Bard & Sorcerer Class Variants
Bard & Sorcerer Class Variants
The way of a bard is gregarious. Bards seek each result to one of your own attack rolls, ability checks, or
other out to swap songs and stories, boast of their saving throws.
accomplishments, and share their knowledge. Bards
form loose associations, which they call colleges, to
facilitate their gatherings and preserve their traditions.
College of Fortune
Bards in the college of fortune know that if you trust
Lady Luck she never lets you down. These performers
travel from town to town, typically fleecing the locals
in whatever casino or gambling institute the local laws
allow. Amongst their companions, Bards of the college
of fortune are known to walk in an almost palpable halo
of good fortune. A good fortune, thankfully, they are
willing to share.
Bonus Proficiencies
At 3rd level, you gain proficiency in three gaming
sets and one skill: Deception, Insight, Perception, or
Sleight of Hand. Your proficiency bonus is doubled
for any ability check you make that uses a gaming set
proficiency.
Pocket Ace
Starting at 14th level, you gain an additional use of
Bardic Inspiration. When you complete a long rest, roll
one of your Bardic Inspiration dice and record the result
as your pocket ace. After a creature you inspired rolls a
Bardic Inspiration die but before they choose to use your
Push Your Luck feature, you can exchange the results
of their Bardic Inspiration die and your pocket ace.
You must choose to replace the result before the DM
announces if the roll succeeds or fails.
Classes | Bard
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PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot
College of Two Courts College of Fortune & College of Two Courts by
/u/ coolgamertagbro
Bards who join the College of Two Courts invariably http://sterlingvermin.com/
come from an unusual background. These bards
typically have spent their lives growing up in enchanted Art Credits in Order of Appearance
woods, in lands populated by fey creatures, or even “Wizard” by Imc Games, Granado Espada
have spent their lives abducted and spirited off into the “Harpist” by Jennyeight
feywild itself. These bards are touched by the beguiling
and bewitching nature of the fey and, as they grow
in power, they find themselves divided amongst one
another just as the fey are. Bards who favor community,
respect, and tradition join the Seelie Court. Bards
who favor individualism, humor, and uninhibited self-
expression join the Unseelie Court.
Bewitching Behavior
Starting at 3rd level, when you roll a Charisma
(Deception), Charisma (Intimidation), or Charisma
(Persuasion) ability check and get a result equal to or
lower than your Charisma modifier you may choose to
roll again. You must use the second result.
Beguiling Bearing
Starting at 3rd level, when a creature you can see
within 60 feet makes a saving throw against a mind
influencing effect, the charmed or frightened condition,
or an illusion you can use your reaction and spend an
Inspiration Die to roll that die and subtract it from the
result of that saving throw. You must declare you are
using this ability after the saving throw is rolled but
before the DM declares if it is successful or not.
Swear Allegiance
At 6th level, you choose whether to join the Seelie Court
or the Unseelie Court. If you join the Seelie Court, gain
the To the Seelie feature. If you join the Unseelie Court,
gain the To the Unseelie feature.
To the Seelie. Choose and learn three of the following
spells: guidance, bless, aid, invisibility, suggestion, mass
healing word, remove curse. The chosen spells count as
bard spells for you but don’t count against the number
of bard spells you know. Additionally, your countenance
softens and becomes innocent and beautiful or homely
and kind.
To the Unseelie. Choose and learn three of the
following spells: eldritch blast, hex, blindness/deafness,
invisibility, suggestion, animate dead, bestow curse.
The chosen spells count as bard spells for you but don’t
count against the number of bard spells you know.
Additionally, your countenance hardens and becomes
lustful and dark or frightening and unsightly.
Court Loyalty
Starting at 14th level, if you have the To the Seelie
feature, you gain the Shining Throne feature. If you have
the To the Unseelie feature, you gain the Shadowed
Throne feature.
The Shining Throne. The first time you cast a spell
of level 1 or higher on each of your turns, choose a
creature you can see. That creature has advantage on its
next roll.
The Shadowed Throne. The first time you cast a
spell of level 1 or higher on each of your turns, choose a
creature you can see. That creature has disadvantage on
its next roll.
Classes | Bard
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Sorcerous Origins Land’s Stride
Starting at 6th level, moving through nonmagical
Different sorcerers claim different origins for their difficult terrain costs you no extra movement. You can
innate magic. Although many variations exist, most also pass through nonmagical plants without being
of these origins fall into two categories: an eldritch slowed by them and without taking damage from them if
bloodline and the influence of wild magic. they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws
Greenheart against plants that are magically created or manipulated
to impede movement, such as those created by the
You might have been born to a dryad parent or raised in entangle spell.
an enchanted woods whose eldritch power seeped into
your soul but, whatever the reason, the inherent magic Virile Vitality
of nature runs through you. Unlike druids you did not Starting at 14th level, you are immune to poison and
choose your connection to the natural world, the natural disease. Additionally, the primal magic coursing through
world chose its connection to you. Greenheart sorcerers your veins causes you to age more slowly. For every 10
tend to have dark brown and bright green features and years that pass, your body ages only 1 year.
smell of the native flora of their homelands. Sorcerers
of this origin are exceptionally resilient and observant of Greenheart, Greenblood
their surroundings. Starting at 18th level, you can use a bonus action on
your turn to convert vitality into sorcery points. Reduce
Verdant Soul your current and maximum hit points by 4 and regain 1
Starting at 1st level, your hit point maximum increases sorcery point. This reduction lasts until you complete a
by 2 and increases by 2 again whenever you gain a level long rest.
in this class. Whenever you spend a sorcery point you
heal 2 hit points for every sorcery point you spent.
World Whisperer
Starting at 1st level, you may choose a druid cantrip
for one of your starting cantrips and you know a druid
spell of a level for which you have spell slots. This spell
does not count against your spells known. You learn
additional druid spells of a level for which you have spell
slots that do not count against your spells known at
6th, 14th, and 18th level. These spells count as sorcerer
spells for you.
Classes | Sorcerer
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PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot
Spiritualist Terror
Sorcerer Level Spells
After a brush with death, either your own near death
1st expeditious retreat
experience or the witness of a horrific death, you are
haunted by a phantom that exists on the ethereal realm 3rd invisibility
but which you, none the less, can see. Whether you 5th fear
were horrified or pleased by your new companion you 7th phantasmal killer
soon discovered that their unique relationship with 9th contagion
you unlocked your own ability to manifest supernatural *Unless you gain this spell from another source, your
powers. While you and your ectoplasmic companion spirit guardians appear as undead (rather than celestial,
are bound to one another til death do you part, your fey, or fiendish) and deal psychic damage (rather than
phantom does all that it can to help you further your radiant or necrotic).
goals.
Passion Play
Brush With Death Starting at 6th level, you can use a bonus action to
At 1st level, your brush with death has led to you being manifest your phantom in the material realm for one
haunted by a phantom. This phantom functions as if it minute. While materialized your phantom utilizes the
were a familiar created by the find familiar spell except following statistics based on its pathos, replacing its
in the following ways; normal homunculus statistics.
• The phantom uses the stats of a homunculus (MM, pg.
188) but is undead rather than celestial, construct, fey,
or fiend.
• The phantom is immune to the frightened condition.
• The phantom has hit points equal to twice your
sorcerer level plus your charisma modifier.
• The phantom exists on the ethereal plane bordering
whatever world you currently dwell in or, if you are in
a realm that does not border the ethereal, invisible on
the same plane.
• When you cast a spell granted by your Pathos of the
Passed feature your phantom can deliver the spell
as if it had cast the spell. Your phantom must be
within 100 feet of you, and it must use its reaction to
deliver the spell when you cast it. If the spell requires
an attack roll or saving throw, you use your attack
modifier or saving throw DC for the roll.
Devotion
Sorcerer Level Spells
1st shield
3rd enhance ability
5th spirit guardians*
7th death ward
9th antilife shell
Jealousy
Sorcerer Level Spells
1st charm person
3rd alter self
5th hypnotic pattern
7th locate creature
9th dominate person
Rage
Sorcerer Level Spells
1st witch bolt
3rd phantasmal force
5th vampiric touch
7th blight
9th bigby’s hand
Classes | Sorcerer
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While materialized your phantom can gains additional
exceptions to the find familiar spell;
. Your phantom can take the Attack action.
. Your materialized phantom has no hit points but
instead must make a Constitution saving throw (adding
your proficiency modifier) each time damage is dealt to
it with a DC equal to half the damage dealt to it. If it fails
this saving throw it dematerializes and returns to its
statistics as described in your Brush With Death feature.
You can use this feature to compel your phantom to
manifest additional times by expending 1 sorcery point
when you use your bonus action. You regain your ability
to use this feature without expending a sorcery point
when you complete a long rest.
Peerless Medium
Starting at 6th level, you can cast the spell unseen
servant as a ritual. If you mistreat your unseen servant
or show it disrespect the spell immediately ends.
Geist’s Rebuke
Starting at 14th level, the pathos of your phantom
echoes through your own arcane power. Whenever you
are hit by a melee attack, you can use your reaction to
inflict personal vengeance on your attacker. The nature
of the vengeance and type of saving throw required
varies based on the pathos of your phantom but the
difficulty is your spell save DC.
Devotion. If the creature fails its Wisdom saving
throw, the triggering attack’s damage is reduced by half
your sorcerer level.
Jealousy. If the creature fails its Dexterity saving
throw, the creature is restrained until the start of its next
turn.
Rage. If the creature fails its Constitution saving
throw, the creature takes half your sorcerer level in
damage using the damage type of this phantom’s A
Death Revisited feature.
Terror. If the creature fails its Wisdom saving throw,
the creature is frightened until the start of its next turn.
Master of Seance
Starting at 14th level, you can cast the spell contact
other plane as a ritual. When you do so you can only
contact the dead.
Do Not Go Gentle
Starting at 18th level, when you would drop to 0 hit
points you can expend 5 sorcery points to possess your
phantom and force it to manifest. While you possess the
phantom you can cast all of your sorcerer spells using
your own spell attack modifier and spell save DC. At the
end of each of your turns you make a death saving throw
as normal. If you stabilize you lose possession of your
phantom return unconscious to your own body. If you
fail three death saves your phantom is dematerialized
and reduced to 0 hit points. If you are healed while
using this feature you lose possession of your phantom
and return conscious to your body.
Classes | Warlock
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The Crone
Familiar Curse
Your patron is a elder evil force in the world that veers Starting at 14th level you can touch an unconscious
capriciously between its maternal and destructive creature and turn it into any beast with a CR of 1 or
instincts. Such creatures smother those they hold dear lower. That beast then acts as your familiar as if you
with doting attention and reject those set against her had cast the find familiar spell. As your familiar the
with ruthless cruelty, often times vacillating between creature fears your mystical power and cannot summon
these extremes seemingly without prompt. You have the courage to do anything to defy your will. This effect
chosen a spiteful and suffocating patron, one whose ends when someone casts remove curse on the target or
nature you find yourself more and more mimicking. you use this feature again. In addition, you must name
Beings of this sort include; Aradia, mother of a condition that, if it comes to pass, functions as if a
witchcraft, Baba Yaga, the evil woman, and Hecate, remove curse spell had been cast on the target. Choose
queen of witches. one of the following conditions;
Devotion. If the target has a sincere change of heart
Expanded Spell List and is repentant for his transgression against you, a
The Crone lets you choose from an expanded list of loyal servant to you for a year and a day, and begs
spells when you learn a warlock spell. The following your forgiveness. The Familiar Curse returns if they
spells are added to the warlock spell list for you. transgress you again and you have not used the feature
Crone Spells again. In this case you do not select a condition.
Spell Level Spells Sacrifice. If someone who cares for the target sheds
1st animal friendship, bless tears over them and begs to serve their fate instead. The
2nd augury, enhance ability person who was pleading then takes over the Familiar
Curse but you do not select a condition.
3rd bestow curse, remove curse
True Love. If the target is recognized for who they are
4th conjure woodland beings, locate creature and kissed by someone who sincerely loves them and
5th contagion, hallow who they sincerely love. The Familiar Curse returns if
they betray that person romantically and you have not
Toil & Trouble used the feature again. In this case you do not select a
Starting at 1st level, you can prepare an enchanted brew condition.
during a short or long rest. When you do select one of If the effect ends due to a remove curse the creature
the following potions to create; reverts to its normal form and is conscious, if the effect
Everdream. When consumed as a bonus action this ends due to you using this feature again the creature
tonic puts its drinker under a heavy lethargy as if you reverts to its normal form and remains unconscious
had cast the spell sleep with your highest level Pact until they are stirred awake or they have slept one hour
Magic spell slot. for every month they lived as your familiar.
Hale & Hearty. When consumed as a bonus action
this tonic heals its drinker as if you had cast healing The Cosmic Machine and The Crone Patron by
word equivalent to your highest level Pact Magic spell /u/ coolgamertagbro
slot.
Love Potion. When created you make a number of Art Credits in Order of Appearance
these potions equal to the highest spell level Pact Magic “The Vision, Knowledge incarnate” by theDURRRRIAN
spell slot you have. When consumed as a bonus action “Mambabarang” by Pervandr
the drinker falls under the effect of a charm person spell
as if you had cast it.
Each of the brews smells delicious and sweet. When
you offer a brew to a creature you make a Charisma
(Deception) skill check against their Wisdom (Insight).
If you succeed, they take and consume the potion. If
you fail, they choose whether to take the potion and
consume it or not.
These brews only stay potent until your next short or
long rest, whichever comes first. After that they turn
putrid, foul and impotent. You can use this feature again
during your next short or long rest.
Practiced Conspirator
At 10th level, you gain proficiency in two skills of your
choice of the following: Deception, Insight, Investigation,
Classes | Wizard
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Three Spirits Adept by succeeding on an Intelligence saving throw. This
familiar regains its spell slot if it was expended.
Wizards who forgo specializing in schools of magic to Fiend. All enemy creatures within 10 feet of your
become a Three Spirits Adept are uncommon. Three familiar must make an Intelligence saving throw. If they
spirits adepts are typically from regions where wizards fail, they gain vulnerability to all damage types they are
are a more rural and isolated tradition rather than not immune to and have disadvantage on attack rolls
gathering in universities or major cities. A three spirit and saving throws until the end of your familiar’s next
adept forms a powerful bond with his familiars and turn.
learns how to evoke their otherworldly nature in a way
other magical traditions cannot. Three Spirits
Starting at 14th level, you can have two familiars at a
True Familiar time, changing the normal rules of the find familiar spell.
Starting at 2nd level, you learn the find familiar spell. Both familiars have their own spell slot granted by the
You do not expend a spell slot to cast find familiar, you Creature Mystique feature.
do not have to prepare the spell to cast it, and you do not
need to use spell components.
Creature Mystique
Starting at 2nd level, your familiar has a single spell
slot that it can expend to cast a spell it knows. On your
familiar’s turn, you can choose to expend its spell slot
to cast a spell of that level or lower from your familiar’s
spell list. Your familiar uses your spell attack modifier
and spells it casts use your spell save DC. If the spell
requires concentration you must concentrate on it.
Fey
Spell Level Spells
1st dissonant whispers, faerie fire
2nd invisibility, moonbeam
3rd conjure animals, fly
Fiend
Spell Level Spells
1st bane, inflict wounds
2nd darkness, enthrall
3rd fear, hunger of hadar
Your familiar’s spell slot level is equal to the highest
level spell slot you have but no higher than 5th level.
Your familiar regains its spell slot when you take a long
rest.
Otherworldly Expression
Starting at 10th level, on your familiar’s turn you can
command it to invoke the ultimate expression of its
mystical nature as its action. The exact power varies
based on the type of familiar you use this ability on. You
can use this feature again after a long rest. The Grey Guild and Three Spirits Adept by
Celestial. Until the end of your next turn all allies /u/ coolgamertagbro
within 10 feet of your familiar gain advantage on saving http://sterlingvermin.com/
throws and resistance to all damage.
Fey. You can teleport each creature within 30 feet of Art Credits in Order of Appearance
your familiar to any unoccupied space within 30 feet “Mitch” by Markothesketchguy
of your familiar. Creatures may resist this teleportation “Mage” by Porksiomai
Classes | Wizard
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PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot