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D&D 2E 5e Bard Colleges from 2e Complete Bard's Handbook Kits

Serpine

Explorer
I was bored and decided to sit down and try to come up with conversions inspired by all the kits in "The Complete Bard's Handbook". Comments and suggestions for revisions are of course welcome.

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THE COMPLETE BARD'S HANDBOOK COLLEGES

General Notes:
* Several abilities involve a "non-magical ritual" or "non-magical spell". This basically takes the amount of time and effort appropriate for a ritual / spell and has similar effects, but is a mundane side-effect of the bards mundane activities. It thus doesn't take up a spell slot known, doesn't register as magical, can't be dispelled (though things like a persuasion check could be used to make the target see reason), and usually the target won't be aware of anything amiss once it expires.

Blade:
* 3rd - Bonus Proficiencies: All swords in PHB. All martial weapons in PHB with the thrown property.
* 3rd - Handle Weapon: Two-Weapon Fighting Style as per Ranger.
* 6th - Trick Throw: Ignore any disadvantage applied to rolls for ranged / thrown attacks within 30'.
* 10th (replaces magical Secrets) - Weapons Display: Use action to spend / roll inspiration and allocate individual rolled points as one round bonus to allies attack rolls and / or penalty to enemy Wis saves vs fear.
* 14th - Offensive / Defensive Spins: Gain Battle Master maneuvers Menacing Attack & Riposte. Inspiration can be spent to simulate Superiority Dice.

Charlatan, Professional:
* 3rd - Detect Fakery: Advantage to Insight checks to see through lies / disguises etc.
* 3rd - Swindling: Apply the Expertise bard feature to Deception (as long as proficient) as well as normal selections.
* 6th - Masquerade: Gain the False Identify background feature (or a 2nd identify if already possessed) and add another identity every further 3 levels.
* 10th (Replaces magical Secrets) - Corroboration: Spend / roll inspiration to add to non-proficient weapon / skill / tool for one check once per long rest.
* 14th - Master Charm: Charm Person can be "cast" as non-magical ritual via conversation & speach (spell slots can be spent to increase target count by spell level) once per long rest.

Gallant:
* 3rd - Bonus Proficiencies: Lance, Medium Armor, Shield.
* 3rd - Poetic Charm: Advantage to romantic Persuasion / Performance checks. Single target Charm Person can be "cast" as non-magical ritual via conversation once per short rest.
* 6th - Bonus Proficiencies: Heavy Armor, Martial Weapons.
* 10th (Replaces magical Secrets) - Code of the Gallant: As long as the character is true to the Code of the Gallant, inspiration can be spent to boost own damage or AC.
* 14th - Essence of Purity: Reroll saves that would result in 0 HP, Fight for d4 rounds while at 0 HP (even if dead from further damage / failed death checks).

Gypsy-bard:
* 3rd - Bonus Proficiencies: Language (Gypsy dialect). One Cha based skill from Bard list. The V component of all spells can be expressed in Gypsy dialect.
* 3rd - Animal Rapport: Apply the Expertise bard feature to Animal Handling (as long as proficient) as well as normal selections.
* 6th - Fortune Telling: Add following spells to spells known list (waiting for appropriate levels as needed): Augury / Commune. Can safely use any item (mundane or magic) associated with gaming or prophesy (i.e. dice, crystal ball, Deck of Many Things) as spellcasting focus or performance prop.
* 14th - Allure of the Gypsies: Can cast *any* enchantment / charm spell known as a ritual if assisted by two gypsy-bards or if the target is willing / unaware.

Herald:
* 3rd - Bonus Proficiencies: Insight, History, 1 language. Substitute additional languages for Insight / History if already possessed.
* 3rd - Identify Rumors: May roll Insight to determine veracity of forwarded rumors. Can spend inspiration to learn a new local rumor when in a population center.
* 6th - Local Lore: Gain the City Secrets or Ear to the Ground background features.
* 6th (Replaces Countercharm) - Basal Communication: Within 10' may use Insight / Investigation checks to communicate regardless of language.
* 14th - Persuade Crowd: May spend one inspiration to Sow Rumors (DMG 130) in hours rather then days, or three inspiration for minutes rather then days.

Jester
* 3rd - Mime: Performance check to send simple messages using body language alone.
* 3rd - Jesting: One enemy within 30' must Wis save or attempt to head for and melee jester if possible.
* 6th - Joking: Spend action and inspiration to grant rolled number of nearby allies another save vs fear or apply Jesting to rolled number of enemies.
* 10th (Replaces Magical Secrets) - Jester's Mind: Immune to insanity. Double proficiency bonus for saves vs enchantment / charm.
* 14th - Bardic Luck (Fool's Luck): Spend inspiration as Luck Points as per the Lucky feat (these can't however be used on your own attack rolls).

Jongleur
* 3rd - Bonus Proficiencies: All martial weapons in PHB that have Reach or Thrown as a property.
* 3rd - Master Acrobat: Gain abilities other then attribute boost from Athlete feat. Advantage on Acrobatic checks.
* 5th (Replaces Font of Inspiration) - Juggling: Deflect Missiles as Monk, but only vs Thrown missiles (spend inspiration rather then Ki to throw back).
* 6th - Jumping: Double strength / strength bonus to determine feet traveled for jumps. Quarterstaff and polearms can be used to add 5' to jump.
* 14th - Dodge & Tumble: Evasion as per Rogue. Slow Fall as Monk.
* NOTE * The abilities Master Acrobat, Juggling, Jumping, Dodge & Tumble can only be used in no or light armor.

Loremaster (Use College of Lore)

Meistersinger
* 3rd - Influence Animal Reactions: May use Cha based skills on animals regardless of their relative intelligence / lack of language.
* 3rd - Song of Companionship, Lesser: Find Familiar can be "cast" as a non-magical ritual with no material cost. The familiar is natural, not spirit.
* 6th - Song of Companionship, Greater: Gain the Ranger's Companion / Exceptional Training features of a Beast Master ranger. May use bonus action to spend inspiration to command beast to engage a target on its own.
* 14th - Song of Sanction: May expend spell slots to cast version of Sanctuary protecting all humanoids from all non-humanoids within 2.5' of caster per spell level spent. The song doesn't have a maximum set duration but requires Concentration and non-movement by the caster. Any protected target making an attack breaks the entire spell.

Riddlemaster
* 3rd - Bonus Proficiencies: One game set, one language, Blowgun, Whip.
* 3rd - Probable Path: Inspiration may be spent / rolled on own Investigation / Insight checks when it helps to decide between multiple options (paths, doors, targets).
* 6th - Riddles / Puzzles: Spend inspiration to ask DM a yes / no question about an encountered riddle or puzzle (i.e. "Is eggs the correct answer?", "should I lift the blue stone first?").
* 14th - Bardic Luck (Common Sense): Spend inspiration as Luck Points as per the Lucky feat (these can't however be used on your own attack rolls).

Skald (Use College of Valor)

Thespian
* 3rd - General Acting: May roll Performance for checks involving Deception, Intimidation, and Persuasion.
* 3rd - Prop Practice: Jack of All Trades also applies to weapon attacks. Lack of appropriate armor proficiency does not impact Dexterity based rolls.
* 6th - Spell Acting: May use an action to spend / roll inspiration to "cast" Fear as a non-magical spell that only effects the rolled number of targets. Alternately, may use a bonus action to spend / roll inspiration to trigger this Fear effect against the targets (up to the rolled number) of an actual spell cast at the same time.
* 14th - Bardic Luck (Observe Motions): Spend inspiration as Luck Points as per the Lucky feat (these can't however be used on ability checks).
 
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