Epic Bard Archetype Features

Creation: Critical Note

At 25th level, when your Bardic Inspiration is used to deal thunder damage, a creature that fails its saving throw by 5 or more takes maximum damage from it

 

Creation: Forceful Animation

At 30th level, when you animate an item without casting a spell, once on each of its turns when the item uses a melee weapon attack to damage a creature, it deals an extra amount of damage equal to your proficiency bonus

 

Eloquence: Golden Tongued

At 25th level, when you make a Charisma (Deception) or Charisma (Persuasion) check, you can expend three uses of Bardic Inspiration to automatically succeed even if it would normally be impossible for you to do so.

 

Eloquence: Unbelievable Performance

At 30th level, so long as you make a spoken performance like a speech, storytelling, or theater, creatures have disadvantage on saving throws made to resist being charmed by your Epic Performance.

 

Glamour: Commanding

At 25th level, your will is particularly imposing. When you cast command, creatures have disadvantage on saving throws made to resist it.

 

Glamour: Feylike

At 30th level, the fey powers you’ve mastered suffuse your form. Attack rolls against you have disadvantage. When a creature hits you with an attack, this feature stops working until the end of your next turn. This feature also stops working while you are incapacitated or your speed is reduced to 0.

 

Lore: More Magical Secrets

At 25th level, choose two spells from any class, including this one. The chosen spells count as bard spells for you.

 

Lore: Perpetual Success

At 30th level, when you succeed on an ability check that uses Bardic Inspiration, you regain one use of Bardic Inspiration.

 

Satire: Remarkable Fortune

At 25th level, your ability to turn a bad situation around becomes uncanny. You can expend two uses of Bardic Inspiration to reroll an attack roll, ability check, or saving throw, or to force an attacker to reroll an attack made against you.

 

Satire: Epic Joke

At 30th level, you can tell a joke that puts a listener onto their knees. Choose one creature within 60 feet that can hear you. The target falls prone, becoming incapacitated and unable to stand up for 10 minutes as it guffaws in a fit of uproarious laughter. 

  At the end of each minute, and each time it takes damage, the target can make another Wisdom saving throw, ending the effect on itself on a success. 

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

 

Spirits: Interweave Tales

At 25th level, you can expend three uses of your Bardic Inspiration to use your archetype feature and tell two tales simultaneously. 

 

Spirits: Companion Spirit 

At 30th level, you learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. When you cast the spell, you summon a ghost.

  Your ghost familiar can use its action to magically turn invisible until it attacks or until its concentration ends (as if concentrating on a spell). In addition, unlike normal your ghost familiar can take the Attack action.

 

Sword: Extra Attack (2)

At 25th level, you can attack three times, instead of twice, whenever you take the Attack action.

 

Sword: Superb Critical

At 30th level, your weapon attacks score a critical hit on a roll of 18–20, and your spell attacks score a critical hit on a roll of 19 or 20.

 

Valor: Extra Attack (2)

At 25th level, you can attack three times, instead of twice, whenever you take the Attack action.

 

Valor: Superb Critical

At 30th level, your weapon attacks score a critical hit on a roll of 18–20, and your spell attacks score a critical hit on a roll of 19 or 20.

 

Whispers: Piercing Fear

At 25th level, your features and spells that cause the frightened condition are able to affect creatures that would otherwise not know fear. Targets that normally have advantage on saving throws against fear effects do not gain advantage when making saving throws to avoid being frightened by you. When a creature immune to fear is targeted by a feature or spell that would make it frightened of you, it loses its immunity but makes its saving throw with advantage.

 

Whispers: Frightful Gaze

At 30th level, when a creature that can see your eyes starts its turn within 30 feet of you, you can spend your bonus action or reaction to force it to make a Wisdom saving throw against your spell save DC if you aren’t incapacitated and can see the creature. If the saving throw fails, the creature is frightened for a number of rounds equal to your proficiency bonus. At the end of each of its turns, the creature can repeat the saving throw, ending the effect on a success. Once a creature has successfully resisted your Frightful Gaze, you cannot use it against that creature again for at least 1 hour.

Unless surprised, at the start of its turn a creature can avert its eyes to avoid your gaze. If the creature does so, it can’t see you until the start of its next turn, when it can avert its eyes again. If the creature looks at you in the meantime, you may spend your reaction to cause it to immediately make the save.