New Bard Colleges: Arcana and Vigor

Aldarc

Legend
With the two UA bardic colleges released, I thought now would be a good time to try my own hand at homebrewing some bardic colleges. The bard represents an incredibly versatile class that can occasionally serve as either a jack-of-all-trades or a niche-filler. The colleges represent ways to further thematically hone those niches. The College of Valor, for example, represents the bard as gish. The College of Lore represents the bard as versatile skill-monkey. As such, the colleges that I present attempt to fill in other common niches for the bard: bard as healer (College of Vigor) and bard as mage (College of Arcana). For the time being, I will simply present them for your feedback. But if requested, I would gladly provide the design philosophy behind these two colleges.

COLLEGE OF ARCANA
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Bonus Proficiencies
At 3rd level when you join the College of Arcana, you gain proficiency in the Arcana skill. If you are already proficient in Arcana, choose another skill proficiency.

In addition, you learn two cantrips of your choice from any class. These cantrips are considered Bard spells for you. The chosen cantrips count as bard spells for you but don’t count against the number of cantrips you know.

Song of Renewal
Also at 3rd level, you can restore some of your magical energy by attuning yourself to the echoes of the song of creation. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to less than half your bard level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.

For example, when you are a 4th-level bard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

Potent Spellcasting
Starting at 6th level, you add your Charisma modifier to the damage you deal on a hit with any bard cantrip.

Improvised Spell
At 14th level, you gain the ability to briefly replicate the spells of other spellcasters. Once per day, you can cast a spell from any spell list of a spell level of 3rd level or lower using one of your available spell slots to cast the spell. Once you use this feature, you can’t use it again until after you finish a long rest.

COLLEGE OF VIGOR
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Bonus Proficiencies
When you join the College of Vigor at 3rd level, you gain proficiency in the Medicine skill and the Herbalism kit, and you learn the spare the dying cantrip.

Invigorating Words
Also at 3rd level, you learn how to reinvigorate the wounds of others through your inspiration. You can use your reaction to expend one of your uses of Bardic Inspiration to heal target a creature you can see within 60 feet, rolling a Bardic Inspiration die and healing them a number equal to the roll plus your Charisma modifier. Alternatively, if a creature that has a Bardic Inspiration die from you is dying, they can spend the Inspiration die to gain advantage on their death saving throws.

Improved Song of Rest
At 6th level, when you use your Song of Rest ability, any creatures within a 30-foot radius are treated as if you had cast the lesser restoration spell.

In addition, whenever you use your Song of Rest ability, you roll two dice instead of one. For example, at 13th level your Song of Rest would restore 2d10 hit points instead of the usual 1d10.

Vital Chorus
Starting at 14th level, the effects of your healing spells reverberate to others. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature and all allies within 30 feet regain additional hit points equal to the spell level plus your Charisma modifier.
 
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Seem pretty solid to me. College of Vigor looks like it will provide enough healing during a short rest that taking Healer wouldn't be necessary. Vital Chorus seems a little weak for a 14th level ability, not really something I'd be too excited about. I can see it being useful if multiple allies drop in a small area to bring them all back up, but otherwise it isn't really much better than Life Cleric's level 1 ability. Arcana has obvious parallels to Arcana cleric, although getting +Cha to damage at 6th is pretty nice, and the Anyspell feature at 14th is pretty fun.
 

Mechanically, I don't see any issues at first glance...I just feel that Arcana is too....generic? I'm not even sure that makes sense. It just doesn't feel unique enough.
 

Seem pretty solid to me. College of Vigor looks like it will provide enough healing during a short rest that taking Healer wouldn't be necessary. Vital Chorus seems a little weak for a 14th level ability, not really something I'd be too excited about. I can see it being useful if multiple allies drop in a small area to bring them all back up, but otherwise it isn't really much better than Life Cleric's level 1 ability.
Originally, the 14th level ability healed in a 30 foot radius and Spell Level + Bard's Charisma. I was not sure if that would be too much.

Arcana has obvious parallels to Arcana cleric, although getting +Cha to damage at 6th is pretty nice, and the Anyspell feature at 14th is pretty fun.
Thanks. It's meant to be a bard with a more arcane-punch. The lore bard pursues knowledge, whereas the arcana bard seeks to enhance their arcane power further.

Mechanically, I don't see any issues at first glance...I just feel that Arcana is too....generic? I'm not even sure that makes sense. It just doesn't feel unique enough.
In some regards, that was the goal, but point taken. Suggestions that would make it more flavorful?
 

In some regards, that was the goal, but point taken. Suggestions that would make it more flavorful?

Well, I'd first try to figure out what makes the Arcana Bard thematically distinct from the Lore Bard; they do occupy a very, very similar niche as far as thematic space.

I've always been a big proponent of "themes" when it comes to 5e, the idea that you have a base class that has a set of themes, and you add more new themes on top of that when you're able to get a subclass for your base class.

E.G.: Cleric = Divine caster that can deal with undead. Arcana Domain = Divine caster that can deal with undead that also has some divine arcana gifts from his or her God of Magic. Rogue = Sneaky and quick and deadly. Thief = Sneak, quick, and deadly, and good at stealing stuff. Assassin = Sneak, quick, and deadly, and good at surprise attacks.

That sort of idea. The best homebrews I've read follow that sort of idea, to one extent or another; either consciously or unconsciously.
 

Well, I'd first try to figure out what makes the Arcana Bard thematically distinct from the Lore Bard; they do occupy a very, very similar niche as far as thematic space.
Yes, and no. The Lore and Arcana bard are both "brainy," but in distinct ways, IMHO. The primary point of overlap appears to be the Lore bard's Magical Secrets and the Arcana bard's bonus cantrips, which effectively act as a "lesser magical secrets." But the Lore bard gets three bonus skills, Cutting Words (playing off their wit and Inspiration mechanic) and Peerless Skill (playing off their skills and Inspiration). Though Magical Secrets may be a big draw, the majority of the Lore Bard is oriented around their skill flexibility and Inspiration, with Magical Secrets being an extension of that skill flexibility, albeit with magic.

The Arcana bard was designed more pointedly around expanding the bard's arcane capacity and power. It gets a "lesser magical secrets" through its bonus cantrips that are then boosted via Potent Spellcasting, it can cast more spells per day than the average bard via Song of Renewal, and it gets an incredibly flexible once per day "magical secret" via Improvised Spell. Probably the one point that could get readjusted would be its Potent Spellcasting, since it's arguably not on the same level as the Lore bard's "Magical Secrets" or the Valor bard's "Extra Attack."
 

I like them...I think the Improvised Spell ability could be bumped up to any spell of 5th level or below. At 14th level, a random 3rd level spell isn't really a huge deal. Also...the Arcana build feels less like an arcane focussed bard, than a really good set of abilities for a spellblade, or an alternative warlock. Extra spellcasting (of bard spells--since this class lacks arcane secrets until 10th level) is almost superfluous since the class is going to be spamming cantrips most rounds.
 

I like them...I think the Improvised Spell ability could be bumped up to any spell of 5th level or below. At 14th level, a random 3rd level spell isn't really a huge deal. Also...the Arcana build feels less like an arcane focussed bard, than a really good set of abilities for a spellblade, or an alternative warlock. Extra spellcasting (of bard spells--since this class lacks arcane secrets until 10th level) is almost superfluous since the class is going to be spamming cantrips most rounds.
Hmmm... I'm not sure. It places the Arcana Bard in a similar situation with the Land Druid and Wizard with their Natural/Arcane Recovery. Neither class has Magical Secrets, but they both benefit from their spell recovery feature.
 

Hmmm... I'm not sure. It places the Arcana Bard in a similar situation with the Land Druid and Wizard with their Natural/Arcane Recovery. Neither class has Magical Secrets, but they both benefit from their spell recovery feature.

Neither class has stat bonus to cantrips and access to booming blade and eldritch blast though.

With a high damage cantrip and so little access to damaging spells--the arcana bard isn't going to be running out of spell slots either--unless he's burning spells for healing. Otherwise, it's cast a concentration spell at the beginning of combat and either wade into battle with Booming or GF blade, or sit back and throw eldritch blast each round.

I think it would be a fun subclass, and I'd play it if it was available. It just feels less like a "wizard" school than the Lore bard does.
 

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