College of Villons (5A)

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This is a Bard subclass for 5A.

Villons are bards that embrace a criminal or outcast lifestyle. There is no college, members failed to graduate or even join a bardic college. Many members insist on calling it a college as a matter of pride, but the tricks of this trade are learnt on the street.

Villons and their gangs steal from the rich and burn the money in celebration, offering drinks and entertainment to all, endearing the villon to other patrons.

The eponymous inspiration of this bard college is François Villon, a fascinating character from medieval history.

Greyhawk: Villons need cities to hide in and borders to flee across, both of which are common all over the Flanaess.

Subclass Features

Villon Spells

Starting at 3rd level when you join this bardic college, you learn additional spells when you reach certain levels as a bard, as shown on the Villon's Spells table. Each of these spells counts as a bard spell for you, but it doesn't count against the number of bard spells you know.

Whenever you gain a bard level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the bard spell list.

Villon Spells
Bard Level Spells
3 Expeditious Retreat, Find Familiar
3 Misty Step, Rope Trick
5 Remove Curse, Tiny Servant
7 Grasping Vine, Mordenkainen's Private Sanctum
9 Rary's Telepathic Bond, Skill Empowerment

Bonus Proficiencies

At 3rd level when you pick this college, you gain proficiency with two of the following: Acrobatics, Athletics, Deception, Investigation, Perception, Sleight of Hand, Stealth, thieves' tools, or the disguise kit.


At 3rd level you can use trickery and Bardic Inspiration to stupefy others. As an action, you can spend a use of Bardic Inspiration to use Dexterity (Sleight of Hand) or Charisma (Perform) to stun a creature within 10 feet who can see and hear you. Make a skill check with a DC equal to target's passive Wisdom (Perception). If you succeed, the target is incapacitated. Each time the target takes damage and at the end of each of their turns, roll a bardic inspiration die. On a result of 1 to 3 the effect ends.

Cunning Escape

At 6th level, your quick thinking allows you to escape many dangerous situations. You can use a bonus action to take the Disengage or Hide action.

Use Magic Device

At 14th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all requirements on the use of all magic items except scrolls. If a mundane item of this sort requires a proficiency to use, such as weapons, armor, and tools do, you still need that proficiency.

Designer's Notes

A cross of bard and rogue. It perhaps burrows too many rogue abilities.

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