College of Fame

Bards of this college have learned to grab and hold onto the attention of the masses. They strive to be in the limelight, and have mastered the craft of how to focus an audience’s attention – most often on themselves. These bards relish glory or infamy, because with notoriety comes the ability to sway the minds of others.

All Eyes On Me

At 3rd level, you learn the enthral spell. The spell doesn’t count against the number of bard spells you know. Immediately after you cast enthral, in addition to the spell’s normal effects, you can choose a number up to your bard level of targeted creatures that failed the saving throw made as part of the spell. The chosen creatures are charmed by you for the duration of the spell.

Additionally, you can cast this spell as part of a performance of singing, playing an instrument, reciting a poem, or dancing. When you do so, the casting is indistinguishable from the rest of the performance and the duration of enthrall is extended for up to 10 minutes as long as you keep performing.

Naturally Captivating

At 3rd level, you’ve mastered how to use your enticing nature to distract and enthrall others into falling for your wiles. When a creature you can see within 60 feet of you makes a Wisdom saving throw, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll.

You can choose to use this feature after the creature makes its roll, but before the Gm determines whether the saving throw succeeds or fails. A creature is immune to this effect if it can’t either hear or see you, or if it’s immune to being charmed.


Your reputation and the breadth of your renown has power. At 6th level, as an action you can speak your name to a creature that shares a language with you, and magically try to influence that creature. The target must make a Wisdom saving throw against your spell save DC. On a failure, for the next hour you gain a +5 bonus to Charisma checks made to get that creature to act in your interest and that creature has disadvantage on saving throws to avoid being charmed by you.

Whether or not a creature succeeds on the saving throw, it cannot be affected by this feature again for 10 days.


Starting at 6th level when an ally within 60 feet rolls one of your Bardic Inspiration die and rolls a 1 or a 2, that ally can reroll the die but must use the new roll.

Master of Entertainment

At 14th level, you inspire your allies and captivate your audience with legendary skill. If taking damage would end a creature being charmed or allow it to make a saving throw to stop being charmed from a spell you cast, the creature only stops being charmed or makes a saving throw if you damaged it.

Section 15: Copyright Notice

Galder’s Gazetteer Author(s) Matt Click, Gabe Hicks, Jess Ross

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