Bard Talents: Adventuring Tricks

Bewitching Companion

You have advantage on Charisma checks made against creatures you have travelled with for at least a number of days equal to 7 - your proficiency bonus.


Prerequisite: Bardic Inspiration
When you expend one of your bardic inspiration dice, you may take the Influence action as a part of the same action.

Heroic Flashback

Prerequisite: Bardic Inspiration
When you or a creature holding one of your bardic inspirations rolls a natural 1 on an attack roll, they can expend their Bardic Inspiration to negate the automatic failure, roll the Bardic Inspiration die, and add half of the result to their roll.

Instruments of Destruction

Prerequisite: Proficiency in any music instrument
Instruments you are proficient cannot be destroyed by any means less than adamantine weapons, siege monsters or the disintegrate spell. You can use such instruments as improvised weapons which are not destroyed on a natural 1.

Inspirational Interjection

Prerequisite: Bardic Inspiration
When another creature within 60 feet of you that can see or hear you fails a d20 test, you can use your reaction to give the creature a bardic inspiration die. The creature immediately rolls that die and adds the number rolled to the d20, potentially turning the failure into a success.

Marching Song

When travelling, you and allies within 30 feet of you increase their speed when calculating Travel Pace by 10 feet. Your party cannot use Stealth while traveling in this manner.


When you succeed on a Strength, Dexterity, or Constitution check to accomplish an impressive feat or overcome an obstacle, such as leap over a chasm, balance on a tightrope, or drink large amounts of alcohol, a number of allies equal to your proficiency bonus gain advantage on the same check made to overcome the same obstacle.

Sly Confidant

When you succeed on an opposed Intelligence, Wisdom, or Charisma check, you gain advantage on your next opposed Intelligence, Wisdom, or Charisma check against the same creature.

Song of Rest

Prerequisite: Bardic Inspiration
You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance spend one or more Hit Dice to regain hit points at the end of the short rest, each of those creatures regains extra hit points. The amount of extra hit points equals your Bardic Inspiration die.

Street Performer

You gain proficiency with an instrument of your choice. Whenever you earn money from a performance, you gain twice as much.


As long as you have a positive reputation in a town or city, creatures waive the costs of goods and services up to a gp cost equal to your proficiency bonus (or twice your proficiency bonus if you have expertise in Performance). Some services more expensive than this threshold have their costs reduced in price by a percentage equal to your proficiency bonus (or twice your proficiency bonus if you have expertise in Performance).

Requires 7th Level


Prerequisite: 7th level, Battle Hymn
If you used your action to perform a Battle Hymn on your last turn, you can use your bonus action to weave a second Battle Hymn into your first and maintain both until the end of your next turn. You can maintain this Improvised Battle Hymn on subsequent turns, but if you ever use your bonus action for anything else, the Improvised Battle Hymn is lost.

Requires 9th Level

Mystic Resonance

Prerequisite: 9th level
When you or a companion that can hear you casts a ritual spell, its duration is doubled and it affects twice the usual number of targets.

Renaissance Man

Prerequisite: 9th level, Universal Secrets
Choose a class. Whenever you learn a new bard Adventuring Trick or replace an existing one, you can choose from the adventuring talents of this class.