How about some more fun for DnD 5e?
College of the Crossroads
You might have been the best there was or you might not have been able to pluck a string, but boy after the man or woman in black met you and tuned your fiddle at midnight at the crossroads, you became a titan of stringed instriment. You made a deal or maybe you won a contest, but either way, you have powers most didn’t think possible all at the low cost of having to watch your back for the rest of your days lest someone come collect
College of the Crossroads Features
||Bonus Proficiencies, Fiddle of Gold
||Hounds of Hell
When you join the College of the Crossroads at 3rd level, you double your proficiency for any stringed instrument you use. You also gain proficiency in arcana and religion if you were not proficient in those or you gain proficiency in another skill for each one with which you were already proficient.
Fiddle of Gold
Also at 3rd level, you learned to summon an instrument you got from the man in black. The instrument is a golden stringed instrument that always is immaculate, has perfect pitch and counts as a +1 magic club for any melee attacks you make with it. It can be used as a focus for any spells you cast giving you a +1 bonus to your DC and to any spell attacks you make with it. At level 11, these bonuses becomes a +2, and at level 17 these bonuses becomes a +3. You can dismiss the resummon the instrument as often as you want as a bonus action.
Starting at 6th level, you’ve learned more from your former master. You gain access to warlock spells when you gain new spells or the chance to replace a spell, but you may not know more than four warlock spells. These spells count against your normal number of spells.
Hounds of Hell
At 14th level, the devil begins to claim his due, but you’ve becomes a silver tongued fiend in your own right having mastered the first monsters sent to collect you. Once per day, you may as an action summon three hell hounds. These creatures obey your commands, but you must use a bonus action each turn to direct them or they act according to their own interests. If they die or are dismissed as an action, you can resummon them again after a long rest.
More pathfinder fun!
Jacks of All Trades Bard FEAT 18
Prerequisites Versatile Performance, Master Occultism, Eclectic Skill
You become trained in every skill you are not trained in. If you are legendary in Occultism, you are considered expert in all skill at minimum.
Here’s a quick spell for DnD. Here is some love for the bard!
Shout of Encouragement
Casting Time: bonus action or reaction
Range: 60 feet
Duration: see text
You cast this spell with a shout of encouragement at a friend. That friend is surrounded by an aura of ability. That ally can reroll one die within one minute at which point the spell ends. If the spell is not discharged after the minute ,the aura and spell ends.
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.
I’m working a few different 5e level 7 spells, so here is an idea for the bard.
Song of Triumph
Casting Time: 1 action
Duration: Concentration, up to 1 minute
You begin a song that fills your allies with all the hope you can muster. All allies you choose within 60 feet of you are affected by the song. Every ally is allowed an immediate saving throw to end any fear, compulsion, charm, or any effect that affects the mind, even if the effect that not normally allow an additional saving throw. At the start of each of the ally’s turns, it may make another saving throw to end the effect as well. In addition, while you maintain the song, you may not give allies your bardic inspiration, however every ally gains an immediate use of your bardic inspiration that does not count against your daily limit. This free bardic inspiration must be used before you end concentration on the spell or it is lost. Finally, while you concentrate on this spell, every ally affected by this spell heals 1d8 hit points at the start of their turn while this spell is in effect.
We’re working our way through giant themes for characters, so today is bards! I think bards would get a little Loki touched with a new bardic college…..
Student of Loki
Some bards learn from time honored traditions, some get an education in buildings where the elders teach the young, and then some like you get a little more “hands on” training. Your master isn’t exactly kind, nice, or clear in his instructions, but he does grant you more power than you thought you would ever have.
When you start receiving instruction from Loki at 3rd level, you gain expertise as a rogue in Charisma(persuasion), Charisma(deception), and Wisdom(insight). Double the number of bardic inspiration dice you receive.
Master of Illusion
Also at 3rd level, you learn the secrets far beyond most others, but only to lie to others. Add all illusion spells on the wizards spell list to the available spells you can cast.
Believe Your Own Lies
At 6th level, you learn the secret of being the best liar-believe your own lies. When you cast a spell, you can spend two bardic inspiration dice to cause the target to have disadvantage on any saves for that spell. You must spend two dice per target of the spell.
Learn the Masters Touch
Starting at 14th level, the master has finally taught you the true ropes. When you make a Charisma check, you can expend one use of Bardic Inspiration to gain advantage on the roll.
Rogues will get two feats, but let’s not forget our friend the bard! Here is a feat to dabble in his music.
You know how to motivate and get the best out of your friends. Gain the following:
- Increase your Charisma or intelligence by 1, to a maximum of 20.
- Choose one skill a bard gains at 1st level. You are now proficient in that skill.
- Gain the bard’s Bardic Inspiration class feature as a bard of your level.
I’ve been making feats for each other class, let’s keep this going now for bards!
You are a natural speaker, and you can motivate your fellows well. Gain the following benefits:
- Increase your song of rest by one step. A d6 becomes a d8. When your dice would increase past d12, you dice become 2d8.
- Increase your bardic inspiration by one step. Follow the above rules for increasing your dice.