Bard |
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Bard: Base Class |
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Bard Features |
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Base Traits |
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Hit Points Hit
Dice: 1d8 per bard level Proficiencies and Training Armour: Light
armour Equipment You
start with the following equipment, in addition to the equipment granted by
your background: •
a rapier, a longsword, or any simple
weapon •
a diplomat’s pack or an entertainer’s
pack •
a lute or any other musical instrument •
a leather armour and a dagger |
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Features |
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Bardic Performance You
have a number of bardic performance dice as shown in the Bardic Performance
column on the Bard table. When you gain this feature, your bardic performance
die is a d6. When you reach certain levels in this class, your bardic
performance die increases. It becomes a d8 at 5th level,
a d10 at 10th level, and a d12 at 15th level. Bardic
Performance As
a bonus action, you can expend one of your bardic performance dice to start a
bardic performance. On subsequent turns, you must use your bonus action to
maintain this bardic performance. You can maintain your bardic performance
for up to 1 minute or until you stop concentrating (as if you were
concentrating on a spell). When
you expend a bardic performance die on this ability, you can inspire all
creatures of your choice within 60 feet of you. While under the effect of
your bardic performance, an inspired creature can roll your bardic
performance die and add the result as a bonus to a failed ability check,
attack roll, or saving throw, potentially turning the result into a success.
After a creature has rolled your bardic performance die to turn a roll into a
success or if the creature is no longer within 60 feet of you, the bardic
performance ends for that creature. Bardic Tradition You
can choose a bardic tradition. Your bardic tradition grants you features at
1st, 10th and 14th level. Expertise At
2nd level, Choose two of your skill proficiencies or instruments. You gain
expertise with these skills or instruments. Spellcasting Beginning
at 2nd level, you have learned to untangle and reshape the fabric of reality
in harmony with your wishes and music. Your spells are part of your vast
repertoire, magic that you can tune to different situations. Bard
Spells You
can learn spells from any spell list. Armoured
Casting You
ignore spell failure from armour when you cast bard spells wearing light
armour. Spellcasting
Focus You
can use a musical instrument as a spellcasting focus for your spells. Cantrips You
know two cantrips of your choice from any spell list. You learn additional
cantrips of your choice at higher levels, as shown in the cantrips known
column of the bard table. Spells
Known of 1st Level and Higher 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. For instance, when you reach 5th level in this class, you can
learn one new spell of 1st or 2nd level. Additionally,
when you finish a long rest, you can choose one of the bard spells you know
and replace it with another bard spell, which also must be of a level for
which you have spell slots. 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. Spellcasting
Ability Charisma
is your spellcasting ability for your spells. Your magic comes from the heart
and soul you pour into the performance of your music or oration. 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. Bardic College At
3rd level, you delve into the advanced techniques of a bard college of your
choice that grants you a series of abilities as you advance in levels. The
bardic college you belong to grants you features at 3rd, 6th, and 18th level. Song of Rest Beginning
at 3rd level, you can use soothing music or oration to help revitalize your
wounded allies during a short rest. You and any friendly creature, who can
hear you perform during a short rest, regain hit points equal to a roll
of your bardic performance dice. These regained hit points stack with hit
points regained through other means (such as expending hit dice). Feat At
4th level, you gain a feat from the list of feats. You must meet the
prerequisites for the feat. You
gain an additional feat at 8th, 12th, 16th, and 19th level. Font of Inspiration Beginning
at 5th level, you can expend a spell slot as a bonus action to regain a
number of bardic performance dice equal to the level of the expended spell
slot. Peerless Skill At
5th level, you can choose one of the following skills that you are proficient
with: Acrobatics, Animal Handling, Athletics, Deception, Insight,
Intimidation, Investigation, Medicine, Performance, Persuasion, Sleight of
Hand, and Stealth. Your gain the peerless skill associated with that skill.
You can change your peerless skill choice whenever you finish a long rest. At
17th level, you can select two skills with this feature. Bardic Charms Starting
at 7th level, your bardic performances take on additional magical properties.
When you use your bardic performance, you select a bardic charm that you
know. Any creature under the effect of your bardic performance, gains the
benefit of the bardic charm until the effect ends for that creature. You
also gain the benefits of the same bardic charm while performing, even if you
do not gain the ability to roll the performance die. When
you first get this feature, you learn the following bardic charms:
Jack of All Trades Starting
at 7th level, you can add half your proficiency bonus (rounded down) to
initiative and any ability check you make that doesn’t already include your
proficiency bonus. Inspire Competence At
9th level, you can inspire another creature to push itself beyond its
capabilities. You can use your reaction to expend a bardic performance die
when another creature that can see and hear you within 30 feet of you fails
an ability check, attack roll, or saving throw. Roll the bardic performance
die and add the result as a bonus to the triggering roll potentially turning
the result into a success. You cannot add a bardic performance die to a roll
that already benefits from a bardic performance die. Words of Power At 11th level, you
learn powerful magic. Choose one spell from the power word spell list below.
As you gain levels in this class, you learn an additional spell to cast with
this feature. At 13th, 15th, and 17th level, you can choose one additional
power word spell. When you chose a power word spell, you must choose from the
power word spells available to you at that level. You can cast one of your
known power word spells without expending a spell slot between long rests. Power Word Spells
(choose one)
Additional Bardic Charms At
13th level, you learn additional ‘bardic charms’ options in addition to those
granted by your bardic charms feature. •
Inspire Greatness. Any
creature under the effect of your bardic performance gains temporary hit
points equal to half you bard level (rounded down), for the duration of your
bardic performance. •
Freedom Charm. Any
creature under the effect of your bardic performance can roll the die at any
time to immediately move a number of feet equal to 5 times the roll of the
bardic performance dice. This movement does not provoke opportunity attacks.
When a creature uses the bardic performance dice in this way, it also ends
one effect that reduces its speed or cause the target to be grappled, paralyzed,
or restrained. This also ends the bardic performance for that
creature. This also allows you to roll the performance die in this way. If
you do, the bardic performance end for all creatures afterwards. Inspired Presence At
15th level, at the beginning of your turn, you can select one creature that
becomes inspired by you as if your
were using your bardic performance. This effect lasts until the beginning of
your next turn (where you can inspire another creature). A creature inspired
by this ability rolls a d6 instead of your bardic performance die. Words of Creation At
20th level, you learn all the spells from the list of power word spell list.
In addition, you can cast one spell from this list twice between long rests
instead of once without expending a spell slot. When you cast a spell from
this list, the spell is cast as if you had used a 9th level spell slot to
cast the spell. |