Bard – College of Tall Tales

Hello, everyone! Today’s article not only introduces a new Bard College for your games, but also a few new spells for the more tactically-oriented bards (one of which you may recognize as a spell from the most recent draft of the witch class’s spell list). Like I’d hinted in the School of Chronomancy’s release last month, I’m incorporating a few more “modular” options in my subclass articles where I can, like a few relevant spells, equipment stats, or fighting styles.  This extra content will hopefully offer you more to do with your existing characters, even if you’re not at a point of making a new character using these subclass options right now.

College of Tall Tales

Bards of the College of Tall Tales are primarily concerned with oral tradition – recounting the stories of everyday heroes who have surmounted impossible odds, righted a wrong they’ve seen in the world, or inspired hope in those without it. These bards are typically enthralled with the flow of stories and the structure of the narratives they recount, recognizing that a well-orated story can be life-changing for its audience.

Bards with this talent for spinning tales may find themselves exaggerating the details of once-true events to better suit their goals and inspire others to follow in the footsteps of the stories’ heroes, but the fundamental elements which inspire these stories remain and can spur these bards and their allies to greatness in their adventures.

Each Story a Lesson

Starting when you take this bard college at 3rd level, you have mastered the talent of weaving helpful advice and allegory into entertaining stories. When you use the Help action, you may use a Charisma (Performance) check to assist a creature who can hear and understand you.

Against All Odds

Also beginning at 3rd level, your storytelling skills can inspire a listener to even greater accomplishments. When you or a creature who can see or hear you within 60 feet of you rolls a die with advantage, you may expend a use of your Bardic Inspiration. If you do so, the creature rolls 3 dice and uses the highest result instead of 2.

Additionally, if you or a creature who can see or hear you within 60 feet of you rolls a die with disadvantage, you may expend a use of your Bardic Inspiration to remove the disadvantage from the roll.

Witness to Achievement

By 6th level, you’ve learned to take special note of the great feats you see. When a creature you can see or hear within 60 feet of you rolls a 20 on an attack roll, saving throw, or ability check, you regain a use of your Bardic Inspiration.

Turn of Fortune

Starting at 14th level, your talent for stories allow you to warn your allies of impending disaster. When a creature you can see rolls a 1 on an attack roll, saving throw, or ability check, you may expend a use of your Bardic Inspiration to have that creature re-roll the die, using the higher result.

New Bard Spells

United We Stand

1st-Level Enchantment

Casting time: 1 action

Range: 30 feet

Components: V

Duration: Concentration, up to 1 minute.

You chant simple, rhythmic instructions to up to 3 creatures of your choice who can see or hear you within range. For the duration of this spell, when the target starts its turn within range, the target can roll a d4 and add the number rolled to their armor class until the either the spell ends or the start of their next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Enduring Valor

2nd-Level Enchantment

Casting time: 1 bonus action

Range: self

Components: V, S

Duration: Concentration, up to 1 minute.

You project an air of stalwart confidence, bolstering you and your allies’ resolve. For the duration of the spell, when you or a creature friendly to you within 10 feet of you starts their turn, that creature gains 1d4 temporary hit points.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the temporary hit points increases by 1d4 for each slot level above 2nd.

Rallying Song

3rd-Level Enchantment

Casting time: 1 action

Range: 60 feet

Components: V

Duration: Concentration, up to 1 minute.

You recite a hymn to battle, calling to arms all who can hear you against a creature you choose within range. For the duration of the spell, each time a creature hits the target with an attack, they regain a number of hit points equal to 1d8 + your spellcasting ability modifier.

The spell ends if the targeted creature dies or does not make an attack or cast a spell requiring a saving throw on its turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d8 for each slot level above 3rd.

Leave a Reply

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.