
Bards of the College of Mysteries use their magic and skills to venerate the Olympian gods. These bards study the greatest stories of the age about the gods and their champions. The most sacred knowledge of the gods pertains to healing and life after death. Through joining the mystery cults of Cimmeria, a College of Mysteries Bard can conquer the greatest foe of all mortals, death itself.
Mysteries Healing
Level 3: When a creature spends your Bardic Inspiration die, they also restore Hit Points equal to the number rolled on the Bardic Inspiration die.
College of Mysteries Spells
Level 3: The magic of the Mysteries ensures you always have certain spells ready; when you reach a Bard level specified in the College of Mysteries Spells table, you thereafter always have the listed spells prepared.
| Bard Level | Spells |
|---|---|
| 3 | Healing Word, Lesser Restoration, Spare the Dying |
| 5 | Revivify |
| 7 | Aura of Life |
| 9 | Mass Cure Wounds |
Mystery Cult Initiate
Level 6: You join a mystery cult. Decide which cult and the circumstances for your joining with your GM. You gain 5 Favor with the associated deity of that cult which grants benefits if they are your Patron Deity.
Emboldened Heroes
Level 6: A creature with one of your Bardic Inspiration dice has Advantage on saving throws you make to avoid or end the Frightened condition.
Additionally, you can take the Help action as a Bonus Action.
Warrior of Song
Level 14: As an action, you touch an adjacent willing creature to imbue them with all the power of the Muses. For 1 hour the creature can expend this power by taking a Bonus Action to cast one of the following spells heightened to 5th level without needing Material components. The spell uses your spellcasting ability modifier and Proficiency Bonus. Once you use this feature, you can’t use it again until you finish a Short Rest or Long Rest.
Each of the spells is associated with one of the Nine Muses.
- Calliope – Herosim
- Clio – Legend Lore
- Erato – Choral Ward (New Spell!)
- Euterpe – Hypnotic Pattern
- Melpomene – Overwhelming Grief (New Spell!)
- Polyhymnia – Guardian of Faith
- Terpsichore – Graceful Step (New Spell!)
- Thalia – Tasha’s Hideous Laughter
- Urania – Shooting Star (New Spell!)
New Spells
Choral Ward – Level 3 Evocation (Bard, Sorcerer, Wizard)
Choral Ward
Level 3 Evocation (Bard, Sorcerer, Wizard)
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
An ethereal chorus appears to provide background music for one creature within range. A 10-foot Emanation originates from the target for the duration. The target and all the target’s allies within the Emanation add 1d4 to their D20 tests.
The target has Resistance to Thunder damage and Disadvantage on Dexterity (Stealth) checks. Ranged attack rolls against the target are made with Disadvantage.
Using a Higher-Level Spell Slot. The Emanation increase by 5 feet for each spell slot level above 3.
Graceful Step – Level 1 Transmutation (Bard, Druid, Ranger, Sorcerer, Warlock, Wizard)
Graceful Step
Level 1 Transmutation (Bard, Druid, Ranger, Sorcerer, Warlock, Wizard)
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Instantaneous
One creature within range can immediately move up to its Speed without provoking Opportunity Attacks.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Overwhelming Grief – Level 3 Enchantment (Bard, Cleric, Druid)
Overwhelming Grief
Level 3 Enchantment (Bard, Cleric, Druid)
Casting Time: Action
Range: 45 feet
Components: V, S
Duration: Concentration, up to 1 minute
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Incapacitated condition for the duration. At the start of each of its turns, the target takes 2d6 Psychic damage. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Undead and Construct creatures are unaffected by this spell.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.
Shooting Star – Level 5 Evocation (Bard, Druid, Sorcerer, Wizard)
Shooting Star
Level 5 Evocation (Bard, Druid, Sorcerer, Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
A shooting star appears over the battlefield, creating a 15-foot-radius, 60-foot-high Cylinder centered on a point within range. The star emits Dim Light that fills the Cylinder. While under the star, you and each creature you choose have Resistance to Radiant damage and regain 5 Hit Points at the start of each of your turns.
You can use a Bonus Action to have the star fall. Choose a point within the Cylinder. Each creature in a 10-foot-radius Sphere centered on this point must make a Dexterity saving throw. On a failed save, a creature takes 2d6 Fire damage and 2d6 Bludgeoning damage and has the Blinded condition until the start of your next turn. On a successful save, it takes half as much damage only. After causing the star to fall, the spell ends.
Using a Higher-Level Spell Slot. The Fire and Bludgeoning damage both increase by 1d6 for each spell slot level above 5. The Hit Points regained each turn increase by 1 for each spell slot level above 5.






