To see the world through another’s eyes. To show the world a face not your own. To become someone else. These are the actor’s pursuits. Some local players might putter about on the stage as a hobby or distraction, but not bards of the College of Masks. Like liquid bronze being poured into a mold, these actors have turned their sense of self into a malleable thing able to transform themselves into someone else.
• (a) a rapier, (b) a longsword, or (c) any simple weapon • (a) a diplomat’s pack or (b) an entertainer's pack • (a) a lute or (b) any other musical instrument • Leather armor and a dagger
The College of Masks not only describes the bard, but it also refers to an Yesoen theatre tradition where a solitary masked actor plays out a story from the country’s myths and folktales, which feature a set of archetypal animal characters such as the Trickster Fox, the Wise Owl, and the enchanting Butterfly, among others. Throughout the show, the actor artfully shifts between masks depicting each character. Each performance is its own special thing, as no two are the same.
When you join the College of Masks at 3rd level, you gain the ability to weave arcane boons into theatre masks, which grant you abilities while you wear them. You craft two masks of your choice, which are detailed under the "Masks “section below. You're able to craft one additional mask of your choice when you reach 7th, 1lth, and 15th level in this class. Each time you craft a new mask, you can also replace one mask you've already crafted with a different one.
While wearing a mask you gain the abilities granted by it. You can don or swap masks as an action or bonus action. If an ability from a mask requires a saving throw, the DC is equal to your bard spell save DC.
Starting at 3rd level, you gain the ability to quickly shift your appearance to match that of a person. As an action, you can expend one use of Bardic Inspiration to cast the Alter Self* spell, using the spell's Change Appearance option to transform into another humanoid you have seen. When cast in this way, the spell has the following changes:
o It doesn't require your concentration, but you can still end the spell at any time (no action required).
o You gain 5 temporary hit points, and the spell ends early if you lose all these hit points or die.
。 You gain new equipment that you would associate with the target and are aware of it possessing, such as its clothing, armor, weapons, and other small belongings. Any equipment gained in this way has no magical properties, even if the original object used by the target does. Any equipment you were wearing or carrying merges into your new form and you can't activate, use, wield, or otherwise benefit from any of it.
Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
At 6th level, you gain the ability to enthrall an audience with a dramatic performance. Over the course of 1 minute, you can engage in a captivating performance and attempt to cause nearby creatures to become charmed, frightened, or fall unconscious (your choice). Choose a number of creatures up to your bard level within 60 feet of you that can hear you. When the performance ends, each target must succeed on a Wisdom saving throw against your spell save DC or be subjected to the chosen condition.
Once you use this feature, you can't use it again until you finish a long rest.
At 14th level, you gain the ability to give one of your theatre masks to an ally within 5 feet of you. As an action, you temporarily release the incantation that binds your theatre mask to you, allowing one of your allies to use it. The mask can be used in this way for 1 minute and only one other creature can be designated to use it.
Once you've given an ally a theatre mask, you can't do so again until you finish a short or long rest.
Masks
The masks are presented in alphabetical order.
Bat
While wearing this mask you gain advantage on Wisdom (Perception) checks that rely on hearing.
Echolocation. You have blindsight 60 ft. You can't use your blindsight while deafened.
Fox
While wearing this mask, you can cast Charm Person* and Silvery Barbs* at will, without expending a spell slot or material components.
Additionally, when you make a Dexterity saving throw, you can use your reaction to gain advantage on the roll.
Moth/Butterfly (7th Level Required)
While wearing this reversible mask on the Butterfly side you can know the spells Major Image* and Hypnotic Pattern*.
You also have advantage on saving throws against being charmed, and magic can't put you to sleep.
While wearing this reversible mask on the moth side, you know the Speak with Dead* spell. Additionally, you can expend a use of your Bardic Inspiration to temporarily move through the Spirit Realm. Whenever you would move, you instead step through the veil and into the Spirit Realm in the area where it overlaps with your current plane. You remain in the Spirit Realm until you stop moving or your turn ends. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take ld10 force damage. While on the Spirit Realm, you can only affect and be affected by other creatures on that plane. Creatures that aren’t in the Spirit Realm can’t perceive you and can’t interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and effects that aren’t on the Spirit Realm, allowing you to move through objects you perceive on the plane you originated from. This effect lasts until the end of your turn.
Owl (11th Level Required)
While wearing this mask you gain dark vision to 120ft advantage on Wisdom (Perception) checks that rely on hearing or sight.
Silent Flight. In addition have a flying speed of 30 feet and advantage on stealth checks
Flyby. You don’t provoke opportunity attacks when flying out of an enemy’s reach.
Raven
While wearing this mask you can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier
Corvid Memory. You have proficiency in two skills of your choice. Moreover, when you make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can give yourself advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest
Serpent
While wearing this mask you have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage. You also know the poison spray cantrip.
Additionally you gain blindsight 10ft
Spider
While wearing this mask you can cast Spider Climb* at will, without expending a spell slot or material components.
Additionally, you can use an action to attempt to immobilize a creature you can see within 30 feet of you, injecting it with magical toxins. The target must succeed on a Constitution saving throw or become restrained for 1 minute. At the end of each of its turns, the target can repeat the saving throw, ending the effect on itself on a success. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Wolf
While wearing this mask you have advantage on Wisdom (Perception) checks that rely on hearing or smell. Additionally, you can cast Hunters Mark* at will, without expending a spell slot or material components.
Pack Tactics. You have advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 ft. Of the creature and the ally isn’t incapacitated.
| Level | Proficiency | Bonus Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Spellcasting, Bardic Inspiration (d6) | 2 | 4 | 2 | — | — | — | — | — | — | — | — |
| 2nd | +2 | Jack of All Trades, Song of Rest (d6) | 2 | 5 | 3 | — | — | — | — | — | — | — | — |
| 3rd | +2 | Bard College, Expertise | 2 | 6 | 4 | 2 | — | — | — | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 3 | 7 | 4 | 3 | — | — | — | — | — | — | — |
| 5th | +3 | Bardic Inspiration (d8), Font of Inspiration | 3 | 8 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6th | +3 | Countercharm, Bard College feature | 3 | 9 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7th | +3 | — | 3 | 10 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8th | +3 | Ability Score Improvement | 3 | 11 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9th | +4 | Song of Rest (d8) | 3 | 12 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10th | +4 | Bardic Inspiration (d10), Expertise, Magical Secrets | 4 | 14 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11th | +4 | — | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12th | +4 | Ability Score Improvement | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13th | +5 | Song of Rest (d10) | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14th | +5 | Magical Secrets, Bard College feature | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15th | +5 | Bardic Inspiration (d12) | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16th | +5 | Ability Score Improvement | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17th | +6 | Song of Rest (d12) | 4 | 20 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | Magical Secrets | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Ability Score Improvement | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | Superior Inspiration | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
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