College of Legends


Bards of the College of Legends are keepers of epic tales and forgotten truths. Their performances don't just inspire - they illuminate, revealing the hidden lore behind monsters, magic, and ancient powers. These bards can identify a creature’s nature with frightening accuracy, turning knowledge into an edge for their allies.

Lorekeeper’s Insight (3rd Level)

You can unravel the story behind any creature or force you face. As a bonus action, you can analyze a creature you can see within 120 feet that you can perceive clearly. Make a Lore Check:

Roll a Bardic Inspiration die and add it to an Intelligence (History) or Wisdom (Insight) check (your choice).

On a success (DC = 10 + the creature’s CR), you learn two of the following traits (your choice, or the DM’s if elected):

  • Its resistances, immunities, or vulnerabilities.

  • One special trait (like Regeneration, Pack Tactics, Legendary Resistance, etc.).

  • A suggested strategy or weakness (“susceptible to fear,” “breaks concentration easily,” etc.).

On a failed check, you learn one random trait from the list instead. You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.

Legendary Inspiration (3rd Level)

When you give Bardic Inspiration, you can choose to imbue it with a tale of a past hero or beast-slayer, granting one of the following enhancements:

  • Slayer’s Tale. The recipient has advantage on their next attack roll against a creature you’ve identified with Lorekeeper’s Insight.

  • Warding Myth. The target gains resistance to the next instance of elemental or magical damage (fire, cold, lightning, etc.) before the end of their next turn.

  • Hero’s Call. If the target drops to 0 HP within 1 minute, they can use their reaction to consume the Inspiration die and drop to 1 HP instead.

Only one enhancement can be active at a time per Bardic Inspiration.

Epic Recitation (6th Level)

You can narrate legendary stories mid-battle to empower allies or weaken foes. As an action, choose one creature within 60 feet. You recount a tale so accurate and powerful that it distorts reality:

  • If the target is an ally, they gain temporary HP equal to 1d10 + your Bard level, and have advantage on the next saving throw they make.

  • If the target is an enemy, it must succeed on a Wisdom saving throw or suffer disadvantage on attack rolls and saving throws until the start of your next turn.

You can use this feature a number of times equal to your Charisma modifier per Long Rest.

Living Chronicle (10th Level)

You carry with you a mental archive of every myth you've ever told - or heard.

  • You can cast Legend Lore once per Long Rest without expending a spell slot or material components.

  • You always know when a creature or location has been the subject of a significant tale, war ballad, or folklore.

  • When you cast Detect Magic, you also briefly learn whether the item or creature it targets is associated with a legendary figure or event.

Additionally, you have advantage on any History check related to a creature you've used Lorekeeper’s Insight on.

Echoes of the Eternal (14th Level)

You don’t just retell stories - you channel them. As a bonus action, you may invoke the spirit of a legendary hero or monster-slayer for 1 minute. Choose one effect:

  • Heroic Echo. All allies within 30 feet of you add your Charisma modifier to their weapon damage rolls.

  • Mythbreaker. For the duration, once per turn, when a creature you’ve identified with Lorekeeper’s Insight fails a saving throw, you can impose vulnerability to the triggering damage type until the end of your next turn.

  • Sage’s Gaze. You and all allies within 30 feet have advantage on ability checks and saving throws to detect illusions, shapeshifters, or hidden creatures.

You can use this feature once per Long Rest or expend a 5th-level spell slot to use it again.