BARD


We built this city. We built this city.

With tails of magic, a bag full of razor sharp daggers, and a syncopated rhyme styles, bards are unique among the adventuring folk of the Nether Regionz. Most are eccentric. Only green candy on their riders. Verbal tradition. Manipulate sound waves to bend the wills of your enemies, or blast them right in the face. Psychic, necrotic or force damage depending on your musical style and overall aesthetic. Get your fellow party members pumped with a classic break-beat or screaming riff. Bringing in the funk. 
Instruments of choice: keytar, marching drums, electric guitar, laser harp, lyricon, or theremin. 

As a bard, you gain the following Class Features.

Hit Points
Hit Dice: 1d8 per bard level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st

Starting Proficiencies
You are proficient with the following items, in addition to any proficiencies provided by your race or Background.

Armor: Light armor
Weapons: Simple weapons, pistols, longswords, rapiers, shortswords
Tools: Musical instrument of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose any three.

Starting Equipment
You start with the following items, plus anything provided by your Background.

• (a) a laser pistol, (b) a longsword, or (c) any simple weapon
• (a) a Diplomat's Pack or (b) an Entertainer's Pack
• (a) a keytar or (b) any other musical instrument
• Light Armor, and a Dagger

The Bard

LevelProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6thSonic Damage
1st+2Spellcasting, Bardic Inspiration (d6)22
2nd+2Song of Rest (d6), Jack of All Trades23
3rd+2Sonic Damage 15' Cone, Expertise2421d6
4th+2Ability Score Improvement3431d6
5th+3Bardic Inspiration (d8)34322d6
6th+3Countercharm34332d6
7th+3Sonic Damage '30 Cone343312d8
8th+3Ability Score Improvement343323d6
9th+4Song of Rest (d8)3433313d6
10th+4Bardic Inspiration (d10), Expertise4433323d8
11th+4Sonic Damage 45' Cone44333214d6
12th+4Ability Score Improvement44333224d8
Spellcasting
Harnessing the innate power that is sound, you can organize the waves to cast spells. You must be able to play your instrument in order to cast.

Cantrips
At 1st level, you know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the bard table.

Preparing and Casting Spells
The bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these bard 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.

You've rehearsed the list of bard spells that are available for you to cast, choosing from the bard spell list. When you do so, choose a number of bard spells equal to your Charisma modifier + your bard level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level bard, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of rehearsed spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level ar 2nd-level slot. Casting the spell doesn't remove it from your list of rehearsed spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of bard spells requires time spent going over the notes for each spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Charisma is your spellcasting ability for your bard spells. You use your charisma whenever a 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 bard spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus
You can use your musical instrument of choice (see "Equipment") as a spellcasting focus for your bard spells.


Bardic Inspiration
You can 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, a d6.

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 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 (a minimum of once). 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, and a d12 at 15th level.

Jack of All Trades
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Song of Rest
Beginning at 2nd level, if you or any friendly creatures who can hear you make a performance regain hit points by spending hit dice at the end of the short rest, 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.

Sonic Damage
Beginning at 3rd level, you thrash so hard on your instrument of choice that you can manipulate the sound waves to inflict damage on a target. Select from psychic, force, or necrotic damage type that suits your character's musical stylings and overall aesthetic. You can use an action to direct a 15' cone of reality bending funk upon striking a particular chord. Constitution save to take half damage.

The cone increases to 30' at 7th level and 45' at 11th level.

Expertise
At 3rd 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, you can choose another two skill proficiencies to gain this benefit.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Countercharm
At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you 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).

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