long rest. The spell that was in memory then becomes a hidden spell.

Hidden Skill: A bard may act in all ways as if proficient in a skill which they are not proficient in for up to one minute, once per long rest. Their hidden skill may be used on two occasions per long rest at 11th level.


TEAM BUILDING 5th level  ·  Tom’s Rules

After each long rest a bard can spend 10 minutes raising morale, discussing positive elements of teamwork and how best to work together. This has a beneficial effect on the bard and a number of other people equal to the bard’s Charisma modifier. On one occasion for the bard and each team member, before the end of the next long rest (or 24 hours, whichever is shorter), when a team member or the bard uses an inspiration die they will also gain temporary hit points equal to the bard’s Charisma bonus.

At 9th level the bard may use their reaction to allow a team member who is within 30 feet to reroll an inspiration die.

At 10th level the number of allies they may affect with Team Building is equal to twice their Charisma modifier.

At 13th level the number of temporary hit points gained is double the result of the inspiration die plus the bard’s Charisma bonus.


COUNTERCHARM (Tom’s Rules) 6th level  ·  Tom’s Rules

You may also use Countercharm as a reaction to grant yourself or a single creature within 30 feet of you advantage on a saving throw against fear, charm, or suggestion.

At 12th level, when you use your action to start a Countercharm, for the next round any ally within 30 feet of you who is affected by an enchantment spell of any kind may, at the start of their turn, roll a save at advantage to break free from the effect. Failing on this roll can have no negative consequences.


TRICKS OF THE TRADE 7th level  ·  Tom’s Rules

From the breadth of your knowledge you remember a few tricks of the trade. When attempting an ability check you may add a d4 to your skill check result. You may elect to use the trick after rolling the d20 but before you know the result. You may remember these tricks once per short rest. Once you reach 11th level you may use them twice per short rest. Once you reach 15th level you may also use the tricks for attack rolls and saving throws.


POTENT SPELLCASTING 8th level  ·  Tom’s Rules

Starting at 8th level, you add your Charisma modifier to the damage you deal with any bard cantrip.


MASTER OF SOUND 14th level  ·  Tom’s Rules
  • You gain advantage on saving throws against effects that use sound, including thunder damage, Command, and similar effects.
  • You become resistant to thunder damage.
  • For any non-cantrip spells you cast that deal thunder damage, you may choose one of the numbers rolled to be replaced with the maximum number on that die, and the damage is increased by +1 per die.
  • Once per long rest, as a reaction, you may spoil a spell or magical ability requiring a command word that has a verbal component. This acts in all ways as a Counterspell (though it can affect command words other than spells and innate magical abilities that duplicate spells) but does not work on spells without verbal components.
  • You gain advantage on Stealth checks to remain silent.
  • If aware of a conversation being held within 90 feet that you can see, you may use an action to cause the words to carry clearly to your ears.
  • While speaking or performing, you may increase the volume of the sound you make as if affected by a Thaumaturgy spell.

SUPERIOR INSPIRATION (Tom’s Rules) 20th level  ·  Tom’s Rules

Change to: “You recover an inspiration die anytime you roll initiative and you do not have your maximum amount of inspiration dice.”


College of Lore — Tom’s Rules

House rules that modify or supplement the PHB entries above.

CUTTING TAUNT 9th level  ·  Tom’s Rules

If you use Cutting Words on an enemy, in addition the next ally who heard the taunt and attacks the taunted enemy will have advantage on their next attack on that enemy if they do so before the end of your next turn. You cannot make this taunt again until you have finished a short rest. Upon reaching 13th level you may use this ability twice between short rests.


GALVANISING GLAMOUR 11th level  ·  Tom’s Rules

Your display of mystical prowess inspires a colleague. After casting a spell targeting a foe you may grant inspiration to an ally as a bonus action as normal. However, if that ally has a condition from which they can end or escape with a saving throw on their turn, or by moving or taking an action on their turn, they can immediately use their reaction to roll to end or break out of the effect and may choose to use the inspiration die as normal. Failing on this roll can have no negative consequences. Once you have used this ability you cannot use it again until you have taken a short rest.


PEERLESS SKILL (Tom’s Rules) 14th level  ·  Tom’s Rules

Applies to saving throws and attack rolls as well as ability checks.