College of Gab


Bards of the College of Gab are masters of manipulation, spinning rumor into reputation and chatter into control. With charm as their blade and gossip as their spellbook, they thrive on prolonged conversations, drawing out truths from behind smiles. In kingdoms, taverns, or battlefields, these bards build networks of influence one casual word at a time.

Friendly Ear (3rd Level)

You specialize in making others feel safe and heard - dangerously so.

Loose Lips. After conversing with a creature for at least 1 minute, you can force it to make a Wisdom saving throw (DC = your spell save DC). On a failure, for the next hour, it treats you as a trusted confidant. While in this state, you have advantage on Charisma checks made to gather information or persuade the creature to share secrets or intentions.

The effect ends early if you or your allies attack it or if it realizes you deceived it. You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.

Casual Patter. You learn the Friends cantrip and it doesn’t require concentration. When the effect ends, the target doesn’t realize it was magically influenced unless you fail a Deception check contested by their Insight, made at the beginning of the interaction.

Rumormonger (3rd Level)

You use your Bardic Inspiration as whispers that carry power or poison.

When you grant Bardic Inspiration, choose one of the following Gab effects to apply:

  • Positive Spin. The target has advantage on the next Charisma (Deception or Persuasion) check they make within 10 minutes.

  • Sow Doubt. When the target hits a creature with an attack roll, the target of that attack must make a Wisdom saving throw (DC = your spell save DC) or suffer disadvantage on their next attack roll.

Only one Gab effect may be active per Bardic Inspiration die.

Whisper Network (6th Level)

Your words ripple through unseen circles.

Eyes and Ears. You can spend 10 minutes in a settlement conversing to learn one of the following:

  • A secret about a prominent figure (provided the DM agrees one is publicly circulating).

  • The general location of someone trying to remain hidden (e.g. a spy, informant, or fugitive).

  • A current local political tension or brewing rumor.

This ability functions similarly to the Commune with Nature spell for social terrain.

Gabby Guard. While speaking to a creature and not in combat, you gain advantage on saving throws against being charmed or frightened.

Compelling Presence (10th Level)

Your casual conversation can become a cage. When a creature fails a saving throw against your Loose Lips, they also have disadvantage on Insight checks against you for the next hour.

In social interactions, you may cast Zone of Truth once without using a spell slot or components. You can do this once per Long Rest.

Additionally, creatures affected by your Bardic Inspiration Gab Effects are considered charmed by you until the die is expended or 1 minute passes.

Truth is a Weapon (14th Level)

You wield secrets like daggers in the dark.

When you learn a secret about a creature via Loose Lips, Whisper Network, or any successful Charisma (Persuasion or Deception) check, you can Exploit the Secret as a bonus action once within the next 24 hours.

The target must succeed on a Charisma saving throw or suffer one of the following for 1 minute (your choice):

  • Public Shame. The creature has disadvantage on attack rolls and ability checks in front of five or more observers.

  • Internal Doubt. It subtracts your Charisma modifier from one saving throw of your choice.

  • Exposed Nerve. It becomes vulnerable to psychic damage for the duration.

You may use this feature once per Long Rest unless you expend a spell slot of 4th level or higher to use it again.