D&D 5E A word that describes the magic of the bard?


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Cantomancy

Mummery -based on the masked English Mummers.
I used this as a form of stealth based goblin bardism that allowed goblin bards to hide in plain sight and pass without trace as long as they maintained their mummer (a barely auidible mumbling)
 




For me, the Bard is psionic. It is mind magic.

They are (telepathically) inspiring or enchanting minds and manifesting illusions, (psychometabolically) shapeshifting wounds and beast forms, and (telekinetically) wielding sounds and sights. They are prescient, and can teleport to remote locations where their minds can wander.

In my setting, they dont use spell components but do use their voice (whether song or command) as a spellcasting focus (as if a wand or holy symbol). Alternatively, they can use instrumental music, dance, or other technique to focus their magical intention.
 
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In my homebrew setting, I have 5 types of magic. Arcane, Divine and Nature Magic are pulled from the magical weave (arcane using the 'background radiation', divine being sent by the Powers that Be, and Nature drawing from the Positive Energy Plane and Negative Energy Plane - the 'ends' of the weave). Psionic magic is internally generated and doesn't use the weave.
This is close-ish to what I also have except I don't have Nature magic, just Arcane and Divine. There's an underlying force of physics called "magic" (probably similar in intent to your weave idea) that arcane casters can access and shape through training, divine casters can access and shape because a deity allows it, and bards can access and shape through manipulation of sound.

Like you, I see psionics as somewhat separate from all of this - it still uses the [weave equivalent] but in a completely different way, along with many other "supernatural" or innate magcial or quasi-magical abilities e.g. the "magic" that allows a big Dragon to even think about getting itself into the air.

Take away a world's access to that [weave equivalent] and before long all magic-based (i.e. non-mundane) creatures fairly quickly die off, enchantments fade away, and after a few months you end up with Earth.

I had to put a rather large amount of thought into this a long time ago, as much of the story arc of my first big campaign dealt with this sort of thing; and it ended with the world being (intentionally, by the PCs) stripped of its access to magic before inherent underlying chaos in said magic brought about catastrophe.
 

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