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  INTRODUCTION 
   
  he RPG is a game that promotes imagination 
  and logical reasoning, developing creativity, 
  interpersonal relationship, and mutual 
  cooperation. As pioneer of this game style, 
  D&D brings an atmosphere of mysticism and 
  fantasy to DM and players, allowing then to  
  create and live epic stories and adventures worthy to be 
  tell on books or even in movies. 
  Several memorable and epic sagas known can be 
  revived and even take a different course in the hands of 
  an experienced DM and dedicated players. However, the 
  game is not about only will and storytelling. There are 
  factors that must not be decided only by the desire of 
  the DM or the players. 
  The game rules are fundamental to keep a level of 
  coherency and logic on game tables. A player may want 
  his character knock a huge iron door to the ground with 
  a kick, but the success or the failure of this action is 
  impacted by the physical strength of the character and 
  a die roll. 
  The D&D 5th edition core books present the basic 
  rules to act in an universe create by a DM or in the 
  official campaign setting, like Forgotten Realms. 
  Whereas the core rulebooks are limited in the 
  diversification of races, classes, items, spells, feats, 
  monsters and so on, I decide to create a pack of 
  supplemental rulebooks to expand the options 
  presented on the basic books. 
  To have better use of the supplemental rulebooks of 
  the AlanVenic’s Redbook line, you need the three D&D 
  5th edition core rulebooks: The Player’s Handbook, 
  Monster Manual and Dungeon Master’s Guide. In 
  certain moments, some features presented here, will 
  refer a given chapter of this books, or just the book 
  itself. When you are consult this supplemental 
  rulebook, you should have access to the determined 
  book to delve into the topic discussed by the given 
  feature. 
  At this specific supplemental rulebook will be 
  approached the bard class. Here we have a brief discuss 
  of his abilities and powers, focusing on class gameplay. 
  Additionally, are presented here new class options to 
  players that consider the class options presented in the 
  Player’s Handbook doesn’t fit on the concept they 
  pictured to their characters. 
  You would like to be a bard capable to evoke powerful 
  magical effects through your songs, joining the College 
  of Song Seek. Or a gloom bard that evokes fear and 
  lethargy at its enemies. Or even, against all odds, a 
  bard lover of the silence that can hear the sound of still. 
  Or a buffoon that join the College of Comedy and 
  became a royal jester. 
  At this supplemental rulebook are presented ten new 
  bard colleges. Certainly, one of than will fit the concept 
  you imagine for your bard. Explore all the possibilities 
  and have fun. 
  Long live to the RPG! 
   
  AlanVenic Gonçalves 
  February 2016
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and their 
  respective logos are trademarks of Wizards of the Coast in the USA and other countries.  
   
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content 
  Agreement for Dungeon Masters Guild.  
   
  All other original material in this work is copyright 2016 by Alan Gonçalves and published under the Community Content Agreement for Dungeon Masters 
  Guild. 
  
   
  THE BARD 
  Wielding its harp in the middle of the battlefield, the 
  pretty elf play a song while her party charge toward the 
  dreadful dragon. Nor the roar of the beast is enough to 
  affect the party while the elf’s song warm the heart of 
  her friends. As the combat takes place, the party fall in 
  face of the mighty beast, remaining only the beauty and 
  its harp. An easy prey, the dragon think. However, the 
  dragon commits its biggest mistake when 
  underestimate the pretty lady that plays a last song 
  capable of totally dominate the mind of the powerful 
  and majestic foe.  
  The music and the magic are the greatest weapons of 
  a bard, but are not its only weapons. The bard is also an 
  apt swashbuckler and an expert is any field it 
  considerers important. 
   
  CLASS FEATURES 
  As a bard, you are an arcane spellcaster capable of 
  inspire your companions. You are also versed in all 
  areas of expertise, and are capable of make up the role 
  of any member of your party. 
   
  SPELLCASTING 
  Your main and most powerful feature is your ability to 
  cast spells. Initially, you are capable of cast only spells 
  that bards cast, but you expand this ability enormously 
  when you became capable of learn and cast any existent 
  spell. 
   
  BARDIC INSPIRATION 
  As a born leader, you have a great power to persuade 
  your enemies and to encourage your allies. Additionally, 
  depending on your specialty, you can use your 
  inspiration in many different ways, as foil your enemies 
  or even inspire yourself. 
   
  JACK OF ALL TRADES 
  As a character that seek the general knowledge, you are 
  capable to do anything that you are not expert in an 
  average way. No area is unknown to you, and you can 
  take the most different tasks with trust, even if you are 
  not an expert in the field. 
   
  SONG OF REST 
  Your songs inspire your allies to make tasks, and are 
  capable to gives courage and lullaby to them. Your voice 
  and faint play at your banjo invigorates your 
  companions and gives incentive to move on. 
   
  BARD COLLEGE 
  The choice of your bard college defines the kind of bard 
  you are, and who you relate. Although gives a few 
  exclusive features to you, your bard college gives you 
  important features that fully apart you from bard of 
  other colleges. In the Player’s Handbook are presented 
  two bard colleges. Here are presented ten new slopes of 
  this class feature, bringing a huge variety for the kind 
  of bard you want to be. The new bard colleges are 
  presented in the final of this brief description of the 
  bard class features. 
   
  EXPERTISE 
  As well as being versed in all possible areas of action, 
  you can specialize in an amazing way in your areas of 
  greatest interest. No one else is so capable or skilled 
  than a bard in its areas of interest. 
   
  ABILITY SCORE IMPROVEMENT 
  Increase Charisma score is undoubtedly the best choice 
  to make when you play a bard. Charisma defines how 
  hard is to overcome your spells, and account in a vast 
  number of skills and other relevant abilities for a bard, 
  like its inspire ability. However, you can find some feats 
  that can expend even more your versatility, or improves 
  the focus in some aspect you wish to exalt on your 
  character (see chapter 6 on Player’s Handbook). 
   
  FONT OF INSPIRATION 
  As you progress on your adventures, you are capable to 
  recover your inspiration using the events you and your 
  party takes place. In the moment you take a rest, you 
  have an inspirational surge doing to the adventure you 
  are. 
   
  COUNTERCHARM 
   Your music is so powerful in the minds of your friends 
  that its prevents harmful effects to target you and your 
  party while you remain playing a protector chant. Fear 
  and mental domination are useless in face of your 
  power of persuasion and performance. 
   
  MAGICAL SECRETS 
  Maybe the most powerful ability, obviously linked to 
  your magical power, a bard can learn any existent spell 
  on the multiverse. The legends and stories its learn 
  throughout its career conceal spells usually 
  understandable to members of certain classes only, but 
  a bard with its knowledge mastery are able to learn 
  such spells, even spells granted by the gods.  
   
  SUPERIOR INSPIRATION 
  At the peak of your career, a bard never gets without its 
  font of inspiration. A bard always have a story or a word 
  of encouragement to tell and inspire its party to move 
  on. 
   
  BARD COLLEGES 
  At this supplemental rulebook are presented ten new 
  bard colleges you can choose instead of the bard colleges 
  presented in the Player’s Handbook. The College of 
  Artistry, the College of Dread, the College of Comedy, 
  the College of Fortune, the College of Glory, the College 
  of Imagination, the College of Song Seek, the College of 
  Still, the College of Virtuosity, and the Fochlucan 
  College. 
   
   
  
   
  COLLEGE OF ARTISTRY 
  Art is in bard’s blood. Especially in the blood of the 
  artists that join the College of Artistry. Bards are 
  mostly musicians, poets, or entertainers. However, 
  some of those artists create lasting works instead of 
  ephemeral stage play to charm a crowd for a brief 
  moment. Such work can be a sculpture, painting, jewel, 
  or even a book. Anyone how knows artistry will 
  immediately realize the quality of your work, and the 
  members of this college have its work of art spread 
  around the world, and are fonts of inspiration to 
  freelancer artists and even to renowned professionals. 
   
  BONUS PROFICIENCIES 
  When you join the College of Artistry at 3rd level, you 
  become an enviable artist. You gain proficiency with 
  three artisan’s tools from the following at your choice: 
  calligrapher’s supplies, jeweler’s tools, leatherworker’s 
  tools, painter’s supplies, weaver’s tools, or woodcarver’s 
  tool. 
   
  MASTERPIECE 
  Also at 3rd level, you can create masterpieces using 
  artisan’s tools you are proficient. Such fine pieces are 
  coveted by art lovers and by nobility overall. You need 1 
  day of work, dedicating 8 hours each day for each 25 gp 
  of the cost of the masterpiece you wish to create. The 
  cost of the masterpiece is defined by you, but require 
  DM’s approval. When you finish the masterpiece, make 
  a Charisma check using artisan’s tools. The market 
  price of the piece is determined by the result of this 
  check, as show in Creating a Masterpiece table. 
    
  CREATING A MASTERPIECE 
  Charisma Check Result 
  Market Price 
  10 or lower 
  Cost divided by 2 
  11–14 
  Same as cost 
  15–19 
  Cost x 1d4 
  20–24 
  Cost x 1d6 
  25–29 
  Cost x 1d8 
  30 or higher 
  Cost x 1d10 
   
  INSPIRATIONAL GIFT 
  Starting at 6th level, you can create a work of art and 
  can dedicate it to a friend of yours. The cost of the work 
  depends on the number of Bardic Inspiration dice the 
  work provides to the dedicated creature, as show in 
  Creating an Inspirational Gift table. You need 1 day of 
  work, dedicating 8 hours each day for each 100 gp of the 
  cost of the work. The creature how receive the work 
  gain a number of Bardic Inspiration dice (that are the 
  same as yours) that it can use while bear the work. 
  Those Bardic Inspiration dice works as if the creature 
  had gain a Bardic Inspiration die of yours, and can roll 
  a die and add the number rolled to one ability check, 
  attack roll, or saving throw it makes, but the number of 
  die the creature can have at a time is determined by the 
  inspirational gift. The creature recover all expended 
  Bardic Inspiration dice provided by the inspirational 
  gift when it finish a long rest. 
  CREATING AN INSPIRATIONAL GIFT 
  Bardic Inspiration Dice 
  Cost 
  1 
  100 gp 
  2 
  200 gp 
  3 
  400 gp 
  4 
  700 gp 
  5 
  1.000 gp 
   
  You can give a certain creature with only one gift. 
  When you give a creature an inspirational gift, you 
  reduce the number of you Bardic Inspiration by 1. For 
  instance, if you give two inspirational gifts to two 
  different creatures, you can use your Bardic Inspiration 
  a number of times equal to your Charisma modifier –2 
  (a minimum of once).  
   
  MOMENT OF ENLIGHTNENMENT 
  At 14th level, when you are in a doubts situation, you 
  can stop for a moment and create a work of art full of 
  hidden references. You need 1 hour and expend 25 gp in 
  materials to create such work. A creature within 5 feet 
  of the work that can see the work, can use an action to 
  make a DC 20 Intelligence (Investigation) check. A 
  successful creature gain a relevant information from 
  DM about the doubts situation. A creature that fail this 
  check can’t make another one. 
  Once you use this feature, you must finish a long rest 
  before you can use it again. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  COLLEGE OF DREAD 
  As one of the most restricted and secret bard colleges, 
  the College of Dread teaches musical techniques to its 
  students that urge only negative emotion on the targets 
  of its songs. The grey minstrel, as known the students 
  of this college, seek to cause sadness, gloom, fear, and 
  despair. Through gloom and lethargic songs, such bards 
  develops a way to win a conflict just doing their enemies 
  give up, or become so discouraged or disillusioned that 
  find no reason to keep fighting, stay in a journey, or 
  even to live. 
   
  BONUS PROFICIENCIES 
  When you join the College of Dread at 3rd level, you 
  gain proficiency in Deception and Intimidation. If you 
  are already proficient in one of both skills, choose one of 
  two new skills to become proficient instead. 
   
  WAILING MELODY 
  At 3rd level, you learn a song that fill the heart and 
  thoughts of your enemies with sadness and gloom. As 
  an action, you can expend an use of Bardic Inspiration 
  and roll a Bardic Inspiration die. Choose a creature you 
  can see within 60 feet of you that can hear you as target 
  of your Wailing Melody. The target is dispirited and 
  can’t take bonus actions or reactions, and suffer a 
  penalty on its next attack roll equal to the number 
  rolled on your Bardic Inspiration die until the end of its 
  next turn. 
  The target is immune to the effect if it can’t hear or 
  can’t be charmed. 
   
  DREADFUL SONG 
  Starting at 6th level, you can sing a song that freeze the 
  spine of your enemies that hear you perform. As an 
  action, you can expend an use of Bardic Inspiration and 
  roll a Bardic Inspiration die to start play the Dreadful 
  Song. Choose a creature that you can see within 60 feet 
  of you that can hear you as target of this song. The 
  target must be successful on a Wisdom saving throw 
  and suffer a penalty on this save equal to the number 
  rolled in your Bardic Inspiration die, or become 
  frightened of you for 1 minute. The target can make a 
  new saving throw at the end of each of its turns, 
  finishing the effect with a successful one.  
  The target is immune to the effect if it can’t hear or 
  can’t be charmed. 
   
  TORTUROUS MYSTICAL MUSIC 
  At 14th level, you develops an annoying song that let 
  you discredits the enemies target of spells cast by you. 
  When you cast a spell that target a single hostile 
  creature, you can expend an use of Bardic Inspiration 
  and roll a Bardic Inspiration die as a bonus action. 
  Additionally to standard effects of the spell, your target 
  suffer a penalty on its next saving throw equal to the 
  number rolled on your Bardic Inspiration die. 
   
   
  COLLEGE OF COMEDY 
  Many bards make a living performing in taverns, telling 
  stories, and playing songs. However, some bards has a 
  comic vein. The buffoons, as known the bards that join 
  the College of Comedy usually perform on circus or 
  public square, but some of those bards more notorious 
  perform on court, for nobles and royals, and are known 
  as jesters. However, when join the adventurer life those 
  bards tend to use its funny personality to make then 
  enemies laugh so much that they are nearly dead 
  writhing on the floor.  
   
  COMEDY ARTIST 
  When you join the College of Comedy at 3rd level, you 
  gain proficiency in Performance and Persuasion, if you 
  don’t have yet. Additionally, you gain advantage on 
  Charisma (Performance) and Charisma (Persuasion) 
  checks to influence positively the behavior of an 
  audience toward you.  
   
  LAMPOON 
  At 3rd level, you can make jokes and mockeries about a 
  creature, letting it out of his mind. As an action, you 
  expend an use of Bardic Inspiration and roll a Bardic 
  Inspiration die. Choose a creature you can see at 30 feet 
  of you that can hear you. The target must be successful 
  in a Wisdom saving throw or become angry for 1 
  minute. An angry creature must make an Intelligence 
  (Arcana) check (DC 10 + the result of your Bardic 
  Inspiration die) at the start of each of its turns to 
  maintain concentration on a spell. Additionally, the 
  angry creature suffer disadvantage on Intelligence and 
  Wisdom checks for the duration, and can’t take bonus 
  actions. The target can make a new saving throw at the 
  end of each of its turns, ending the effect with a 
  successful save.  
  The target is immune to the effect if it can’t hear, 
  can’t understand your language, or can’t be charmed. 
   
  MAKE THEM LAUGH 
  Starting at 6th level, you can make a comedy show 
  letting your audience totally unable to react while they 
  writhe with the jokes you tell. As an action, you can 
  expend an use of Bardic Inspiration and roll a Bardic 
  Inspiration die. All creatures hostile to you within 20 
  feet of you that can hear you must be successful in a 
  Wisdom saving throw or became incapacitated until the 
  start of your next turn. On subsequent turns, you can 
  use your action to extend the duration of this effect on 
  the incapacitated creatures until the end of your next 
  turn, and the targets must make a new saving throw at 
  the end of its turns, ending the effect with a successful 
  save. You can sustain this effect for a number of rounds, 
  beyond first, equal to the number rolled on your Bardic 
  Inspiration die. This effect ends on a creature that 
  takes damage or is target of a harmful spell.  
  A creature is immune to the effect if it can’t hear, 
  can’t understand your language, or can’t be charmed. 
  If a creature succeeds on its saving throw, you can’t 
  use this feature on that creature again for 24 hours. 
  
   
  THE KILLING JOKE 
  At 14th level, you develops an unusual sense of humor, 
  and can literally makes your audience die laughing. As 
  an action, you can expend an use of Bardic Inspiration 
  and roll a Bardic Inspiration die. Choose a living 
  creature that you can see within 30 feet of you that can 
  hear you. The target must make a Wisdom saving 
  throw. If the target has 50 hit points or less and fail the 
  saving throw, it drops to 0 hit points. If the target 
  succeed the save, it takes 5d10 psychic damage. Add the 
  number rolled on your Bardic Inspiration die to the DC 
  of the saving throw of this feature.  
  A creature is immune to the effect if it can’t hear, 
  can’t understand your language, or can’t be charmed. 
  Once you use this feature, you must finish a long rest 
  before you can use it again. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  COLLEGE OF FORTUNE 
  Bards are known for enjoy a good life. Bards that want 
  to put together its life style and its inherent class 
  abilities, join the College of Fortune. Additionally, its 
  disorderly and full of spree and drinking life style 
  makes a bard very leaning to life’s misfortunes. A lucky 
  bard, as are known the bards of this college, gain a 
  supernatural luck that only increase as it become more 
  experienced. This luck can be spread even to its fellas, 
  or to its enemies in form of bad luck. 
   
  BON VIVANT 
  When you join the College of Fortune at 3rd level, you 
  become a reveler bohemian careless with the 
  consequences of your actions. You gain proficiency with 
  Persuasion, if you don’t have yet, and with two gaming 
  sets at your choice. 
   
  LUCKY IN GAME, LUCKY IN LOVE 
  Also at 3rd level, you challenges the laws of probability 
  with an awful luck. You gain advantage on ability 
  checks using gaming sets and Charisma (Persuasion) 
  checks. Additionally, you can take a bonus action to 
  expend an use of Bardic Inspiration and roll a Bardic 
  Inspiration die. Add the number rolled on the die to an 
  ability check using a gaming set or to a Charisma 
  (Persuasion) check. You make just a gesture or tic when 
  you expend your Bardic Inspiration this way, not 
  allowing the affected creatures realize you are cheating 
  them. 
   
  MANIPULATE FORTUNE 
  At 6th level, you can manipulate the weave of fate at 
  will. When you or an ally you can see within 30 feet of 
  you make an attack roll, an ability check, or a saving 
  throw, you can use your reaction to allow the target to 
  reroll the d20 again. You can use this feature after the 
  d20 is rolled, but before know the result. The target 
  must take the second roll, regardless the result is best 
  or worst.  
  You can use this feature a number of times equal to 
  your Charisma modifier (a minimum of once). You 
  regain all expended uses when you finish a long rest. 
   
  MISFORTUNE WHEEL 
  Starting at 14th level, you can dice or a deck of cards to 
  play the luck of an enemy. As an action, you pulls a card 
  from the deck or roll the dice, and expend an use of 
  Bardic Inspiration and roll a Bardic Inspiration die. 
  Choose a hostile creature you can see within 60 feet of 
  you. The target must be successful in a Charisma 
  saving throw or suffer an effect of the Misfortune Wheel 
  table for 1 minute. The effect of the table the target 
  suffer depends on the number rolled on the Bardic 
  Inspiration die, as show in the Misfortune Wheel table. 
  The target can repeat the saving throw at the end of 
  each of its turns, ending the effect with a successful one. 
   
   
   
  
   
  MISTORFUNE WHEEL 
  Bardic 
  Inspiration Die 
  Effect 
  1–2 
  The target suffer disadvantage on ability 
  checks. 
  3–4 
  The target suffer disadvantage on attack rolls. 
  5–6 
  The target suffer disadvantage on saving 
  throws. 
  7–8 
  The target takes 1d8 extra damage on each 
  attack it takes. 
  9–10 
  Other creatures gain advantage on attack 
  rolls against the target. 
  11–12 
  The target must roll a d6 at the star of each of 
  its turns. If the roll is 1 to 4, the target don’t 
  take actions this turn, if the roll is 5 to 6, the 
  target acts normally. 
   
  Once you use this feature, you must finish a short or 
  long rest before you can use it again. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  COLLEGE OF GLORY 
  Priests and clergymen usually possess the ability to 
  convert infidel to follow their religious doctrine using 
  only the gift of speech. The College of Glory teaches 
  their students to become pious speakers in name of 
  their deities and beliefs. Known as evangelists, the 
  bards that join this college gain a strong religious slope, 
  often being mistaken as priests, and some of them being 
  considered as prophets. Doing to its charisma and 
  natural resourcefulness, an evangelist is a perfect tool 
  to spread the faith and dogmas of a god around the 
  world.  
   
  TRUE BELIEVER 
  When you join the College of Glory at 3rd level, you 
  become a pious follower and spreader of the name of a 
  deity of your choice. You gain proficiency in Persuasion 
  and Religion, if you don’t have yet. 
  The College of Glory also let you choose spells from an 
  expanded spell list when you learn bard spells. The 
  following spells are added to your bard spell list.  
   
  EXPANDED SPELLS OF THE COLLEGE OF GLORY 
  Spell Level 
  Spells 
  1st 
  bane, bless 
  2nd 
  augury, praying of healing 
  3rd 
  mass praying of healing, beacon of hope 
  4th 
  banishment, guardian of faith 
  5th 
  commune, hallow 
   
  DIVINE PREACHING 
  At 3rd level, you can inspire your allies to keep their 
  faith to the cause, filling their hearts with courage. As 
  an action, you can make a brief speech that affect any 
  friendly creature that can hear you within 30 feet of 
  you. Any affected creature gain advantage on saving 
  throws against being charmed or frightened for 1 
  minute. 
  Once you use this feature, you must finish a short or 
  long rest before you can use it again. 
   
  DIVINE DOOM 
  Starting at 6th level, you become able to fill the heart of 
  the infidel with doubt and despair. As an action, you 
  can make a brief speech that affect any hostile creature 
  that can hear you within 30 feet of you. Any affected 
  creature suffer disadvantage on saving throws against 
  being charmed or frightened by you for 1 minute. 
  Once you use this feature, you must finish a short or 
  long rest before you can use it again. 
   
  CONVERT THE INFIDEL 
  At 14th level, the gift of speech become so strong on you 
  that you can convert an enemy even during tense 
  moments. As an action, you can expend an use of Bardic 
  Inspiration and roll a Bardic Inspiration die. Choose a 
  hostile creature toward you that you can see and that 
  can hear you within 60 feet of you. The target must be 
  successful on a Wisdom saving throw or be converted by 
  you for 1 minute. The target suffer a penalty on this 
  
   
  save equal to the number rolled on your Bardic 
  Inspiration die. A converted creature is charmed by you 
  for the duration. Additionally, the alignment and belief 
  of the creature charges to match your for the duration. 
  While is charmed this way, the target follow your orders 
  as long as this orders are related to your deity or a task 
  related to your god. The target can make a new saving 
  throw at the end of each of its turns, ending the effect 
  with a successful save. The charm effect is also broke if 
  you or an friendly creature to you takes any harmful 
  action against the target. 
  If the creature succeeds on its saving throw, you can’t 
  use this feature on that creature again for 24 hours. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  COLLEGE OF IMAGINATION 
  Tell stories through tales, songs, or poetry are one of the 
  main roles of the bards. They are expert in tell their 
  version of adventures, epic stories, and tales from their 
  fertile imagination. The bards from the College of 
  Imagination are train to stimulate their creativity even 
  more, and can bring to reality myth creatures from 
  legends and tales they tell. The words utter by the 
  imaginers, as are known the bards of this college, gain 
  life and affect the mind of the creatures that hear it, 
  and each description given by the bard become true. 
   
  BONUS PROFICIENCIES 
  When you join the College of Imagination at 3rd level, 
  you gain proficiency with the skills Deception and 
  History, if you don’t have yet. 
   
  REALISTIC ILLUSION 
  Also at 3rd level, you add the cantrip minor illusion to 
  your bard cantrips known. This cantrip don’t count on 
  the number of bard cantrips you can know. 
  Additionally, when you cast a spell from the illusion 
  school, you can use a bonus action to expend an use of 
  Bardic Inspiration and roll a Bardic Inspiration die. 
  You add the number rolled on the Bardic Inspiration die 
  to the DC of the illusion spell you cast this turn. 
   
  ILLUSORY INCARNATION 
  Starting at 6th level, you can create a powerful illusion 
  that can hurt your enemies. As an action, you expend a 
  spell slot of 1st level to create an illusion of any 
  creature you can imagine in an unoccupied space you 
  can see within 60 feet of you. You must describe in 
  detail your creation, or you can bring to realty a 
  creature similar to one you already seen or ready about. 
  A hostile creature must make a Wisdom saving throw 
  when it see the illusion for the first time. A creature 
  that fail the save considerer the illusion as a real 
  creature. The illusion remain while you maintain 
  concentration up to 1 minute, until you use a bonus 
  action to dismiss it, or until it drop to 0 hit points. 
  The illusion created by you have the statistics 
  describe on the Illusory Incarnation stat block. The 
  illusion add your proficiency bonus to its AC, saving 
  throws, and attack rolls (this bonus are not include in 
  the stat block). The size of the illusion varies from 
  Small to Large at your choice, and its size doesn’t 
  interfere on the creature stats. Depending on the 
  creature you create, the illusion can have fly, swim, 
  climb, or burrow speed of 30 feet, with DM’s discretion.  
  The illusion acts on your turn and obey any mental 
  commands you issue (require a bonus action). If you 
  don’t issue any commands to the illusion, it defends 
  itself from hostile creatures but otherwise takes no 
  actions. 
  Your illusory incarnation is considered an illusion 
  spell and can be affected by your Realistic Illusion. 
   
   
   
   
  
   
  ILLUSORY INCARNATION 
  Undead (variable size), unaligned 
  Armor Class 12 
  Hit Points 10 
  Speed 30 ft. 
  STR 
  15 (+2) 
  DEX 
  15 (+2) 
  CON 
  15 (+2) 
  INT 
  10 (+0) 
  WIS 
  10 (+0) 
  CHA 
  19 (+4) 
  Damage Immunities necrotic, poison, psychic 
  Condition Immunities charmed, exhausted, frightened, 
  poisoned, unconscious  
  Senses darkvision 60 ft., passive Perception 10 
  Languages understand its creator languages, but can’t speak 
  Challenge 1/2 (50 XP) 
  Exclusive Telepathy. The incarnation can telepathically 
  communicate with its creator to any distance.  
  ACTIONS 
  Illusory Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 7 (2d6) psychic damage. 
  Illusory Blast. Ranged Spell Attack: +4 to hit, range 60 ft., one 
  creature. Hit: 7 (2d6) psychic damage. 
   
  You can expend a 2nd level or higher spell slot to 
  create a powerful illusion. For each level of the spell slot 
  above 1st, the illusion you create gain 10 extra hit 
  points and its attacks cause 1d6 extra psychic damage. 
  The challenge rating of the illusion increase to 1 if you 
  cast it using a 2nd level spell, and increase by 1 for each 
  level of the spell slot above 2nd. 
   
  MIND GRAFT 
  At 14th level, your illusion spells are so real that it can 
  affect the mind of enemies in awesome way. When you 
  cast a spell from the illusion school, a hostile creature 
  that fail its saving throw to realize that it is an illusion 
  takes psychic damage equal to 1d6 + the level of the 
  spell slot used to cast the spell. 
  Additionally, your illusion spells and features can 
  affect even creatures with truesight, or with a sense 
  that can ignore illusion effects. Such creatures have 
  advantage on their saving throws against your illusion 
  effects. 
   
   
   
   
   
   
   
   
   
   
   
  COLLEGE OF SONG SEEK 
  Beyond magic, beyond sound, beyond good and evil, lies 
  music so profound and powerful that even deities quake 
  at its sound. The College of Song Seek gives to the bard 
  that study it the ancient knowledge to manipulate the 
  spell web with musical notes. The bards of this college, 
  known as seekers of the song, develops unbelievable 
  means to shape the sound through song, and create 
  powerful effects normally made only by powerful 
  sorcerers of wizards. 
  United only by their quest, seekers of the song have 
  incredibly diverse goals and motivations. Some black-
  hearted seekers know that this primal music is power, 
  and they lust after it in hopes of turning it against their 
  many enemies. Others search for the music to bring joy 
  and peace. Most have moderate aspiration and seek the 
  music because it moves them. Regardless of their goals, 
  seekers of the song rarely work against one another – 
  each hoping that another seeker will uncover another 
  piece of the primal music and share it with the rest. 
   
  SEEKER SONG 
  At 3th level, you amplify your musical repertory with 
  powerful melodies created through legendary accords 
  known by a few. You learn the songs of seeker of the 
  song when gain access to a spell slot needed to use that 
  song. To use the songs, you need to expend one use of 
  Bardic Inspiration and a spell slot, depending on the 
  song used.  
  All seeker songs are considered spells for effects like 
  spell resistance or an antimagic field. 
   
  SONGS KNOWN 
  The songs the seeker learn are presented in order of the 
  minimum level of spell slot need to use them. 
  Burning Melody. Expending one of your uses of 
  Bardic Inspiration and a spell slot of 1st level, you can 
  roll a Bardic Inspiration die and unleash a fire ray. 
  Make a ranged spell attack against a target at 60 feet 
  you can see. On a hit, it takes 3d8 fire damage. You can 
  add the result of your Bardic Inspiration die roll to the 
  attack or damage roll. You can make this choice after 
  roll the attack, but before know the result. If you 
  expend a spell slot of 2nd level or higher, the fire 
  damage caused increase by 1d8 for each slot level above 
  1st. 
  Song of Unmaking. Expending one of your uses of 
  Bardic Inspiration and a spell slot of 2nd level, you can 
  roll a Bardic Inspiration die and use a piece of the 
  primordial music to unmake a objet or construct. 
  Choose a nonmagic object or a creature of the construct 
  type that you can see within 60 feet of you. The target 
  must make a Constitution saving throw and suffer a 
  penalty on this save equal to the result of your Bardic 
  Inspiration die roll. The target take 4d10 force damage 
  or half this damage on a successful save. If you use a 
  spell slot of 3rd level or higher, the force increase by 
  1d10 for each slot level above 2nd. 
  Dirge of Frozen Loss. Expending one of your uses of 
  Bardic Inspiration and a spell slot of 3rd level, you can 
  roll a Bardic Inspiration die and unleash a frozen 
  breath against your enemies. You unleash a 30-foot 
  
   
  cone of freezing air originating from you and all 
  creatures in the area must make a Dexterity saving 
  throw or take 6d6 + the result of your Bardic 
  Inspiration die roll of cold damage. A target take half 
  damage if succeed on the save. If you expend a spell slot 
  of 4th level or higher, the cold damage caused increase 
  by 1d6 for each slot level above 3rd. 
  Song of Life. Expending one of your uses of Bardic 
  Inspiration and a spell slot of 4th level, you can roll a 
  Bardic Inspiration die and unleash a wave of healing 
  energy. All creatures friendly to you in a 20-foot-radius 
  sphere centered on you recover hit points equal to 1d8 + 
  the result of your Bardic Inspiration die roll. If you 
  expend a spell slot of 5th level or higher, the hit points 
  recovered increase by 1d8 for each slot level above 4th. 
  Anthem of Thunder and Pain. Expending one of 
  your uses of Bardic Inspiration and a spell slot of 5th 
  level, you can roll a Bardic Inspiration die and unleash 
  a powerful sonic explosion with lightning cracks. All 
  creatures at a 20-foot-radius sphere, in a point you 
  choose centered within 60 feet of you must make a 
  Dexterity saving throw suffering a penalty equal to the 
  result of your Bardic Inspiration die roll. A creature 
  take 4d8 thunder damage and 4d6 lightning damage or 
  half this damage on a successful save. If you expend a 
  spell slot of 6th level or higher, the thunder damage 
  caused increase by 1d8 for each slot level above 5th. 
  Hymn of Spelldeath. Expending one of your uses of 
  Bardic Inspiration and a spell slot of 6th level, you can 
  roll a Bardic Inspiration die and create an area dead 
  magic. You creat a antimagic field (like the spell) in a 
  20-foot-radius sphere centered on you that moves, 
  remaining centered on you. This effect last for a number 
  of rounds equal to the result of your Bardic Inspiration 
  die roll. If you expend a spell slot of 7th level or higher, 
  the area of the antimagic field increase by 10-foot for 
  each slot level above 6th. 
  Ballad of Agony Reborn. Expending one of your 
  uses of Bardic Inspiration and a spell slot of 7th level, 
  you can roll a Bardic Inspiration die and shot a 
  purulent gush of acid against a creature within 60 feet 
  of you. Make a ranged spell attack, if you hit the target 
  take 4d6 acid damage and 4d6 poison damage. In the 
  next turn of the target, he must make a Constitution 
  saving throw or take 2d6 extra acid damage and 2d6 
  extra poison damage. You can add the result of your 
  Bardic Inspiration die roll as a bonus on your attack roll 
  or as a penalty on the Constitution saving throw of the 
  target. You can make this choice after roll the attack, 
  but before know the result. If you expend a spell slot of 
  8th level or higher, the initial acid damage and the 
  poison damage increase by 1d6 for each slot level above 
  7th. 
  Aria of Everywhere. Expending one of your uses of 
  Bardic Inspiration and a spell slot of 7th level, you can 
  roll a Bardic Inspiration die and teleport you and all 
  friendly creatures at a 20-foot-radius sphere centered 
  no you, that you can see to a spot you can see within 10 
  feet x the result of your Bardic Inspiration die roll. 
  Dirge of Songdeath. Expending one of your uses of 
  Bardic Inspiration and a spell slot of 8th level, you can 
  roll a Bardic Inspiration die and create a powerful 
  silence effect that affects only the creatures you wish. 
  All hostile creatures in a 60-foot cone originating from 
  you must make a Wisdom saving throw with a penalty 
  equal to the result of your Bardic Inspiration die roll. In 
  a fail, the target will be affect by the silence spell for 1 
  minute. At the end of each of its turns, a creature under 
  this silence can make another Wisdom saving throw. On 
  a success, the effect ends on this target.  
  Hymn of Revealing. Expending one of your uses of 
  Bardic Inspiration and a spell slot of 9th level, you can 
  roll a Bardic Inspiration die and sending any creature 
  that don’t belong to the current plane back to her native 
  plane. Choose a creature within 60 feet of you that you 
  can see. The target mus make a Charisma saving throw 
  with a penalty equal to the result of your Bardic 
  Inspiration die roll. If fail the save, the target will be 
  send to her native plane, if is not the current. 
   
  SEEKER REFRAIN 
  At 6th level, you learn to subvocalize a song chanting a 
  refrain. When you start a seeker song, you can use a 
  bonus action to chant it refrain granting a benefit to you 
  or to a friendly creature within 30 feet of you, 
  depending on the song used, for 1 minute: 
   Burning Melody. The target gain resistance to fire 
  damage. 
   Song of Unmaking. The target gain resistance to 
  nonmagic bludgeoning, piercing, and slashing 
  damage. 
   Dirge of Frozen Loss. The target gain resistance to 
  cold damage. 
   Song of Life. The target gain resistance to necrotic 
  damage and advantage on saving throws against 
  disease. 
   Anthem of Thunder and Pain. The target gain 
  resistance to lightning and thunder damage. 
   Hymn of Spelldeath. The target gain resistance to 
  damage from spells. 
   Ballad of Agony Reborn. The target gain resistance 
  to acid and poison damage. 
   Aria of Everywhere. The target’s speed increases by 
  30 feet. 
   Dirge of Songdeath. The target gain immunity to 
  thunder damage. 
   Hymn of Revealing. The target gain immunity to 
  the conditions paralyzed, petrified and restrained.  
  If the target is under the effect of a refrain of a seeker 
  song your and you use bonus action to start another 
  refrain on this creature, the previous effect end 
  immediately on him. 
  You can use this feature a number of times equal to 
  you Charisma modifier (a minimum of once). You regain 
  all expended uses when you finish a long rest. 
   
  COMBINE SONGS 
  Starting at 14th level, you can combine two types of 
  seeker song at once. You can use a seeker song and, 
  with a bonus action, start another song expending a 
  spell slot of 5th level or lesser in the same turn. You 
  must expend the spell slots and the Bardic Inspiration 
  uses relevant to do so.  
  You need to use two different song with this feature. 
  Once you use this feature, you must finish a short or 
  long rest before you can use it again. 
  
   
  COLLEGE OF STILL 
  Bards love music, tell tales, sing, and express 
  themselves through sound. Thereupon, the College of 
  Still is the most recluse and exotic of the bard colleges. 
  The poets of silence, as are known the students of this 
  college, are not artists that preform for great audiences, 
  but are lovers of literature, poetry, and classical music. 
  They learn methods to influence other creatures with 
  their words and songs, even if such creatures cannot 
  hear their words. Through vibrations caused by 
  subsonic notes of whistle, melodic notes, and similar 
  sounds, you can manipulate the weave of spell and 
  sound, creating inaudible effects for most creatures.  
   
  SILENT MINSTREL 
  When you join the College of Still at 3rd level, you gain 
  proficiency with Deception and Stealth, if you don’t 
  have yet. Additionally, you add the spell silence to your 
  list of spell known. This spell doesn’t count on the 
  number of spells you can know. 
   
  SUBLIMINAL INSPIRATION 
  At 3rd level, you can inspire your companions through 
  vibration caused by your performance. When you 
  expend an use of Bardic Inspiration to give a friendly 
  creature a Bardic Inspiration die, the creature doesn’t 
  need to hear you, but it need to be within 30 feet of you 
  to sense the vibrations and gain the Bardic Inspiration 
  die. 
  Additionally, when you or a friendly creature tries to 
  influence, charm of fright a creature within 30 feet of 
  you, you can use your reaction to expend an use of 
  Bardic Inspiration and roll a Bardic Inspiration die. 
  You imposes a penalty on the saving throw or ability 
  check of the creature that is been influenced by your or 
  by your ally equal to the number rolled on your Bardic 
  Inspiration die. The target must be successful on a DC 
  20 Wisdom (Perception) to realize you are using a 
  magical effect against it. 
   
  INAUDIBLE SPELL 
  Starting at 6th level, you can cast spells in a subtle way 
  nearly inaudible. When you cast a spell that has verbal 
  components, you can make a Charisma (Deception) 
  check to cast the spell silently. A creature with a 
  passive Perception lower than the result of your 
  Charisma (Deception) check will not hear you casting 
  the spell. A creature with tremorsense will perceive the 
  silent spell if you cast it within the tremorsense range 
  of the creature, since the creature can perceive the 
  vibrations of the air created by the spell. 
  Once you use this feature, you must finish a short or 
  long rest before you can use it again. 
   
  VOICE BEYOND SOUND 
  At 14th level, you can affect creatures with your words, 
  even if those creatures cannot hear you. You can cast a 
  silence spell centered on you. Unlike the standard 
  silence spell, this version of the spell moves with you, 
  remaining centered on you all the time. While you are 
  under effect of this spell, you can cast spells with verbal 
  components and use Bardic Inspiration on your allies 
  normally. However, the target creatures must be within 
  the area of the silence spell. 
  Once you use this feature, you must finish a long rest 
  before you can use it again. 
   
  COLLEGE OF VIRTUOSITY 
  Bards of the College of Virtuosity are specially sociable 
  and charismatic. They tend to call attention where they 
  go, singing, playing, and telling sweet tales on taverns, 
  and village and town squares. A virtuoso, as are known 
  bards that join this college, are connoisseurs of ballads 
  and exotic languages, and love to perform to various 
  crowd as speak in many languages trying to please as 
  many people as possible while let a mystery on the 
  heart of each people who hear him perform. 
  Those bards travel around the world seeking learn 
  new songs, tales, and languages to magnify its 
  repertoire. A virtuoso is so fascinated by music, dance, 
  and other kinds of performance that the most 
  experienced can even fell the song with its entire body 
  instead with just its ears.  
   
  BONUS PROFICIENCIES 
  When you join the College of Virtuosity at 3rd level, you 
  gain proficiency with three musical instruments of your 
  choice. You also learn two extra languages of your 
  choice. 
   
  STRONG PERSONALITY 
  At 3rd level, you become extremely convincing. You gain 
  advantage on Charisma (Persuasion) and Charisma 
  (Intimidation) checks. Additionally, when a creature try 
  to frighten you and you are successful on the saving 
  throw against the effect, you can use your action at your 
  turn to demoralize the creature. The target suffer 
  disadvantage on attack rolls against you, and you gain 
  advantage on attack rolls against the target until the 
  end of its next turn. 
   
  DISTRACTING CHORD 
  Starting at 6th level, you learn to play a brief focused 
  chord that draws attention of a creature. When a 
  creature you can see within 60  feet of you start go cast 
  a spell, you can use your reaction to expend an use of 
  Bardic Inspiration and roll a Bardic Inspiration die to 
  unleash a shrill chord on this creature. If the target can 
  hear you, it must be successful on a Wisdom saving 
  throw or lose its concentration on the spell and the 
  casting fail, expending the spell slot with no effect. The 
  target suffer a penalty on its saving throw equal to the 
  number rolled on your Bardic Inspiration die.  
   
  SONG OF REVELATION 
  At 14th level, you can play a song that reverberates like 
  a sonar, allowing you to perceive the objects and 
  creatures that you don’t perceive before as the sound 
  waves are deflected. As an action, you can start to play 
  and sing. You gain tremorsense within 60 feet of you 
  until the start of your next turn. At the start of your 
  next turn, you can use a bonus action to maintain the 
  effect until the start of the subsequent turn up to 1 
  minute. 
  Once you use this feature, you must finish a short or 
  long rest before you can use it again. 
   
  
   
  FOCHLUCAN COLLEGE  
  Perhaps the most famous of the bardic colleges, the 
  Fochlucan College serves as a beacon of learning and 
  diplomacy in a dark and restless land. Many have 
  accused the Fochlucan masters of fomenting intrigues 
  among the nearby kingdoms and using their famed 
  neutrality to conceal the real extent of their meddling 
  and manipulation. By advising mighty rulers and 
  undertaking the tutoring of royal heirs, the Fochlucan 
  bards turn the fate of kingdoms with nothing more than 
  quiet words and whispered secrets. 
  Warrior, thief, spy, poet, woodland champion -- the 
  Fochlucan lyrist is a legendary figure who serves as the 
  herald and teacher to great kings, the champion of the 
  common folk, and the keeper of lore long forgotten 
  elsewhere. Only the best and brightest are invited to 
  become Fochlucan lyrists, and those who eventually win 
  the approval of the Fochlucan College's masters are 
  remarkable individuals indeed, skilled in swordplay, 
  magic, and diplomacy. 
   
  BONUS PROFICIENCIES 
  When you join the Fochlucan College at 3rd level, you 
  become capable in most areas. You gain proficiency with 
  the skills Nature and Persuasion. You also gain 
  proficiency with thieves’ tools. 
   
  FOCHLUCAN LYRIST 
  Also at 3rd level, you gain notoriety when you receive 
  the title of fochlucan lyrist, mainly with the wild beings. 
  You are accepted on many circles usually exclusive, like 
  druidic circles, and you learn to speak, read, and write 
  Druidic. 
  Additionally, you learn two spell of your choice from 
  the druid spell list. A spell you choose must be of a level 
  you can cast as shown on the Bard table, or a cantrip. 
  The chosen spells counts as bard spells for you but don’t 
  count against the number of bard spells you know. 
  You learn two extra spells from the druid spell list at 
  7th level. 
   
  PERSUASIVE INFILTRATOR 
  Starting at 6th level, you are able to inspire yourself 
  when you make tasks related on your lyrist focus. When 
  you make a Dexterity or Charisma check, you can use a 
  bonus action to expend an use of Bardic Inspiration and 
  roll a Bardic Inspiration die. You can add the number 
  rolled on the die to the result of your Dexterity or 
  Charisma check. 
   
  INSPIRED WARRIOR 
  At 14th level, you improves your ability as warrior. 
  When you make an attack, you can use a bonus action 
  to expend an use of Bardic Inspiration and roll a Bardic 
  Inspiration die to add the number rolled to your attack 
  roll or damage roll, at your choice. You can take this 
  choice after see the attack roll, but before you know the 
  result. 
   
  Alternatively, when a creature you can see, hit you 
  with an attack, you can use your reaction to expend an 
  use of Bardic Inspiration and roll a Bardic Inspiration 
  die. You can apply the number rolled as a penalty on 
  the attack roll of the target, potentially causing the 
  attack to miss you. 
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Suppliment/Alan Venic's Redbook - Tome of the Bard.pdf