The Bard Class

 
 

Bard LevelProficiency BonusCantrips KnownSpells Known1st Level Spell Slots2nd Level Spell Slots3rd Level Spell Slots4th Level Spell Slots5th Level Spell SlotsFeatures
1+22420000Spellcasting, Bardic Inspiration
2+22530000Jack of All Trades, Song of Rest
3+22642000Subclass Feature, Expertise
4+23743000Ability Score Improvement
5+33843200Font of Inspiration
6+33943300Countercharm
7+331043310Bard College Imporvement
8+331143320Ability Score Improvement
9+431343331-
10+441543332Magical Secrets

Basic Stats:

Level 1 HP = 8 + your Constitution Modifier; Gaining an additional [1d8 (or 5) + your Constitution Modifier] HP with every additional Bard Level

Proficiencies

  • Armor: Light Armor

  • Weapons: Club, Dagger, Saex, Light Spear, Light Crossbow, and Scimitar

  • Tools: 3 Musical Instruments of your Choice, Disguise Kit

  • Saves: Proficiency with Will, Training with Reflex

    • or Proficiency with Charisma and Dexterity Saving Throws

  • Skills: Choose any 3 Skills to become Proficient with

Equipment:

  • One of the musical instruments you're Proficient with

  • a Arming Sword, an Estoc, or a Saber

  • Gambeson and a Club, a Light Spear, or a Light Crossbow

  • a Backpack w/ A Bedroll, a Saex, a Mess Kit, a Tinderbox, 10 Torches, 10 Day of Rations, a Waterskin, and a 15m bundle of Hempen Rope

Features:

  • Spellcasting

    • Spellcasting

      • As a conduit for the arcane nature of emotion you can cast Arcane Spells. However this emotion also allows you to pull from the other sources of power, having access to some of the Divine and Natural Spells from those Lists as well

    • Cantrips

      • At 1st level, you know three cantrips of your choice from the Bard spell list. You learn additional bard cantrips of your choice at 4th and 10th levels, as shown in the Cantrips Known column of the Bard table

    • Spell Slots

      • The Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a Long Rest. For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot

    • Spells Known of 1st Level and Higher

      • You know four 1st-level spells of your choice from the bard spell list. The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots

    • Spellcasting Ability

      • Charisma is your Spellcasting Ability for your bard spells. The power of your spells comes from your prowess with the emotion inherent in performance to activate the pieces of magic you have learned. You use your Charisma whenever a bard spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the Saving Throw DC for a bard spell you cast and when making an Attack Roll with one.

        • Spell save DC = 8 + your proficiency bonus + your Charisma modifier

        • Spell attack modifier = your proficiency bonus + your Charisma modifier

      • Ritual Casting

        • You can cast a cleric spell as a ritual if that spell has the ritual tag

      • Spellcasting Focus

        • You use a musical instrument as a spellcasting focus for your bard spells instead of a wand or staff  

  • Bardic Inspiration

    • You can inspire others through stirring words or music. To do so, you use a Bonus Action on your turn to choose one creature other than yourself within 30m of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Then once within the next 10 minutes, the creature can roll the die and add the number rolled to one Ability Check, Attack Roll, or Saving Throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost and 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 Short Rest. Your Bardic Inspiration die changes when you reach certain levels in this class, becoming a d8 at 5th level and a d10 at 10th level.

  • Jack of All Trades

    • With your ability to flow along the music of the world you have become Trained with every Skill you’re not Proficient with

  • Song of Rest

    • You can play a soothing piece of music as a part of your Short Rest as you inspire regeneration within yourself and your allies. When a friendly creature heals during this period they can add an additional 1d6 HP to that total. This increases to 1d8 at 8th Level. 

  • Expertise

    • You can choose 2 of your Skills that you’re Proficient in. You gain Expertise with those 2 Skills instead. In addition you can select another 2 at 9th Level to apply this bonus to 

  • Bard College

    • This represents what type of bardic knowledge that you have gained, some doing so out in the field while others have specialized groups that have granted or taught them these abilities. Discuss with your GM the possibilities that exist in this world to study professionally 

  • Ability Score Improvement: 

    • When you reach a Level with this Feature you can increase any Ability Score by +2 or two separate Ability Scores by +1 each

  • Font of Inspiration

    • You gain 1 use of Bardic Inspiration if you roll Initiative while you have no uses of Bardic Inspiration left

  • Countercharm

    • At this level you can use your music to disrupt mental effects. As an Action you can start a performance that leads into your next turn. During this turn you and any allies within 20m have Advantage on Will Saves and every allied Creature affected also gains a bonus to all Saves equal to your Charisma Modifier. 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).

  • Magical Secrets

    • You discover (or plunder) magical knowledge from a wide spectrum of areas. You can Choose 2 Spells from any Spell List (regardless of Class requirements) and add them to your Spells Known, these don’t count against your total Spells Known but do count as Bard Spells for you

Bard Colleges: Whenever you begin the process of becoming a bard there is a moment where you’re inspired to grow in your abilities, taking up schooling in the art of moving magic through your music. For some this represents a true college and for others its learning from their fellow musicians on the road. You gain your basic abilities at 3rd level when you select a subclass and your additional abilities when you reach 7th Level of this Class

  • College of Creation - Bards believe the cosmos is a work of art - the creation of the first dragons, giants, and gods. That creative work included harmonies that continue to resound through existence today, a power known as the Song of Creation. The bards of the College of Creation draw on that primeval song through dance, music, and poetry. They learn the Song of the beginning and  it’s common for Dwarves and Gnomes to encourage their bards to become students of Creation. And among dragonborn, the Song of Creation is revered for those that still worship their ancestors.

    • Creation Feature: Performance of Creation

      • As an Action, you can channel the magic of the Song of Creation to create one non-magical item of your choice in an unoccupied space within 3m of you. The item must appear on a surface or in a liquid that can support it. The Gold value of the item can't be more than 20 times your bard level, and the item must be of a size Medium or smaller. The item glimmers softly, and a creature can faintly hear music when touching it. The created item disappears after a number of hours equal to your Proficiency Bonus. Once you create an item with this feature, you can't do so again until you finish a Long Rest, 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. When you reach 7th Level in this Class you can create objects that are up to a Large Size.

    • Creation Feature: Harness Potential

      • Whenever you give a creature a Bardic Inspiration Die, you can utter a note from the Song of Creation to create a bit note of potential, which orbits just above that creature’s head. The note is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost.

        • 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, or a saving throw, as detailed below:

          • Ability Check - When the creature rolls the Bardic Inspiration die to add it to an ability check, the creature can roll the Bardic Inspiration die again and choose which roll to use, as the mote pops and emits colorful, harmless sparks for a moment.

          • Attack Roll - Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll against a target, the mote thunderously shatters. The target and each creature of your choice that you can see within 2m must succeed on a Fortitude Save against your Spell Save DC or take Thunder Damage equal to the number rolled on the Bardic Inspiration die.

          • Save - Immediately after the creature rolls the Bardic Inspiration die and adds it to a Save, the note vanishes with the sound of soft music, causing the creature to gain Shielding equal to the number rolled on the Bardic Inspiration die plus your Charisma modifier.

    • Creation Improvement: Animated Performance

      • As an action, you can target a Large or smaller non-magical item you can see within 10m and animate it. The animated item uses the stat block below. This item is friendly to you and your companions and obeys your commands. It stays animated for 1 hour, until it is reduced to 0 HP, or until you die.

        • In combat, it shares your Initiative but it takes its turn immediately after yours. It can move and use its Reaction on its own, but the only Action it takes on its turn is the Dodge action, unless you take a Bonus Action on your turn to command it to take a different Action. That action can be one in its stat block or some other action. If you are incapacitated, the item can take any action of its choice, not just Dodge. 

        • When you use your Bardic Inspiration feature, you can command the item as part of the same bonus action you use for Bardic Inspiration.

        • Once you animate an item with this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use this feature again. You can have only one item animated by this feature at a time; if you use this action and already have a dancing item from this feature, the first one immediately becomes inanimate.

          • AC: 16; HP: 5 + 5 * Bard Level; 10m Movement Speed & 10m Flying Speed (Hovering)

          • 18 (+4) Str, 14 (+2) Dex, 16 (+3) Con, 4 Int, 10 (+0) Wis, and 6 (-2) Cha

          • Darkvision: 20m; Passive Perception: 10

          • Immutable Form - Immune to all Magics which would change their form

          • Pressing Energy - Any Creature that begins its turn within 3m of this animated item can have its Speed changed (your choice) by 3m, either increased or decreased. 

          • Animated Slam - This is a Melee Attack. The object makes this Attack with a bonus equal to your Proficiency Bonus and their Strength or Dexterity Modifier (+4)

            • In addition, it deals 1d10 + your Proficiency Bonus Force Damage

  • College of Eloquence - Those that have learned this bardic tradition focus on the mastery of oratory, the ability to move people with their words and with well-spoken moments that can move others even more than the truth. These bards commonly wield a blend of logic and theatrical wordplay, stating their thoughts in a way to appeal to any emotion at any time. 

    • Eloquence Feature: Silver Tongue 

      • You are adept at saying the right word at the right time. Choose either Persuasion or Deception, you gain Proficiency with it if you aren’t already (or increase it one tier higher if you are). When you roll for this Skill you treat any value lower than an 8 as an 8. 

    • Eloquence Feature: Unsettling Words

      • As equally degrading as you are inspiring, you’ve learned how to disparage others. You can utilize your Bonus Action and 1 use of your Bardic Inspiration to target a Creature you can see within 20m, they must roll your Bardic Inspiration die and subtract the value from their next Saving Throw

    • Eloquence Improvement: Unfailing Inspiration

      • Whenever an ally utilizes one of your Bardic Inspirations and still fails on the roll they do not expend that die

    • Eloquence Improvement: Universal Speech

      • At this level, you have gained the ability to make your speech intelligible to any creature. As an Action, choose 1 or more creatures within 30m of you, up to a number equal to your Charisma modifier. The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour. Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it again

College of Glamour - The bards that learn from this College masters their craft in the vibrant realm of the Fae or under the tutelage of someone who once dwelled there. These bards are regarded with a mixture of awe and fear, being so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds, much to the fear of some

  • Glamour Feature: Mantel of Inspiration

    • You learn to enthrall your allies, you can utilize your Bonus Action and a use of your Bardic Inspiration to target a number of allies (up to your Charisma Modifier) within 30m of you. They gain 5 Shielding and can utilize their Reaction to immediately move up to their Movement Speed, this Movement does not provoke Opportunity Attacks. This Shielding increases to 10 at 6th Level to and 15 at 9th Level

  • Glamour Feature: Enthralling Performance

    • You can now occasionally enhance one of your Performances with seductive fae magic. If you perform for at least 1 minute continuously, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 20m of you who watched and listened to all of it, up to a number equal to your Charisma modifier. Each target must succeed on a Will Save against your spell save DC or be Charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. If a target succeeds on its Save it has no hint that you tried to charm it. Once you use this feature, you can’t use it again until you finish a Short or Long Rest.

  • Glamour Improvement: Mantle of Command

    • You gain the ability to cloak yourself in a fey magic that makes others want to serve you for up to 1 minute, using your Action. While in this cloak you can use your Bonus Action to cast Command without expending a spell slot (regardless of if you have this Spell). This Cloak grants them Disadvantage on this roll and you can cast Command as a bonus action on each of your subsequent turns, without expending a spell slot. While it is in effect. Once you use this feature, you can’t use it again until you finish a long rest.

  • Glamour Improvement: Guarded Mind

    • You are immune to Spells or Effects that would cause the Charmed Condition on you

    • You gain Expertise with Will Saves

  • College of Lore - Those that have pursued the desire to know all things, if only a little at a time, belong to this college. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king. The college's members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another.

    • Lore Feature: Wide Knowledge

      • Select 3 Skills or Tools or Weapons you’re not Proficient with, you are now Proficient with them

    • Lore Feature: Cutting Words

      • At this Level you learn how to use your wit to distract, confuse, and otherwise put others down quickly. When a creature that you can see within 30m of you makes an Attack Roll, an Ability Check, or a Damage Roll, 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, but before it's determined whether it has succeeded or failed, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being Charmed.

    • Lore Improvement: Minor Magical Secrets

      • You can select any 3 Spells from any Spell List, 1 from each of 3rd, 2nd, and 1st Levels along with a Cantrip and add them to your known Spells, These count as Bard Spells for you but not counting against your total number of Spells or Cantrips known

  • College of Puppeteers - When a member of this College utilizes their skills they confuse their enemies, seeking to play them like a puppet. Their illusions are known to be very difficult to tell apart from reality and can move through a crowd with little effort. These illusions proclaim rivalry even with the illusionist wizards of higher institutions and there are those that say even the Divines can’t tell the difference between a Puppeteer’s illusion and their own creations

    • Puppeteer Feature: Unstringed

      • You can see through most illusions. You have a +5 bonus to all Investigation Checks against Illusions, and if there is an Illusion within 2m of you then you can immediately tell there is an Illusion present. You may not be able to tell exactly what thing it’s imitating but you can tell its presence

    • Puppeteer Feature: Pulling the Strings

      • When you cast an Illusion Spell and a Creature must make a Save against it (whether to detect the Illusion or to avoid the effect) and it Fails you can activate extra effects by expending your Reaction. You can only choose 1 of the following effects to trigger per use of this ability, regaining all of these uses after finishing a Long Rest

        • It takes Psychic Damage equal to a roll of your Bardic Inspiration die + your Charisma Modifier

        • It treats the Illusion as Difficult Terrain for the duration

        • It has Disadvantage on its next Save as its stricken by sudden extreme overstimulation

        • If it fails by 5 or more you can inflict the Dazed Condition on them during their next turn

        • If it fails by 5 or more you can inflict the Confused Condition on them during their next turn

    • Puppeteer Improvement: Guarded Illusions

      • If an opponent were to cast Counterspell or Dispel Magic against an Illusion Spell that you cast the Spell is treated as 2 Spell Levels higher than it actually is. In addition, the Illusions you cast have their Spell DC to Investigate them increased by +3

    • Puppeteer Improvement: Piercing Strings

      • Once per Long Rest you can harness your words of puppetry to an enemy you can see within 5m of you. It must make a Will Save to fight off these commanding words vs your Spell Save DC or be Charmed for up to 1 minute.  While it’s Charmed in this way, you have a telepathic link with it as long as the two of you are within 1km. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature", "Run over there", or "Fetch that object". If the creature completes the order and doesn’t receive further direction from you, it defends itself to the best of its ability. You can use your Action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Will Save against the spell. If the saving throw succeeds, the spell ends

  • College of Spirits - These bards seek tales with inherent power-be they legends, histories, or fictions-and bring their subjects to life. Using occult trappings, these bards conjure spiritual embodiments of powerful forces to change the world once more. Such spirits are capricious, though, and what a bard summons isn't always entirely under their control. However the first spirit you form a link to, while very weak, does find you quite enjoyable to be around and so is easy to deal with. 

    • Spirits Feature: Spiritual Guardian

      • Your spirit forms a small trinket sized object on your form, such as a necklace with an animal charm. While holding this spirit you can reach and listen to its guidance. You learn the Guidance cantrip, which doesn’t count against the number of Bard Cantrips you know and for you, it has a range of 30m when you cast it.

    • Spirits Feature: Spiritual Foci

      • Your spirit’s form can be used as your Material Spellcasting Focus by grabbing it. In addition, it can also take the form of a candle, crystal ball, skull, spirit board, or tarot deck at your own discretion. To change its form requires you to spend 10 minutes and 1GP while focusing on this ability

      • In addition whenever you cast a Spell that deals Damage or heals a single target you can roll 1d4 and add that to the roll. This increases to 1d6 at 7th Level

    • Spirits Feature: Spirit Tales

      • While you are holding your Spiritual Focus you gain additional uses of your Bardic Inspiration. You can use your Bonus Action and one die to activate your Spirit Tales, rolling a d12 and looking at the table below to determine its exact effect, which depends on what type of tale this spirit gives you. This effect remains until you use this ability again or until you finish a Short or Long Rest. In addition, you can use your Action to target a Creature you can see within 10m to receive the Spirit Tales’ effect instead. However you can’t do this again until you roll on the table another time

        • 1 - Tale of the Clever Animal

          • For the next 10 minutes, whenever the target makes an Intelligence, a Wisdom, or a Charisma check, the 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 Duelist

          • You make a melee spell attack against the target. On a hit, the 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 within 2m of it gains Shielding 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 10m to an unoccupied space it can see. When the target teleports, it can choose a number of creatures it can see within 10m of it up to your Charisma modifier 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 Shielding equal to a roll of your Bardic Inspiration die + your bard level. While it has this Shielding, the target’s walking speed increases by 5m and it gains a +1 bonus to its AC.

        • 7 - Tale of the Beguiler

          • The target must succeed on a Will Save or take psychic damage equal to two rolls of your Bardic Inspiration die, and the target is incapacitated until the end of its next turn. On a Success it takes only half Damage and is only Dazed

        • 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, 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 target’s choice it can see within 10m must make a Fortitude Save. On a failed save, a 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 is only caught Flat Footed instead

        • 10 - Tale of the Dragon

          • The target spews fire from the mouth in a 10m cone. Each creature in that area must make a Reflex Save, taking fire damage equal to three rolls of your Bardic Inspiration die on a failed save, or half as much damage on a successful one.

        • 11 - Tale of the Angel

          • The target regains HP equal to two rolls of your Bardic Inspiration die + your Charisma modifier, and you end one condition from the following list affecting the target: blinded, dazed, deafened, flat-footed, paralyzed, petrified, or poisoned.

        • 12 - Tale of the Mind-Bender

          • You invoke an incomprehensible fable from an otherworldly being. The target must succeed on an Intelligence saving throw or take psychic damage equal to three rolls of your Bardic Inspiration die and be stunned until the end of its next turn. On a Success it only takes half Damage and is Dazed. 

    • Spirits Improvement: 

      • At 6th level, 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, 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, the spell must be of a level you can cast, and it must be in the school of Divination, Illusion, or Necromancy. The chosen spell counts as a bard spell for you but doesn’t count against the number of bard spells you know. Once you perform the ritual, you can’t do so again until you start a long rest, and you know the chosen spell until you start a long rest

  • College of Swords - You may speak words that inspire and can play music that people love but you still have gotten into the training of someone who can wield a sword at the same time. This group leads at the front of a force, blade in hand as you make your way through enemies with word and sword. However, members who abandon their lives as entertainers have often run into trouble that makes maintaining their normal activities impossible in the face of others’ admonition, though many haven’t seen to care

    • Sword Feature: Warrior Poet

      • You gain Proficiency with Medium Armor, Arming Sword, Bastard Sword, Estoc, Saber, and Short Sword

      • When wielding a one-handed Weapon that you’re Proficient with you don’t need to consider Material Components when casting your Bard Spells unless they mention a gold value

    • Sword Feature: Fighting Style

      • Choose one of the following traits to gain as your style of combat

        • Defensive - You modify your Armor to fit you in a superior way, it has +1 AC when you wear it

        • Duelist - When only wielding a single one-handed Weapon (without the Versatile Property) you gain +4 to that Weapon’s Damage Roll

        • Offensive - Gain +1 to Attack and Damage Rolls with Weapons you are Proficient with

        • Two Weapon Fighting - You can add your Ability Modifier to Damage Rolls made with Weapons in your Off-Hand

    • Sword Feature: Blade Flourish

      • You’ve learned to conduct impressive displays of martial prowess and speed. Whenever you take the Attack action on your turn, and make a Melee Attack with a Weapon you’re Proficient with you can utilize an option below to enhance it. In addition, when you Roll a Natural 20 on a Weapon Attack you gain a Bardic Inspiration Die, however you can only utilize this for a Flourish. You can use a Bardic Inspiration die to utilize any of these effects, but you can use each of these Flourishes once per Long Rest without expending a die.

        • Striking Flourish - You deal additional Damage with this flourish equal to a roll of your Bardic Inspiration Die + your Charisma Modifier

        • Defensive Flourish - You roll your Bardic Inspiration Die and increase your AC by that amount until the end of your next turn. 

        • Inspiring Flourish - You can also add the total to the next Attack Roll of an ally of your choice

        • Mobile Flourish - You can also immediately move up to half your Movement Speed as a part of this Attack Action without provoking Opportunity Attacks

        • Pushing Flourish - You push back your target a number of meters equal to half this roll if they fail a Fortitude Save against your Spell Save DC

        • Slashing Flourish - You also deal this bonus Damage to any other Creature within Melee Range of you using your magic

    • Sword Improvement: Extra Attack

      • When you take the Attack Action you can make 2 Attacks instead of 1

    • Sword Improvement: Swift Flourish

      • When you would normally utilize a Flourish you can do so with a swift one instead but with less power using your Bonus Action. Each time you use your Bonus Action for this ability you can add a d6 to your Weapon Damage, but only once per turn

  • College of Tragedy - This College is a path taken by some bards who tell stories of sorrow and pathos.

    • Tragedy Feature: Poetry in Misery

      • When you join the College of Tragedy at 3rd level, you learn to harness the beauty in failure, finding inspiration in even the most dire twists of fate. Whenever you or an ally within 10m of you rolls a 1 on the d20 for an Attack Roll, an Ability Check, or a Save, you can use your Reaction to soliloquize and regain one expended use of your Bardic Inspiration feature.

    • Tragedy Feature: Sorrowful Fate

      • You have also gained the ability to exploit a foe’s peril to instill deep feelings of sorrow and doom. When you or an ally you can see forces a creature to make a Fortitude or Reflex Save, you can expend one use of your Bardic Inspiration to change the type of Save to a Will Save instead. If the target fails this save, roll a Bardic Inspiration die. The target takes Psychic Damage equal to the result, and is plagued with regret for 1 minute. If the target is reduced to 0 HP during this time and can speak, they are magically compelled to utter darkly poetic final words before succumbing to their injuries. Once you use this feature, you can’t use it again until you finish a Short or Long Rest.

    • Tragedy Improvement: Tale of Hubris

      • You learn to weave a magical narrative that draws out the fatal arrogance of your foes. When a creature scores a Critical Hit against you or an ally within 20m of you that you can see, you can use your Reaction and expend one use of your Bardic Inspiration to target the attacking creature and evoke the story of their downfall. For 1 minute or until the target suffers a Critical Hit, any Weapon Attack against the target scores a Critical Hit on a roll of 18–20.

    • Tragedy Improvement: Unstoppable

      • Your words can twist the power of fate to create triumph from the promise of future despair. When you make an Attack Roll or a Saving Throw, you can gain a +10 bonus to the roll, but the next Attack Roll or Save you make takes a −10 penalty. If not used, this penalty disappears when you finish a Short or Long Rest. You can’t use this feature again until you finish a Short or Long Rest, or until you are reduced to 0 HP

  • College of Valor - These are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn't pass from the world.

    • Valor Feature: Valiant Poet

      • You gain Proficiency with Medium Armor, Shields, and any 3 Martial Weapons of your Choice that don’t have the Heavy Property. You can select an additional Melee Weapon to gain Proficiency with every additional Level you gain in this Class, as long as they don’t have the Heavy Property  

      • You can utilize Weapons that you’re Proficient with as Material Component for your Bard Spells. You can also still use Somatic Components if your off hand is using a Shield 

    • Valor Feature: Charismatic Swordsman

      • You can add half your Charisma Modifier (rounded down) to your Attack and Damage Rolls with Melee Weapons

    • Valor Feature: Combat Inspiration

      • You’ve learned 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 Damage Roll from a Weapon Attack. Alternatively, when an Attack Roll is made against the creature, it can use its Reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack.

    • Valor Improvement: Extra Attack

      • When you take the Attack Action you can make 2 Attacks instead of 1

    • Valor Improvement: Inspiring Swordplay

      • When you make a Melee Weapon Attack you can cast a Bard Cantrip or Spell using your Bonus Action even if the casting time of the Spell is an Action. You can utilize this ability once per Short Rest

  • College of Whispers - Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like any other bard, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats. Many other bards hate the College of Whispers, viewing it as a parasite that uses the bards’ reputation to acquire wealth and power. For this reason, these bards rarely reveal their true nature unless they must. They typically claim to follow some other college, or keep their true nature secret in order to better infiltrate and exploit royal courts and other settings of power.

    • Whispers Feature: Mind Altering Speech

      • When you join the College of Whispers you gain the ability to make your words magically toxic to a creature's mind. You can spend your Bonus Action and a use of Bardic Inspiration to unleash a flurry of words into the mind of a Humanoid that you can see within 30m. They must make a Will Save equal to your Spell Save DC, taking 3d6 Psychic Damage on a Failure or half as much on a Success. In addition, if you hit a creature with a weapon attack, you can expend this ability in the same way, however they do not get a Save if you do so. This increases to 4d6 at 5th and 5d6 at 10th Levels

    • Whispers Feature: Words of Fear

      • 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, you can attempt to seed paranoia and fear into its mind. At the end of the conversation, the target must succeed on a Will Save 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, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. If the target succeeds on its Save, 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 or Long Rest.

    • Whispers Improvement: Mantle of Whispers

      • You gain the ability to adopt a humanoid's persona. When a humanoid dies within 15m of you, 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, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, 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, you 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 an Insight Check contested by your Deception or Performance Check. You can utilize your innate knowledge to gain a +5 to this check. This can be done up to 3 times per shadow you utilize. 

          • Once you capture a shadow with this feature, you can't capture another one with it until you finish a short or long rest

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The Spellblade Class

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The Rogue Class