What magic college could I have gone to before Hoard of the Dragon Queen?

I’m joining a running campaign of HotDQ where they just finished a chapter (I don’t know which, but the DM says everyone’s level 4) and I’m looking for a lore-friendly magic college to be part of. I’m playing as a level 4 Tiefling Sorcerer who meets up with the party while investing and dealing with reports of "strange happenings"in the area.

What magic colleges (or universities whatever) are in the forgotten realms that my character can be a part of?

In 5e, when do College of Swords bards still use musical instruments? [closed]

In 5e, after a bard has joined the College of Swords at 3rd level, when–if at all–would they need their instrument(s)?

At 1st and 2nd levels, they would have used musical instruments as spell casting foci, but for those who join the College of Swords at 3rd level, "If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells".

So, no need for a musical instrument as a focus for spellcasting.

As for bard abilities, Song of Rest, gained at 2nd level, is brought about through "soothing music or oration", and for Countercharm, gained at 6th, "music notes or words of power" are the means of achieving the desired effect (PHB p54). In both cases, the option to of speaking–oration or words of power–means that a muscial instrument is not needed.

It seems strange that a the defining feature of a class becomes vestigal.

Is this homebrew College of Echoes balanced compared to existing classes?

College of Echoes
While the other bardic colleges focus on music and its accompanying psychological effects, bard of this college see what music really is- vibrations in the air, the same as words and heat, and learn to manipulate those vibrations themselves. The wide variety of useful abilities they have makes them be considered extremely reliable by many, though their perceived reductionism of music and tendency to use their powers for pranks makes others think they lack dignity.

Persistent Sound
At level 3, as an action, you can touch a creature or object and inscribe a word of your choice. If you try to inscribe a word on a hostile creature, you must successfully make a melee spell attack against them. The word you inscribe glows dimly and says itself every few seconds in a voice and volume of your choosing. Whenever a hostile creature makes an attack roll, it suffers a penalty to its attack rolls equal to the number of words inscribed on it, as the noise distracts it. This has no effect on deafened creatures. A creature can use an action to scrape off all words inscribed on it. You learn 2 additional languages of your choice. You can erase any inscribed word by touching it as an object interaction.

This is a very specific but also very widely useful feature imo in the hands of a creative player. I don’t think the enemy inscription penalty is overpowered at all, because the squishy bard would have to spend several turns making meelee spell attacks, which might not even hit, for a relatively minor penalty, that can be gotten rid off all at once in an action, and they could take their chances with the help action or vicious mockery for a similar effect.

Onomatopoeia
At level 10, you can inscribe certain words to manifest magical effects. These effects occur even if a target is deaf. You can:

Woosh- As an action, you inscribe the word woosh onto a creature. Unless the creature is willing, you must make a melee spell attack first. On a hit, that creature must make a strength saving throw, moving 30 feet away from you on a failure or 15 feet on a success. The inscription then vanishes.

Sizzle- As an action, you inscribe the word sizzle onto an object or creature. If you inscribe it on an object, it heats up, and if it is made of a flammable material such as paper or wood, it will burn, other wise, it becomes hot enough to do 1d4 fire damage to any creature that touches it (so a weapon with sizzle inside would do an additional 1d4 fire damage on each hit). If you inscribe it on a creature, you must first succeed on a melee spell attack against them if they are not willing. At creature with sizzle inscribed on them takes 1d4 fire damage at the end of each of their turns. You cannot have more than 1 inscription of sizzle at the same time.

Boing- As an action, you can inscribe a creature or object with the word boing. The next time they take fall damage, they take no damage and immediately jump a distance upwards equal to the distance they fell. The inscription then vanishes.

Snap- As an action, you inscribe the word snap onto an object or creature. If you inscribe it on a creature, you must first succeed on a melee spell attack against them if they are not willing. A creature with snap inscribed on it takes 1d4 bludgeoning damage and must make a dexterity saving throw or fall prone. An object or structure with snap inscribed on it takes 8d4 bludgeoning damage. The inscription then vanishes.

While this feature does not consume resources, the relatively low amounts of damage mean it is not overpowered, especially at 10th level when the bard’s vicious mockery does 2d4 damage, compared to 1d4. Woosh does push back a creature a whole 30 feet, but both a meelee attack and a saving throw are involved, and if either fail the bard risks being attacked again. This is more useful for supporting allies, eg. inscribing sizzle on the fighter’s sword, or using snap to collapse part of the building the parties’ fighting in.

The Weight of Your Words
At 14th level, as an action, you can choose a creature within 120 feet of you. The air pressure above that creature greatly increases, making them feel far heavier. The creature’s speed is halved and they must make a strength saving throw at the beginning of each of their turns, and whenever they use the dash or disengage actions, or fall prone. These effects last for 10 minutes, or until you are dead or unconscious. Once you use this ability, you cannot do so again until you finish a short or long rest.

Would this homebrew college of spirit be unbalanced? What should I change?

I’m currently running a campaign within Ravnica, and one of my player came to me with this homebrew for her bard working within Orzhov guild.

I wanted to be sure first (as I’m a new DM and relatively new 5e player) that it wouldn’t bring problem to the table?

This subclass purpose is to let her play with the Orzhov ghost that are one of the more characteristic trait of this guild in a fun and "bardic" way, which I find quite cool.

This homebrew is not my creation, and neither is the one of my player as she found it on reddit (and tweaked it as she told me the base one was too powerfull).

I’m a new DM, and relatively new D&D player, so I’m not the best at balancing, however:

  • I fear that this free cantrip at level 3 might bring unbalance, considering the other bonuses (that are more core to the class)
  • I’m not too sure to know what to think about the fear part (don’t see it as too powerful as there is so much resistance to that effect)
  • The spirits are ok (need concentration, which should lower their power greatly), even maybe too weak?
  • The last ability is too different from what I’m used too so I don’t know what to think of it?

Last Request 3rd-level College of Spirits feature

At 3rd level your music is so alluring to the spirits following you that you may beseech them for help.

As a bonus action you may expend one of your bardic inspiration dice and call upon the aid of a friendly specter. When you do so, gain 5 temporary hit points, additionally choose a number of creatures you can see within 60 feet of you, up to a number equal your charisma modifier (minimum of one), they must succeed on a wisdom save or be frightened until the end of your next turn.

In addition, anyone who has one of your bardic inspiration dice can use a bonus action to expend it on his turn for the same effect, using your charisma modifier and spell save dc.

The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.

Sounds of Death 3rd-level College of Spirits feature

When you join the college of spirits at 3rd level, you learn to suffuse your songs and music with the ability to reveal the thin veil between this world and the next one.

You learn the cantrip toll the dead, to cast it you play a melancholic tune and through your song reveal its imminent death to the creature you’re targeting. This count as a bard cantrip for you but doesn’t count against the number of cantrip you know.

Additionally, you can start a musical performance lasting 10 minute to attune to the nature of death and learn information on the untimely demise of any creature within your surroundings, if these creature died within the last 24 hours. At the end of this recital, roll a performance check and look in the table below:

  • 5: You learn how many creature died in this location within the specified time frame.
  • 10: You learn the type of creature that died in this location.
  • 15: The time frame increase to the last week, additionally you learn where their body rest (if any and they haven’t been moved more than half a mile)
  • 20: You learn the nature of the death of the creature within that location within the specified time frame.
  • 25: The time frame increase to the last month. But extend past that for any ghost haunting this location.
  • 30: You learn the identity of any creature that died in this location within the specified time frame.

Haunting Melody 6th-level College of Spirits feature

Starting at 6th level, you learn the speak with dead spell or choose a different bard spell of equal level if you already know it. This does not count against the number of bard spells you know.

In addition, as an action you can start a haunting melody that summons three friendly spirits to your aid within 60 feet of you. These spirits last for 1 hour, until they drop to 0 hit points, or until you stop concentrating on the melody (as if you were concentrating on a spell). These spirits are friendly to you and your companions and obey all verbal commands you issue to them (no action required). In combat these spirits share your initiative count, but take their turns immediately after yours. However being made of immaterial matter, they are not able to interact with the physical world, preventing them from using the help, shove, use object or grapple action.

Once you have called upon these spirits, you cannot do so again until you finish a long rest.

Spirit

Lastly, if you are playing your haunting melody directly after your practicing your sound of death performance, you may cast the speak with dead spell on the spirits you summoned. Once they answer 5 questions they will vanish, ending haunting melody early, none but you will be able to hear their answers.

Spectral Resonance 14th-level College of Spirits feature

Starting at 14th level, you have learned to harmonize with the veil between life and death. As a bonus action you can undergo a ghostly transformation for 1 minute, until you end it as a bonus action, or until you are incapacitated. During the transformation, you gain the following benefits:

  • You gain a flying speed equal to your walking speed You can see into the Ethereal Plane up to 60 feet away.
  • You have advantage on all persuasion checks you make on undead creatures.
  • You can use a bonus action to cast etherealness on yourself, without need for verbal or somatic components and without expending a spell slot. You may also end this spell as a bonus action. This spell will last only as long as your spectral resonance and doesn’t impede your flying speed. Additionally, spirits summoned by your Haunting Melody trait can still perceive and interact with you as normal.
  • Once you use this feature you must complete a long rest before you can do so again.

Let me know if it would seems unbalanced and I’ll see the modification with her.

Is this house rule to balance the college of whispers bard balanced?

As a player and a dungeon master, I feel like the Psychic Blade of the college of whispers bard is really unbalanced regarding the Sneak Attack feature of the rogue.

First of all, they mostly does the same amount of damage… But the Psychic Blade does psychic damages, where the sneak attack’s damage type is the one of the weapon (bludgeoning, piercing or slashing). The problem is that psychic damage is one of the less resisted type of damage, where bludgeoning, piercing and slashing damages are the most resisted type of damages.

Second, Psychic Blade is way easier to trigger than Sneak Attack, only needing to spend a Bardic Inspiration (which come back on short rest after level 5) and you have it, where Sneak Attack require advantage or an ally to use it.

So, looking those elements, I decided to replace the cost Bardic Inspiration of Psychic Blade with a condition. To use the Psychic Blade feature, you don’t need to spend a Bardic Inspiration, you need advantage on charisma check against your target, be under the Mantle of Whispers feature effect, or the target have to be frightened or charmed before the attack hit.

To me, it keep the flavor of a bard that is also a killer, still synergyse with the others college of whisper features, but make it a little bit harder to the bard to have the Psychic Blade. But is it balanced?

Please suggest me a some topics for my college project

Any project using STL, recursion, backtracking, searching or sorting will work. But the level of the project should be intermediate or advanced. I have made sudoku, maze, crossword, Nqueen. I need something else for college project. Please suggest something. Please do not suggest data management system as it is a very basic project Thank you

Is this homebrew Bardic College of Revolution balanced?

I decided to try to homebrew a 5e bard subclass. I was looking for a good mix of combat and charisma based roleplay abilities. I’m still in the early stages of the campaign, but I anticipate a pretty decent balance between combat and intrigue type scenarios. There is a clear campaign objective around some BBEG, and combat with his minions will feature heavily. At the same time, there is lots of political unrest related to the presence of BBEG, and this political unrest is related to my character and his backstory. In particular, the political ideologies described in the college description below are to play a major role in the narrative; my character attended this university and was exiled from the Vale, the elvish capital in our world.

For these reasons, I wanted to go for sort of a “best of both worlds” approach with respect to combat and political intrigue style roleplaying, but I’m looking for something roughly similar to other bardic colleges in terms of how powerful the subclass is.

College description:

The University in the Vale has one of the finest Arts programs in Animosia. By day, their students are trained in all manner of skills befitting the bardic profession. But not all is as its seems.

Forged in the dimly lit seedy basements of residence halls and fraternity houses, political extremists train warriors of both weapon and word. These students are versed both in the art of speech craft and the art of bloodshed. Liberty is their cause, and they see both words and warfare as a means to this end. Their rhetorical tact is usually their preferred means of achieving their ideals, but deeply rooted in their ideology is the reality that often, blood is the price of freedom.

Flavoring. Not a part of balance.

Bonus proficiencies:

When you take this College at 3rd level, you gain expertise in Deception and Persuasion, and proficiency with the Forgery Kit.

The only balance issues I anticipate here is the Bard taking four expertise at level 3 and two more at level 10.

Charming Gesture

Starting at 3rd level, you have gained an acute awareness of your body language. As an action you may expend one use of Bardic Inspiration and select one creature that can see you within 30 feet. For the next 10 minutes, you have advantage on Charisma based skill checks against the creature.

I think this one is balanced out by the next feature also being tied to Bardic Inspiration.

Bleeding Strike

Starting at 3rd level, you have learned to imbue your strikes with lingering necrotic effects. If a weapon attack you make during your turn hits a creature, you may expend one use of your bardic inspiration to gain the following effect: At the start of its turn, the target must make a Constitution Saving throw with a DC equal to your spell save DC. On a failed save, the target takes 1d6 Necrotic damage. This effect continues until the target succeeds the saving throw, and the save DC decreases by 2 each subsequent turn.

The Necrotic damage increases when you reach certain levels in this class, increasing to 2d6 at 6th level, 3d6 at 10th level, and 4d6 at 14th level.

This one seems more powerful than the College of Swords ability, but almost certainly less powerful than the College of Whispers ability. I think having both level 3 abilities tied to bardic inspiration helps to balance things out.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Already two existing Colleges that give this at 6th level, can’t be that broken, right?

Undeniably Compelling rhetoric

Starting at 14th level, you have mastered the art of rhetoric. Once per day, you may cast the spell Glibness without expending an 8th level spell slot.

I’m not sure about this one. It gives Glibness, an 8th level spell one level early – the earliest the Bard can take Glibness is 15th level. So it frees up that 8th level spell slot for an upcast, a second casting of glibness, or taking a different 8th level spell entirely. Also, I’m not sure how much more powerful Glibness is made when used in tandem with Charming Gesture above.

Thanks for taking the time to read it over.

How does the Sanctuary spell stack with the College of Glamour bard’s Unbreakable Majesty feature?

The College of Glamour bard’s Unbreakable Majesty feature (XGE, p. 14-15) has a similar effect to the sanctuary spell, although it requires a Charisma save instead of a Wisdom save.

If someone attacks a creature under the effects of both, does the attacker need to make both saves?

What happens if a creature eats food created by a College of Creation bard?

If a College of Creation bard uses their Performance of Creation to summon rations, and then eats the rations, will they still be hungry at the end of their next turn? What if they maintain the summoning for 10 minutes to extend its time to their bard level hours, then do the rations they summon fill creature’s hunger?

Is this homebrew Bard College of Midnight balanced, compared to officially published subclasses?

I wanted to play a necromancer, but I wasn’t all that thrilled by my options. Wizards obviously make great necromancer, but I was drawn in another direction. A charismatic puppet master, that was my goal. I think you can make a decent Necro-Bard with the College of Lore, but I wanted something that’s more specialized. So I drew some inspiration from online sources and created my own Bard College. I tried to analyze the colleges officially released by WotC in order to guide me and came up with this homebrew:

College of Midnight

(aka College of the Necrodancer)


Grim Secrets

When you join the College of Midnight at 3rd level, you learn the Toll the Dead cantrip, which counts as a bard cantrip for you, but not towards your cantrips known. You also gain proficiency in the Arcana skill.

Additionally, when your Spellcasting feature lets you learn or replace a bard cantrip or bard spell of 1st level or higher, you can instead learn or replace it with a necromancy spell of your choice, and it becomes a bard spell for you if it isn’t already. You must otherwise obey all the restrictions for selecting spells, and you cannot choose spells this way that return creatures to life.


Haunted Eyes

Also at 3rd level, you gain resistance to necrotic damage, and have advantage on saving throws against being frightened.


Dance of the Dead

Starting at 6th level, while an undead creature under your control has an Inspiration Die from you, it gains the following benefits:

  • The creature’s hit point maximum is increased by an amount equal to your bard level + your Charisma modifier.
  • The creature adds your proficiency bonus to its attack rolls, damage rolls, and saving throws.
  • You may heal them with your spells and class features, ignoring any rules that would usually prevent the healing of undead creatures. Likewise, they always count as “willing” for your spells and class features.

This Inspiration Die lasts indefinitely, compared to the usual expenditure period of 10 minutes, but you lose 1 use of your Bardic Inspiration feature for every Inspiration Die used on undead this way.

Additionally, you learn one of the following spells of your choice: Animate Dead, Speak with Dead, or Vampiric Touch. This spell doesn’t count against the number of spells you know, and you can’t replace it.


Rule the Still Heart

At 14th level, you become a master of commanding the dead with your music. As an action, choose one undead you can see within 60 feet of you that can hear you. That creature must make a Charisma saving throw against your bard spell save DC. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

Undead with an CR greater than half your bard level (rounded down) have advantage on the saving throw and can repeat it at the end of every turn.

Once you use this feature, you can’t use it again until you finish a long rest.

I’m playtesting this subclass right now. We started the campaign at 3rd level and we’ve reached level 6 so far. Toll the Dead is my go-to damaging cantrip and I have picked up Inflict Wounds and Ray of Enfeeblement from the get-go. Neither the necrotic resistance, nor the advantage on saves against fear has come up yet. At level 5 I started to animate some dead and before level 6, all my bardic inspiration was utilized to inspire my party. Now that I’m level 6, more and more bardic inspiration gets invested in buffing undead minions.

I have never played a bard before, so I’m not sure if any of these homebrew features make sense or are over-/underpowered. So I came here to ask:

Is this homebrew Bard College balanced, compared to officially published subclasses?

If not, how can I bring it in line with other Bard Colleges?