Bard Mystic

Mystic Bards are more than performers—they are conduits of mental resonance. Their melodies thread through thought and memory, stirring fear, clarity, or revelation. By infusing performance with psychic influence, these bards craft haunting refrains that reverberate through the minds of friend and foe alike.


Where others sing for joy or fame, you sing to stir the soul and fracture the senses. Your voice cuts like a whisper behind the eyes; your rhythm alters reflexes. Even silence becomes a weapon in your hands, laced with mental echoes and subconscious command.


Whether as a street-side enchanter, masked oracle, or battle-singer of the dreaming realms, your art reaches beyond ears—into the very will of those who hear it.

Bard Mystic Features By Level

Code copied to clipboard!
Harmonic Dissonance
1st Level Feature
Your bardic melodies weave supernatural dissonance, disrupting your foes with discordant vibrations. You gain proficiency in one of the following skills of your choice: Deception, Performance, History, or Persuasion. You also gain proficiency with one musical instrument of your choice, which you can use as a spellcasting focus.

When you cast Vicious Mockery, its area becomes a 15-foot cone instead of targeting a single creature. Each creature in the cone must succeed on a Wisdom saving throw or take psychic damage as normal and have disadvantage on its next attack roll before the end of its next turn.

The cone’s range increases to 30 feet at 6th level, 45 feet at 11th level, and 60 feet at 16th level.

Bardic Inspiration
Code copied to clipboard!
Bardic Inspiration
3rd Level Feature
When you restore hit points to an ally or cast a Divination, Abjuration, or Enchantment spell on a creature within 60 feet, you can grant them a Bardic Inspiration die (d6). The creature can roll the die and add it to one ability check, attack roll, damage roll, saving throw, or AC against a single attack before the DM confirms the outcome.

A creature can only have one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (minimum of once), regaining all expended uses when you finish a long rest.

Your Bardic Inspiration die increases to d8 at 5th level, d10 at 10th, and d12 at 15th.
Barbed Cadence
Code copied to clipboard!
Barbed Cadence
6th Level Feature
Your psychic ridicule surges outward, disorienting foes and invigorating allies. When you cast Vicious Mockery as a cone, you add your Charisma modifier to the damage dealt.

Allies caught in the cone gain temporary hit points equal to the total damage rolled.

Inspired Resurgence
Code copied to clipboard!
Inspired Resurgence
10th Level Feature
When you use Bardic Inspiration on an ally, they regain hit points equal to the number rolled plus your Wisdom modifier.

Additionally, when you make a Dexterity saving throw, you can choose to use your Wisdom saving throw bonus instead.
Panache
Code copied to clipboard!
Panache
14th Level Feature
You have a knack for saying the right thing at the right time. When you make a Charisma check, you can treat a d20 roll of 7 or lower as an 8.

As an action, you can make a Charisma check contested by a creature's Insight check. The creature must be able to hear you and understand your language.

Hostile Creature: On a success, the creature uses its reaction to move up to its speed and make an attack against you if in range. It has disadvantage on attack rolls against targets other than you and cannot make opportunity attacks against others until it attacks you, or if you move more than 60 feet away.

Non-Hostile Creature: On a success, the creature is charmed by you for 1 minute, regarding you as a friendly acquaintance. The effect ends if you or your companions do anything harmful to it.

Reverb
Code copied to clipboard!
Reverb
19th Level Feature
Once per turn, when you cast a spell or use Bardic Inspiration, you can immediately replicate the effect on a second target within range—whether enemy or ally.
Share by: