College of Shadows

Some bards are as proficient in the art of espionage as they are in poetry and song. Their primary medium is information and secrets, though they are known to slip a dagger between ribs when necessary. Masters of insight and manipulation, these bards use every tool at their disposal in pursuit of their goals, and they value knowledge above all else. The more buried a secret, the deeper they delve to uncover it. Knowledge is power; it can cement empires or topple dynasties.

College of Shadows bards undergo careful training before they’re sent out into the world. Skilled in both music and manipulation, they’re the perfect blend of charm and cunning. The tricks they learn in their tutelage make them ideal for the subtle work of coaxing out secrets, entrancing audiences, and dazzling the minds of their chosen targets.

Bonus Proficiencies

When you join the College of Shadows at 3rd level, you gain proficiency in Stealth and in two other skills of your choice.

Mantle of Shadows

Starting at 3rd level, while you are in dim light or darkness, you can use an action to twist the shadows around you for 1 minute or until your concentration ends. For the duration, you have advantage on Dexterity (Stealth) checks, and you can take the Dash action as a bonus action on each of your turns.

Cunning Insight

Starting at 6th level, you know exactly where to hit your enemies. You can use an action to focus on a creature you can see within 60 feet of you. The target must make a Wisdom saving throw against your spell save DC. You can use this feature as a bonus action if you expend a Bardic Inspiration die. If you do, roll the die and subtract the number rolled from the target’s saving throw roll. If the target fails the saving throw, choose one of the following:

  • You have advantage on your next attack roll against the target.
  • You know the target’s damage vulnerabilities.
  • You know the target’s damage resistances and damage immunities.
  • You know the target’s condition immunities.
  • You see through any illusions obscuring or affecting the target for 1 minute.

Shadowed Performance

Starting at 14th level, you are a master at weaving stories and influencing the minds of your audience.

If you perform for at least 1 minute, you can attempt to make or break a creature’s reputation by relaying a tale to an audience through song, poetry, play, or other medium. At the end of the performance, choose a number of humanoids who witnessed the entire performance, up to a number equal to 1 plus your Charisma modifier. Each target must make a Wisdom saving throw against your spell save DC.

On a failed save, a target suffers one of the following (your choice):

  • For 24 hours, the target believes the tale you told is true and will tell others the tale as if it were truth.
  • For 1 hour, the target believes someone nearby knows their darkest secret, and they have disadvantage on Charisma, Wisdom, and Intelligence ability checks and saving throws as they are distracted and overcome with paranoia.
  • The target becomes convinced that you (or one of your allies if you choose to sing the praises of another) are a fearsome opponent. For 1 minute, the target is frightened of you (or your ally), and you (or your ally) have advantage on attack rolls against the target.

A remove curse or greater restoration spell ends this effect early. You can’t use this feature again until you finish a short or long rest.

Section 15: Copyright Notice

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