This is a W.I.P. (Work In Progress) Playtest Version. [2023.09.25]

The Dungeon Master reserves the right to make any alterations to this in order to keep the game balanced and fun for everyone.

Bard Subclass: College of the Inscribed Codex

Bards of the College of the Inscribed Codex have unlocked the mysteries of inscriptive magic, weaving their tales through enchanted cards. These bards draw upon the power of their deck to support their allies or confound their enemies.


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Inscribed Codex

Level 3: Bonus Proficiencies

When you join the College of the Inscribed Codex at 3rd level, you gain proficiency with the Arcana skill, and you gain proficiency with one type of artisan's tools of your choice.



Level 3: Deck of Arcane Inscriptions

Starting at 3rd level, you gain a unique Deck of Arcane Inscriptions. This deck starts with 16 cards and consists of the following types:



You can take an action to shuffle and pull a single card from the deck. Knowing the effect of the card, you can target an ally or a foe within 60 feet to affect a creature or target.



Inscription Abilities

Choose these during a long rest:


Helpful Inscriptions


Hindering Inscriptions


Allies' Aura Cards


Foes' Aura Cards



Level 6: Expanded Deck

At 6th level, your deck expands. Add 2 more Spell Cards and 4 more Inscription Cards.


When you draw a card, you can now draw two cards and choose which one to use. Aura Cards dice are increased to d6, penalties/buffs are increased to 2.


Additionally, you gain the following Aura Cards:



Level 14: Master Inscriber

At 14th level, your deck expands. Add 2 more Spell Cards and 4 more Inscription Cards.


When you draw a card, you can now draw three cards and choose which one to use. Aura Cards dice are increased to d8, penalties/buffs are increased to 3.


Whenever you use a card on an ally, they now also gain hit points equal to your inspiration dice (rolled but not expended) and when you use a card on an enemy, they take psychic damage equal to your inspiration dice (rolled but not expended).


Additionally, spell cards can now be used twice before they are fully expended and need to be imprinted during a short or long rest.



Inscribed Codex Deck List Reference Tables

Inscribed Codex Deck List Reference Tables PDF


Below are comprehensive reference tables showing all cards in the Inscribed Codex deck at different character levels:


Hearts Suit (Helpful Inscriptions & Auras)

Card Type Effect Requirements
Ace of Hearts Spell Imprint Imprint any spell you know and cast it from the card. Level 3+
King of Hearts Inscription Verse of Vigor: Ally gains advantage on STR checks and saves until your next turn. Level 3+
Queen of Hearts Inscription Verse of Agility: Ally gains advantage on DEX checks and saves until your next turn. Level 3+
Jack of Hearts Inscription Verse of Endurance: Ally gains advantage on CON checks and saves until your next turn. Level 3+
10 of Hearts Inscription Verse of Knowledge: Ally gains advantage on INT checks and saves until your next turn. Level 3+
9 of Hearts Inscription Verse of Perception: Ally gains advantage on WIS checks and saves until your next turn. Level 3+
8 of Hearts Inscription Verse of Charm: Ally gains advantage on CHA checks and saves until your next turn. Level 3+
7 of Hearts Inscription Guiding Verse: Ally's attacks have advantage until your next turn. Level 3+
6 of Hearts Inscription Harmonic Resonance: Ally gains temp HP = bardic die + proficiency. Level 3+
5 of Hearts Inscription Bard's Favor: Ally gains AC bonus = CHA mod until your next turn. Level 3+
4 of Hearts Inscription Inspired Momentum: Ally moves half speed without opportunity attacks. Level 3+
3 of Hearts Aura The Peasant: Ally gains 1d4 to attacks (1d6 at L6, 1d8 at L14) until your next turn. Level 3+
2 of Hearts Aura The Guard: Ally gains 1d4 to saves (1d6 at L6, 1d8 at L14) until your next turn. Level 3+

Diamonds Suit (Helpful Inscriptions & Auras)

Card Type Effect Requirements
Ace of Diamonds Spell Imprint Imprint any spell you know and cast it from the card. Level 6+
King of Diamonds Inscription Courageous Anthem: Ally is immune to frightened/charmed/possessed. Ends existing effects. Level 6+
Queen of Diamonds Inscription Soothing Hum: Remove one condition from ally. Level 6+
Jack of Diamonds Inscription Protective Cadence: Ally gains resistance to one damage type until your next turn. Level 6+
10 of Diamonds Inscription Rhythmic Replication: Ally gains advantage on damage dice until your next turn. Level 6+
9 of Diamonds Inscription Windswept Melody: Ally gains flying speed = walking speed until your next turn. Level 6+
8 of Diamonds Inscription Soothing Shield: Ally heals 4× proficiency bonus HP. Level 6+
7 of Diamonds Inscription Heroic Ballad: Ally deals extra psychic damage = bardic die until your next turn. Level 6+
6 of Diamonds Inscription Graceful Waltz: Ally can use actions/bonus actions interchangeably until your next turn. Level 6+
5 of Diamonds Inscription Focused Ode: Ally gains advantage on attack rolls until your next turn. Level 6+
4 of Diamonds Inscription Critical Crescendo: Ally rerolls natural 1s, crits on 19-20 until your next turn. Level 6+
3 of Diamonds Aura The Nomad: Ally gains +1 AC (+2 at L6, +3 at L14) until your next turn. Level 3+
2 of Diamonds Aura The Mason: Ally gains 2d6 HP (2d8 at L14). Level 6+

Clubs Suit (Hindering Inscriptions & Auras)

Card Type Effect Requirements
Ace of Clubs Spell Imprint Imprint any spell you know and cast it from the card. Level 14+
King of Clubs Inscription Insult of Vigor: Enemy has disadvantage on STR checks and saves until your next turn. Level 3+
Queen of Clubs Inscription Insult of Agility: Enemy has disadvantage on DEX checks and saves until your next turn. Level 3+
Jack of Clubs Inscription Insult of Endurance: Enemy has disadvantage on CON checks and saves until your next turn. Level 3+
10 of Clubs Inscription Insult of Knowledge: Enemy has disadvantage on INT checks and saves until your next turn. Level 3+
9 of Clubs Inscription Insult of Perception: Enemy has disadvantage on WIS checks and saves until your next turn. Level 3+
8 of Clubs Inscription Insult of Charm: Enemy has disadvantage on CHA checks and saves until your next turn. Level 3+
7 of Clubs Inscription Rhythm of Restraint: Enemy cannot take reactions until your next turn. Level 3+
6 of Clubs Inscription Tone of Turbulence: Enemy's next spell requires concentration check to cast. Level 3+
5 of Clubs Inscription Discordant Note: Enemy has disadvantage on next attack roll. Level 3+
4 of Clubs Inscription Ballad of Bile: Enemy is poisoned until your next turn. Level 3+
3 of Clubs Aura The Beggar: Enemy gets -1d4 to attacks (-1d6 at L6, -1d8 at L14) until your next turn. Level 3+
2 of Clubs Aura The Thief: Enemy gets -1d4 to saves (-1d6 at L6, -1d8 at L14) until your next turn. Level 3+

Spades Suit (Hindering Inscriptions & Auras)

Card Type Effect Requirements
Ace of Spades Spell Imprint Imprint any spell you know and cast it from the card. Level 14+
King of Spades Inscription Harsh Lament: Enemy cannot regain HP until your next turn. Level 6+
Queen of Spades Inscription Whispers of Woe: Enemy gets AC penalty = your CHA mod until your next turn. Level 6+
Jack of Spades Inscription Echoes of Enfeeblement: Enemy's next attack deals half damage. Level 6+
10 of Spades Inscription Song of Silence: Enemy cannot cast spells with verbal components until your next turn. Level 6+
9 of Spades Inscription Canticle of Clumsiness: Enemy is prone until your next turn. Level 6+
8 of Spades Inscription Refrain of Reluctance: Enemy expends reaction to attack melee creature. Level 6+
7 of Spades Inscription Aria of Apathy: Enemy takes psychic damage = bardic die + proficiency. Level 6+
6 of Spades Inscription Sorrowful Serenade: Enemies within 10 ft take psychic damage = bardic die + proficiency. Level 6+
5 of Spades Inscription Chant of Chains: Enemy is restrained until your next turn. Level 6+
4 of Spades Inscription Critical Chorale: Enemy cannot crit, crits fail on 1-2 until your next turn. Level 6+
3 of Spades Aura The Hoaxer: Enemy gets -1 AC (-2 at L6, -3 at L14) until your next turn. Level 3+
2 of Spades Aura The Carpenter: Enemy takes 2d6 psychic damage (2d8 at L14). Level 6+

Jokers (Spell Imprints)

Card Type Effect Requirements
Red Joker Spell Imprint Imprint any spell you know and cast it from the card. Level 3+
Black Joker Spell Imprint Imprint any spell you know and cast it from the card. Level 14+

Deck Progression Summary: