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as shown in the Cantrips Known column of the Bard table.

Spell Slots
The Bard table shows how many spell slots you have. You regain all expended spell slots when you finish a long rest.

Spells Known
The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Additionally

  • casting time you can choose one of the bard spells you know and replace it with another spell from the bard spell list
  • range which also must be of a level for which you have spell slots.

    Spellcasting Ability
    Charisma is your spellcasting ability for your bard spells.
    Spell save DC= 8 + your proficiency bonus + your Charisma modifier
    Spell attack modifier= your proficiency bonus + your charisma modifier

    Ritual Casting
    You can cast any bard spell you know as a ritual if that spell has the ritual tag.;Bard

Other when you gain a level in this class

you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die

  • casting timethe creature can roll the die and add the number rolled to one ability check
  • range attack roll

  • components or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die
  • durationbut must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled

it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier. You regain any expended uses when you finish a long rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level

a d10 at 10th level a d6.

Once within the next 10 minutes

you can add half your proficiency bonus

  • casting time to any ability check you make that doesn't already include your proficiency bonus;Bard
  • range

a d10 at 10th level rounded down

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 regain hit points at the end of the short rest by spending one or more Hit Dice

  • casting time to 1d10 at 13th level
  • range and to 1d12 at 17th level.;Bard

a d10 at 10th level each of those creatures regains an extra 1d6 hit points.

The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level

if a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage

a d10 at 10th level the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.;Bard

  • casting time you can choose another two skil proficiencies to gain this benefit.;Bard
  • range

a d10 at 10th level choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 10th level

8th

  • casting time 16th
  • range and 19th Levels)

  • componentsyou can do one of the following
  • duration representing a change in focus as you use your skills and magic:

    Replace one of the skills you chose for the Expertise feature with one of your other skill proficiencies that is not benefitting from Expertise.

    Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the bard spell list.;Bard

a d10 at 10th level 12th

you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.;Bard

a d10 at 10th level

you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action

  • casting timeyou and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).;Bard
  • range

a d10 at 10th level you can start a performance that lasts until the end of your next turn. During that time

1;Bard Spellcasting;1st Level Ability;;;;;Cantrips
You learn additional bard cantrips of your choice at higher levels
1;Bard Spellcasting;1st Level Ability;;;;;Cantrips
You learn additional bard cantrips of your choice at higher levels
1;Bardic Inspiration;1st Level Ability;;;;;You can inspire others through stirring words or music. To do so 1;Bardic Inspiration;1st Level Ability;;;;;You can inspire others through stirring words or music. To do so
2;Jack of All Trades;2nd Level Ability;;;;;Starting at 2nd level 2;Jack of All Trades;2nd Level Ability;;;;;Starting at 2nd level
2;Song of Rest;2nd Level Ability;;;;;Beginning at 2nd level 2;Song of Rest;2nd Level Ability;;;;;Beginning at 2nd level
2;Magical Inspiration;2nd Level Ability;;;;;(Optional)At 2nd level 2;Magical Inspiration;2nd Level Ability;;;;;(Optional)At 2nd level
3;Expertise;3rd Level Ability;;;;;At 3rd level 3;Expertise;3rd Level Ability;;;;;At 3rd level
4;Bardic Versatility;Ability Score Improvement;;;;;(Optional)Whenever you reach a level in this class that grants the Ability Score Improvement feature (4th 4;Bardic Versatility;Ability Score Improvement;;;;;(Optional)Whenever you reach a level in this class that grants the Ability Score Improvement feature (4th
5;Font of Inspiration;5th Level Ability;;;;;Beginning when you reach 5th level 5;Font of Inspiration;5th Level Ability;;;;;Beginning when you reach 5th level
6;Countercharm;6th Level Ability;;;;;At 6th level 6;Countercharm;6th Level Ability;;;;;At 6th level

you can utter a note from the Song of Creation to create a Tiny mote of potential

  • casting time and it lasts until the Bardic Inspiration die is lost. The mote looks like a musical note
  • range a star

  • components a flower
  • duration or another symbol of art or life that you choose.
    When the creature uses the Bardic Inspiration die

the mote provides an additional effect based on whether the die benefits an ability check

an attack roll which orbits within 5 feet of that creature. The mote is intangible and invulnerable

you can channel the magic of the Song of Creation to create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can't be more than 20 times your bard level

  • casting timeand a creature can faintly hear music when touching it. The created item disappears after a number of hours equal to your proficiency bonus. For examples of items you can create
  • range see the equipment chapter of the Player's Handbook.

    Once you create an item with this feature

  • componentsyou can't do so again until you finish a long rest
  • duration unless you expend a spell slot of 2nd level or higher to use this feature again. You can have only one item created by this feature at a time; if you use this action and already have an item from this feature

the first one immediately vanishes.

The size of the item you can create with this feature increases by one size category when you reach 6th level (Large) and 14th level (Huge).;Creation Bard

an attack roll and the item must be Medium or smaller. The item glimmers softly

you can animate one Large or smaller nonmagical item within 30 feet of you that isnt being worn or carried. The animate item uses the Dancing Item stat block

  • casting time The item is friendly to you and your companions and obeys your commands. It lives for 1 hour
  • range until it is reduced to 0 hit points

  • components or until you die.

    In combat
  • durationthe item shares your initiative count

but it takes its turn immediately after yours. It can move and use its reaction on its own

an attack roll which uses your proficiency bonus (PB)

fly 30 ft. (hover)
STR DEX CON INT WIS CHA
18(+4) 14(+2) 16(+3) 4(-3) 10(+0) 6(-2)
Damage Immunities: poison

  • casting time exhaustion
  • range poisoned

  • components frightened
    Senses: darkvision 60 ft
  • duration passive Perception 10
    Immutable FormThe item is immune to any spell or effect that would alter its form.
    Irrepressible DanceWhen any creature starts its turn within 10 feet of the item

the item can increase or decrease (your choice) the walking speed of that creature by 10 feet until the end of the turn

an attack roll psychic
Condition Immunities:charmed

you are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check

an attack roll you can treat a d20 roll of 9 or lower as a 10.;Eloquence Bard

you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.;Eloquence Bard

an attack roll

your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check

  • casting time or saving throw and the roll fails
  • rangethe creature can keep the Bardic Inspiration die.;Eloquence Bard

an attack roll attack roll

you have gained the ability to make your speech intelligible to any creature. As an action

  • casting time up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you
  • rangeregardless of the language you speak

  • components for 1 hour.

    Once you use this feature
  • duration you can't use it again until you finish a long rest

unless you expend a spell slot to use it again.;Eloquence Bard

an attack roll choose one or more creatures within 60 feet of you

you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so

  • casting time up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points
  • rangeit can immediately use its reaction to move up to its speed

  • components without provoking opportunity attacks.

    The number of temporary hit points increases when you reach certain levels in this class
  • duration increasing to 8 at 5th level

11 at 10th level

and 14 at 15th level.;Glamour Bard choose a number of creatures you can see and who can see you within 60 feet of you

3;Mote of Potential;3rd Level Ability;;;;;Whenever you give a creature a Bardic Inspiration die 3;Mote of Potential;3rd Level Ability;;;;;Whenever you give a creature a Bardic Inspiration die
3;Performance of Creation;3rd Level Ability;;;;;As an action 3;Performance of Creation;3rd Level Ability;;;;;As an action
6;Animating Performance [1/2];6th Level Ability;;;;;As an action 6;Animating Performance [1/2];6th Level Ability;;;;;As an action
6;Animating Performance [2/2];6th Level Ability;;;;;Dancing Item: Large or smaller construct
Armor Class:16
Hit Points:10 + 5 times your bard level
Speed: 30 ft.
6;Animating Performance [2/2];6th Level Ability;;;;;Dancing Item: Large or smaller construct
Armor Class:16
Hit Points:10 + 5 times your bard level
Speed: 30 ft.
3;Silver Tongue;3rd Level Ability;;;;;Starting at 3rd level 3;Silver Tongue;3rd Level Ability;;;;;Starting at 3rd level
3;Unsettling Words;3rd Level Ability;;;;;You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action 3;Unsettling Words;3rd Level Ability;;;;;You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action
6;Unfailing Inspiration;6th Level Ability;;;;;At 6th level 6;Unfailing Inspiration;6th Level Ability;;;;;At 6th level
6;Universal Speech;6th Level Ability;;;;;Also at 6th level 6;Universal Speech;6th Level Ability;;;;;Also at 6th level
3;Mantle of Inspiration;3rd Level Ability;;;;;As a bonus action 3;Mantle of Inspiration;3rd Level Ability;;;;;As a bonus action

you can attempt to inspire wonder in your audience by singing

  • casting time or dancing. At the end of the performance
  • range choose a number of humanoids within 60 feet of you who watched and listened to all of it

  • components up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way
  • durationthe target idolizes you

it speaks glowingly of you to anyone who speaks to it

and it hinders anyone who opposes you reciting a poem

you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action

  • casting time without expending a spell slot
  • range and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time

  • components you can cast Command as a bonus action on each of your turns
  • durationwithout expending a spell slot.

    Any creature charmed by you automatically fails its saving throw against the Command you cast with this feature.

    Once you use this feature

you cant use it again until you finish a long rest.;Glamour Bard

and it hinders anyone who opposes you you cast Command

you gain proficiency with three skills of your choice.;Lore Bard

and it hinders anyone who opposes you

you learn how to use your wit to distract

  • casting time and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll
  • range an ability check

  • components or a damage roll
  • duration you can use your reaction to expend one of your uses of Bardic Inspiration

rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll

and it hinders anyone who opposes you confuse

you learn two spells of your choice from any class. A spell you choose must be of a level you can cast

  • casting timeor a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know.;Lore Bard
  • range

and it hinders anyone who opposes you as shown on the Bard table

you can reach out to spirits to guide you and others. You learn the Guidance cantrip

  • casting timeit has a range of 60 feet when you cast it.;Spirits Bard
  • range

and it hinders anyone who opposes you which doesnt count against the number of bard cantrips you know. For you

you employ tools that aid you in channeling spirits

  • casting time crystal ball
  • range skull

  • components spirit board
  • durationor tarokka deck.

    Starting at 6th level

when you cast a bard spell that deals damage or restores hit points through the Spiritual Focus

roll a d6 be they historical figures or fictional archetypes. You can use the following objects as a spellcasting focus for your bard spells: a candle

you reach out to spirits who tell their tales through you. While you are holding your Spiritual Focus

  • casting timeyou cant bestow the tales effect again until you roll it again.

    You can retain only one of these tales in mind at a time
  • range and rolling on the Spirit Tales table immediately ends the effect of the previous tale.

    If the tale requires a saving throw

  • components the DC equals your spell save DC.
  • duration

roll a d6 you can use a bonus action to expend one use of your Bardic Inspiration and roll on the Spirit Tales table using your Bardic Inspiration die to determine the tale the spirits direct you to tell. You retain the tale in mind until you bestow the tales effect or you finish a short or long rest.

You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the target of the tales effect. Once you do so

whenever the target makes an Intelligence

  • casting time or a Charisma check
  • rangethe target can roll an extra die immediately after rolling the d20 and add the extra die's number to the check. The extra die is the same type as your Bardic Inspiration die.
    2 - Tale of the Renowned DuelistYou make a melee spell attack against the target. On a hit

  • componentsthe target takes force damage equal to two rolls of your Bardic Inspiration die + your Charisma modifier.
    3 - Tale of the Beloved Friends: The target and another creature of its choice it can see within 5 feet of it gains temporary hit points equal to a roll of your Bardic Inspiration die + your Charisma modifier.
    4 - Tale of the Runaway: The target can immediately use its reaction to teleport up to 30 feet to an unoccupied space it can see. When the target teleports
  • durationit can choose a number of creatures it can see within 30 feet of it up to your Charisma modifier (minimum of 0) to immediately use the same reaction.
    5 - Tale of the Avenger: For 1 minute

any creature that hits the target with a melee attack takes force damage equal to a roll of your Bardic Inspiration die.
6 - Tale of the Traveler:The target gains temporary hit points equal to a roll of your Bardic Inspiration die + your bard level. While it has these temporary hit points

roll a d6 a Wisdom

3;Enthralling Performance;3rd Level Ability;;;;;If you perform for at least 1 minute 3;Enthralling Performance;3rd Level Ability;;;;;If you perform for at least 1 minute
6;Mantle of Majesty;6th Level Ability;;;;;At 6th level 6;Mantle of Majesty;6th Level Ability;;;;;At 6th level
3;Bonus Proficiencies;3rd Level Ability;;;;;When you join the College of Lore at 3rd level 3;Bonus Proficiencies;3rd Level Ability;;;;;When you join the College of Lore at 3rd level
3;Cutting Words;3rd Level Ability;;;;;Also at 3rd level 3;Cutting Words;3rd Level Ability;;;;;Also at 3rd level
6;Additional Magical Secrets;6th Level Ability;;;;;At 6th level 6;Additional Magical Secrets;6th Level Ability;;;;;At 6th level
3;Guiding Whispers;3rd Level Ability;;;;;At 3rd level 3;Guiding Whispers;3rd Level Ability;;;;;At 3rd level
3;Spiritual Focus;3rd Level Ability;;;;;At 3rd level 3;Spiritual Focus;3rd Level Ability;;;;;At 3rd level
3;Tales from Beyond [1/3];3rd Level Ability;;;;;At 3rd level 3;Tales from Beyond [1/3];3rd Level Ability;;;;;At 3rd level
3;Tales from Beyond [2/3];3rd Level Ability;;;;;1 - Tale of the Clever Animal: For the next 10 minutes 3;Tales from Beyond [2/3];3rd Level Ability;;;;;1 - Tale of the Clever Animal: For the next 10 minutes

and the target is incapacitated until the end of its next turn.
8 - Tale of the Phantom: The target becomes invisible until the end of its next turn or until it hits a creature with an attack. If it hits a creature with an attack during this invisibility

  • casting timea creature takes thunder damage equal to three rolls of your Bardic Inspiration die and is knocked prone. A creature that succeeds on its saving throw takes half as much damage and isnt knocked prone.
    10 - Tale of the Dragon: The target spews fire from the mouth in a 30-foot cone. Each creature in that area must make a Dexterity saving throw
  • rangetaking fire damage equal to four rolls of your Bardic Inspiration die on a failed save

  • components or half as much damage on a successful one.
    11 - Tale of the Angel: The target regains hit points equal to two rolls of your Bardic Inspiration die + your Charisma modifier
  • durationand you end one condition from the following list affecting the target: blinded

deafened

paralyzed the creature it hits takes necrotic damage equal to a roll of your Bardic Inspiration die and is frightened of the target until the end of the frightened creature's next turn.
9 - Tale of the Brute: Each creature of the targets choice it can see within 30 feet of it must make a Strength saving throw. On a failed save

spirits provide you with supernatural insights. You can conduct an hour-long ritual channeling spirits (which can be done during a short or long rest) using your Spiritual Focus. You can conduct the ritual with a number of willing creatures equal to your proficiency bonus (including yourself). At the end of the ritual

  • casting time the spell must be of a level you can cast
  • rangeand it must be in the school of Divination or Necromancy. The chosen spell counts as a bard spell for you but doesnt count against the number of bard spells you know.

    Once you perform the ritual

  • componentsyou cant do so again until you start a long rest
  • duration and you know the chosen spell until you start a long rest.;Spirits Bard

paralyzed you temporarily learn one spell of your choice from any class.

The spell you choose must be of a level equal to the number of creatures that conducted the ritual or less

you gain proficiency with medium armor and the scimitar.

If youre proficient with a simple or martial melee weapon

paralyzed you can use it as a spellcasting focus for your bard spells.;Swords Bard

you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once

  • casting timeyou gain a +2 bonus to damage rolls with that weapon.

    Two-Weapon Fighting: When you engage in two-weapon fighting
  • rangeyou can add your ability modifier to the damage of the second attack.;Swords Bard

paralyzed even if you later get to choose again.

Dueling: When you are wielding a melee weapon in one hand and no other weapons

you learn to conduct impressive displays of martial prowess and speed.

Whenever you take the Attack action on your turn

  • casting time and if a weapon attack that you make as part of this action hits a creature
  • rangeyou can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.

    Defensive Flourish: You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.

    Slashing Flourish: You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.

    Mobile Flourish: You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you

  • componentsplus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.;Swords Bard
  • duration

paralyzed your walking speed increases by 10 feet until the end of the turn

you can attack twice

  • casting time whenever you take the Attack action on your turn.;Swords Bard
  • range

paralyzed instead of once

you gain proficiency with medium armor

  • casting time and martial weapons.;Valor Bard
  • range

paralyzed shields

you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively

  • casting timeit can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack
  • range after seeing the roll but before knowing whether it hits or misses.;Valor Bard

paralyzed when an attack roll is made against the creature

you can attack twice

  • casting time whenever you take the Attack action on your turn.;Valor Bard
  • range

paralyzed instead of once

3;Tales from Beyond;3rd Level Ability;;;;;7 - Tale of the Beguiler:The target must succeed on a Wisdom saving throw or take psychic damage equal to two rolls of your Bardic Inspiration die 3;Tales from Beyond;3rd Level Ability;;;;;7 - Tale of the Beguiler:The target must succeed on a Wisdom saving throw or take psychic damage equal to two rolls of your Bardic Inspiration die
6;Spirit Session;6th Level Ability;;;;;At 6th level 6;Spirit Session;6th Level Ability;;;;;At 6th level
3;Bonus Proficiencies;3rd Level Ability;;;;;When you join the College of Swords at 3rd level 3;Bonus Proficiencies;3rd Level Ability;;;;;When you join the College of Swords at 3rd level
3;Fighting Style;3rd Level Ability;;;;;At 3rd level 3;Fighting Style;3rd Level Ability;;;;;At 3rd level
3;Blade Flourish;3rd Level Ability;;;;;At 3rd level 3;Blade Flourish;3rd Level Ability;;;;;At 3rd level
6;Extra Attack;6th Level Ability;;;;;Starting at 6th level 6;Extra Attack;6th Level Ability;;;;;Starting at 6th level
3;Bonus Proficiencies;3rd Level Ability;;;;;When you join the College of Valor at 3rd level 3;Bonus Proficiencies;3rd Level Ability;;;;;When you join the College of Valor at 3rd level
3;Combat Inspiration;3rd Level Ability;;;;;Also at 3rd level 3;Combat Inspiration;3rd Level Ability;;;;;Also at 3rd level
6;Extra Attack;6th Level Ability;;;;;Starting at 6th level 6;Extra Attack;6th Level Ability;;;;;Starting at 6th level

you gain the ability to make your weapon attacks magically toxic to a creature's mind.

When you hit a creature with a weapon attack

  • casting timeincreasing to 3d6 at 5th level
  • range 5d6 at 10th level

  • components and 8d6 at 15th level.;Whispers Bard
  • duration

paralyzed you can expend one use of your Bardic Inspiration to deal an additional 2d6 psychic damage to that target. You can do so only once per round on your turn.

The psychic damage increases when you reach certain levels in this class

you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.

If you speak to a humanoid alone for at least 1 minute

  • casting time the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour
  • rangeuntil it is attacked or damaged

  • components or until it witnesses its allies being attacked or damaged.

    If the target succeeds on its saving throw
  • duration the target has no hint that you tried to frighten it.

    Once you use this feature

you can't use it again until you finish a short rest or long rest.;Whispers Bard

paralyzed you can attempt to seed paranoia and fear into its mind. At the end of the conversation

you gain the ability to adopt a humanoid's persona. When a humanoid dies within 30 feet of you

  • casting timeit vanishes
  • range magically transforming into a disguise that appears on you. You now look like the dead person

  • components but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action.

    While you're in the disguise
  • durationyou gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life

but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.

Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.

Once you capture a shadow with this feature

paralyzed you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.

You can use the shadow as an action. When you do so

3;Psychic Blades;3rd Level Ability;;;;;When you join the College of Whispers at 3rd level 3;Psychic Blades;3rd Level Ability;;;;;When you join the College of Whispers at 3rd level
3;Words of Terror;3rd Level Ability;;;;;At 3rd level 3;Words of Terror;3rd Level Ability;;;;;At 3rd level
6;Mantle of Whispers;6th Level Ability;;;;;At 6th level 6;Mantle of Whispers;6th Level Ability;;;;;At 6th level