College of the Fallen - A Bard Subclass
The College of the Fallen bard should not be mistaken for one who subclass is the College of Lore. Per the Player’s Handbook the a College of Bard lore is as follows.
Bards of the College of Lore collect spells and secrets from diverse sources, such as scholarly tomes, mystical rites, and peasant tales. The college’s members gather in libraries and universities to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.
Player’s Handbook (2024)
Of all bards, those of the College of the Fallen create rousing stories of heroism but also the most intimate when singing about the silence that follows a final breath of the fallen. They are the keepers of the lore of the greatest heroes from all the Planes of Existence, devoted not to songs of the living, but to the resonant stories of those who have passed. Their repertoire is a somber tapestry woven from the epic tales of long-dead legends and the narratives of soon-to-be legendary heroes and villains who have only recently fallen. They are the chroniclers of final acts, believing that a life's true measure is often only should be immortalized in song and that immense power lingers in the echoes of a last, decisive moment. To some, they are simply funeral singers, providing a dignified soundtrack to mortality. But to those who understand their deeper art, they are far more.
These bards are, in truth, spectral conductors who use their haunting refrains to channel the very essence of the departed. By singing the song of a fallen warrior, they might summon a shimmering echo of that hero to shield an ally or strike a ghostly blow. By recounting the misdeeds of a forgotten tyrant, they can weave the lingering bitterness of that villain's legacy into a curse that saps an enemy's will. Their connection to the dead is profound, wielding their songs like the weapons of the heroes they sing of. They walk the line between memory and the grave, ensuring the dead are never truly gone so long as their stories are sung.
Level 3: Grave-Touched Spells
Your connection to the dead infuses your magic with the chill of the grave. You learn the False Life and Inflict Wounds spells and always have them prepared. They count as bard spells for you, and they don’t count against the number of spells you can prepare.
Level 3: Fear of the Fallen
Immediately after you cast a Necromancy or Abjuration spell of 1st-level or higher using a spell slot, you can force a number of creatures equal to your Charisma modifier you can see within 60 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the creatures have the Frightened condition until the end of your next turn.
Once you use this benefit, you can’t use it again until you finish a Long or Short Rest, or you can restore the use by expending one use of your Bardic Inspiration (no action required).
Level 6: Songs for the Living and the Dead
At 6th level, your performances take on a haunting, elegiac quality that can soothe the afflicted or command the dead. You gain three features: Revival, Free and Clear, and No Rest for the Dead.
Revival. When a creature you can see within 60 feet of you drops to 0 hit points, you can use your reaction to sing a song to keep them from slipping into unconsciousness. You expend one use of your Bardic Inspiration; roll an Inspiration die, and add two times the number rolled on the Bardic Inspiration to the target’s hit points. A spectral, silent choir then surrounds them until the start of your next turn; during this time, the creature has resistance to necrotic and radiant damage.
Free and Clear. You can expend one use of you Bardic Inspiration to end one condition from the following list affecting the target: Blinded, Deafened, Paralyzed, Petrified, or Poisoned.
No Rest for the Dead. Your music is a repellent to the undead. When you use a MAgic action to cast a spell that causes damage, you can expend one use of your Bardic Inspiration to increase the spell’s effects. Roll an Inspiration die, and add two times the number rolled on the Bardic Inspiration to the damage total and you can change the damage type to necrotic or radiant. If the target is an undead, it must make a Charisma saving throw. If the creature fails its save, it has the Incapacitated condition until the end of its next turn.
Level 14: Death’s Door
You have Advantage on all Death saving throws.
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