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A stern Genasi warrior bangs his sword rhythmically against his scale mail, setting the tempo for his war chant and exhorting his companions to bravery and heroism. The magic of his song fortifies and emboldens them.<br> | A stern Genasi warrior bangs his sword rhythmically against his scale mail, setting the tempo for his war chant and exhorting his companions to bravery and heroism. The magic of his song fortifies and emboldens them.<br> | ||
Laughing as she tunes her cittern, a Crystalkin weaves her subtle magic over the assembled nobles, ensuring that her companions’ words will be well received.<br> | Laughing as she tunes her cittern, a Crystalkin weaves her subtle magic over the assembled nobles, ensuring that her companions’ words will be well received.<br> | ||
Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds. | Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds.<br> | ||
Words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of bards is an attempt to snatch and harness those echoes, subtly woven into their spells and powers.<br> | |||
The greatest strength of bards is their sheer versatility. Many bards prefer to stick to the sidelines in combat, using their magic to inspire their allies and hinder their foes from a distance. But bards are capable of defending themselves in melee if necessary, using their magic to bolster their swords and armor. Their spells lean toward charms and illusions rather than blatantly destructive spells. They have a wide-ranging knowledge of many subjects and a natural aptitude that lets them do almost anything well. Bards become masters of the talents they set their minds to perfecting, from musical performance to esoteric knowledge.<br> | |||
True bards are not common in the world. Not every minstrel singing in a tavern or jester cavorting in a royal court is a bard. Discovering the magic hidden in music requires hard study and some measure of natural talent that most troubadours and jongleurs lack. It can be hard to spot the difference between these performers and true bards, though. A bard’s life is spent wandering across the land gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer. But a depth of knowledge, a level of musical skill, and a touch of magic set bards apart from their fellows.<br> | |||
Only rarely do bards settle in one place for long, and their natural desire to travel—to find new tales to tell, new skills to learn, and new discoveries beyond the horizon—makes an adventuring career a natural calling. Every adventure is an opportunity to learn, practice a variety of skills, enter long-forgotten tombs, discover lost works of magic, decipher old tomes, travel to strange places, or encounter exotic creatures. Bards love to accompany heroes to witness their deeds firsthand. A bard who can tell an awe-inspiring story from personal experience earns renown among other bards. Indeed, after telling so many stories about heroes accomplishing mighty deeds, many bards take these themes to heart and assume heroic roles themselves. | |||
{| class="wikitable" | {| class="wikitable" | ||
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'''Hit Dice.''' 1d8 per Bard Level<br> | '''Hit Dice.''' 1d8 per Bard Level<br> | ||
'''1st Level Hitpoints.''' 8 + your Constitution Modifier<br> | '''1st Level Hitpoints.''' 8 + your Constitution Modifier<br> | ||
'''Higher Level Hitpoints.''' 1d8 ( | '''Higher Level Hitpoints.''' 1d8 (increase to 5) + your Constitution Modifier per Bard Level after 1st<br> | ||
'''Armor Proficiencies.''' [[Armor and Weapons#Light Armor|Light Armor]], [[Armor and Weapons#Medium Armor|Medium Armor]], and [[Armor and Weapons#Shields|Shields]]<br> | '''Armor Proficiencies.''' [[Armor and Weapons#Light Armor|Light Armor]], [[Armor and Weapons#Medium Armor|Medium Armor]], and [[Armor and Weapons#Shields|Shields]]<br> | ||
'''Weapon Proficiencies.''' [[Armor and Weapons#Simple|Simple Weapons]], [[Armor and Weapons#Martial Ranged Weapons|Hand Crossbows]], [[Armor and Weapons#Martial Ranged Weapons|Longswords]], [[Armor and Weapons#Martial Ranged Weapons|Rapiers]], [[Armor and Weapons#Martial Ranged Weapons|Sabers]]<br> | '''Weapon Proficiencies.''' [[Armor and Weapons#Simple|Simple Weapons]], [[Armor and Weapons#Martial Ranged Weapons|Hand Crossbows]], [[Armor and Weapons#Martial Ranged Weapons|Longswords]], [[Armor and Weapons#Martial Ranged Weapons|Rapiers]], [[Armor and Weapons#Martial Ranged Weapons|Sabers]]<br> | ||
'''Tool Proficiencies.''' Three of any [[Adventuring Gear#Artisan's Tools|Artisan’s Tools]] or [[Adventuring Gear# | '''Tool Proficiencies.''' Three of any [[Adventuring Gear#Artisan's Tools|Artisan’s Tools]] or [[Adventuring Gear#Tools)|Musical Instruments]]<br> | ||
'''Saving Throw Proficiencies.''' Dexterity and Charisma<br> | '''Saving Throw Proficiencies.''' Dexterity and Charisma<br> | ||
'''Skill Proficiencies.''' Choose any three<br> | '''Skill Proficiencies.''' Choose any three<br> | ||
'''Equipment.''' A [[Armor and Weapons#Simple Melee Weapons|Simple]] or [[Armor and Weapons#Martial Melee Weapons|Martial Melee Weapon]], one [[Equipment Packs|Equipment Pack]], one [[Adventuring Gear# | '''Equipment.''' A [[Armor and Weapons#Simple Melee Weapons|Simple]] or [[Armor and Weapons#Martial Melee Weapons|Martial Melee Weapon]], one [[Equipment Packs|Equipment Pack]], one [[Adventuring Gear#Tools|Musical Instrument]], one [[Adventuring Gear#Tools|Non-Vehicle Tool]] that you are Proficient with, [[Armor and Weapons#Light Armor|Leather Armor]], and a [[Armor and Weapons#Simple Melee Weapons|Dagger]] | ||
<br><br> | <br><br> | ||
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| [[Bard#Bardic College|Bardic College]] || 3rd || You choose your subclass, and gain features at 3rd, 6th, and 14th Level | | [[Bard#Bardic College|Bardic College]] || 3rd || You choose your subclass, and gain features at 3rd, 6th, and 14th Level | ||
|- | |- | ||
| [[Bard#Expertise|Expertise]] || 3rd || You gain Expertise in some Skills and a Tool | | [[Bard#Expertise|Expertise]] || 3rd || You gain Expertise in some Skills and a [[Adventuring Gear#Tools|Tool]] | ||
|- | |- | ||
| [[Bard#Ability Score Improvements|Ability Score Improvements]] || 4th || You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 12th, 16th, and 19th Level | | [[Bard#Ability Score Improvements|Ability Score Improvements]] || 4th || You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 12th, 16th, and 19th Level | ||
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| [[Bard#Font of Inspiration|Font of Inspiration]] || 5th || You don't lose a use of Bardic Inspiration if you roll badly | | [[Bard#Font of Inspiration|Font of Inspiration]] || 5th || You don't lose a use of Bardic Inspiration if you roll badly | ||
|- | |- | ||
| [[Bard#Countercharm|Countercharm]] || 6th || You help your allies resist Charmed and Frightened | | [[Bard#Countercharm|Countercharm]] || 6th || You help your allies resist [[Conditions#Charmed|Charmed]] and [[Conditions#Frightened|Frightened]] | ||
|- | |- | ||
| [[Bard#Expertise|Expertise]] || 10th || You gain Expertise in some Skills and a Tool | | [[Bard#Expertise|Expertise]] || 10th || You gain Expertise in some Skills and a [[Adventuring Gear#Tools|Tool]] | ||
|- | |- | ||
| [[Bard#Magical Secrets|Magical Secrets]] || 10th || You get extra Spells from any class | | [[Bard#Magical Secrets|Magical Secrets]] || 10th || You get extra Spells from any class | ||
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'''Spell Attack Bonus.''' Your Charisma Modifier + Your Proficiency Bonus<br> | '''Spell Attack Bonus.''' Your Charisma Modifier + Your Proficiency Bonus<br> | ||
'''Ritual Casting.''' You can cast any Prepared Spell as a Ritual if it has the Ritual tag.<br> | '''Ritual Casting.''' You can cast any Prepared Spell as a Ritual if it has the Ritual tag.<br> | ||
'''Spellcasting Focus.''' A Musical Instrument<br> | '''Spellcasting Focus.''' A [[Adventuring Gear#Tools|Musical Instrument]]<br> | ||
'''Spell Learning Method.''' You learn one new Spell every even Level and two new Spells every odd Level. | '''Spell Learning Method.''' You learn one new Spell every even Level and two new Spells every odd Level. | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ Spells | |+ [[Bard Spells|Bard Spell List]] | ||
|- | |- | ||
! Level !! Cantrips Known !! Spells Known !! 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th !! 7th !! 8th !! 9th | ! Level !! Cantrips Known !! Spells Known !! 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th !! 7th !! 8th !! 9th | ||
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! Bard Level !! Spell !! Bard Level !! Spell | ! Bard Level !! Spell !! Bard Level !! Spell | ||
|- | |- | ||
| 2nd || Sudden Spark || 12th || 6thlvl | | 2nd || [[Level 1#Sudden Spark|Sudden Spark]] || 12th || 6thlvl | ||
|- | |- | ||
| 4th || Gale Weapons || 14th || 7thlvl | | 4th || [[Level 2#Gale Weapons|Gale Weapons]] || 14th || 7thlvl | ||
|- | |- | ||
| 6th || Barrow Haze || 16th || 8thlvl | | 6th || [[Level 3#Barrow Haze|Barrow Haze]] || 16th || 8thlvl | ||
|- | |- | ||
| 8th || March of Blades || 18th || 9thlvl | | 8th || [[Level 4#March of Blades|March of Blades]] || 18th || 9thlvl | ||
|- | |- | ||
| 10th || Steel Wind Strike || 20th || Idkyet | | 10th || [[Level 5#Steel Wind Strike|Steel Wind Strike]] || 20th || Idkyet | ||
|} | |} | ||
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! Bard Level !! Spell !! Bard Level !! Spell | ! Bard Level !! Spell !! Bard Level !! Spell | ||
|- | |- | ||
| 2nd || Find Familiar || 12th || 6thlvl | | 2nd || [[Level 1#Find Familiar|Find Familiar]] || 12th || 6thlvl | ||
|- | |- | ||
| 4th || Animal Messenger || 14th || 7thlvl | | 4th || [[Level 2#Animal Messenger|Animal Messenger]] || 14th || 7thlvl | ||
|- | |- | ||
| 6th || Vile Swarm || 16th || 8thlvl | | 6th || [[Level 3#Vile Swarm|Vile Swarm]] || 16th || 8thlvl | ||
|- | |- | ||
| 8th || Find Greater Steed || 18th || 9thlvl | | 8th || [[Level 4#Find Greater Steed|Find Greater Steed]] || 18th || 9thlvl | ||
|- | |- | ||
| 10th || Insect Plague || 20th || Idkyet | | 10th || [[Level 5#Insect Plague|Insect Plague]] || 20th || Idkyet | ||
|} | |} | ||
{| class="wikitable" | {| class="wikitable" | ||
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! Bard Level !! Spell !! Bard Level !! Spell | ! Bard Level !! Spell !! Bard Level !! Spell | ||
|- | |- | ||
| 2nd || Grease || 12th || 6thlvl | | 2nd || [[Level 1#Grease|Grease]] || 12th || 6thlvl | ||
|- | |- | ||
| 4th || Continual Flame || 14th || 7thlvl | | 4th || [[Level 2#Continual|Continual Flame]] || 14th || 7thlvl | ||
|- | |- | ||
| 6th || Magnificent Tower|| 16th || 8thlvl | | 6th || [[Level 3#Magnificent Tower|Magnificent Tower]] || 16th || 8thlvl | ||
|- | |- | ||
| 8th || Fabricate || 18th || 9thlvl | | 8th || [[Level 4#Fabricate|Fabricate]] || 18th || 9thlvl | ||
|- | |- | ||
| 10th || Creation || 20th || Idkyet | | 10th || [[Level 5#Creation|Creation]] || 20th || Idkyet | ||
|} | |} | ||
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! Bard Level !! Spell !! Bard Level !! Spell | ! Bard Level !! Spell !! Bard Level !! Spell | ||
|- | |- | ||
| 2nd || Halo of Glory || 12th || 6thlvl | | 2nd || [[Level 1#Halo of Glory|Halo of Glory]] || 12th || 6thlvl | ||
|- | |- | ||
| 4th || Flame Blade || 14th || 7thlvl | | 4th || [[Level 2#Flame Blade|Flame Blade]] || 14th || 7thlvl | ||
|- | |- | ||
| 6th || Crusader's Mantle || 16th || 8thlvl | | 6th || [[Level 3#Crusader's Mantle|Crusader's Mantle]] || 16th || 8thlvl | ||
|- | |- | ||
| 8th || Death Ward || 18th || 9thlvl | | 8th || [[Level 4#Death Ward|Death Ward]] || 18th || 9thlvl | ||
|- | |- | ||
| 10th || Shining Armor || 20th || Idkyet | | 10th || [[Level 5#Shining Armor|Shining Armor]] || 20th || Idkyet | ||
|} | |} | ||
{| class="wikitable" | {| class="wikitable" | ||
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! Bard Level !! Spell !! Bard Level !! Spell | ! Bard Level !! Spell !! Bard Level !! Spell | ||
|- | |- | ||
| 2nd || Inflict Wounds || 12th || 6thlvl | | 2nd || [[Level 1#Inflict Wounds|Inflict Wounds]] || 12th || 6thlvl | ||
|- | |- | ||
| 4th || Blindness/Deafness || 14th || 7thlvl | | 4th || [[Level 2#Blindness/Deafness|Blindness/Deafness]] || 14th || 7thlvl | ||
|- | |- | ||
| 6th || Bloatbomb || 16th || 8thlvl | | 6th || [[Level 3#Bloatbomb|Bloatbomb]] || 16th || 8thlvl | ||
|- | |- | ||
| 8th || Shadow of Moil || 18th || 9thlvl | | 8th || [[Level 4#Shadow of Moil|Shadow of Moil]] || 18th || 9thlvl | ||
|- | |- | ||
| 10th || Enervation || 20th || Idkyet | | 10th || [[Level 5#Enervation|Enervation]] || 20th || Idkyet | ||
|} | |} | ||
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! Bard Level !! Spell !! Bard Level !! Spell | ! Bard Level !! Spell !! Bard Level !! Spell | ||
|- | |- | ||
| 2nd || Hex || 12th || 6thlvl | | 2nd || [[Level 1#Hex|Hex]] || 12th || 6thlvl | ||
|- | |- | ||
| 4th || Spike Growth || 14th || 7thlvl | | 4th || [[Level 2#Spike Growth|Spike Growth]] || 14th || 7thlvl | ||
|- | |- | ||
| 6th || Slow || 16th || 8thlvl | | 6th || [[Level 3#Slow|Slow]] || 16th || 8thlvl | ||
|- | |- | ||
| 8th || Aversion || 18th || 9thlvl | | 8th || [[Level 4#Aversion|Aversion]] || 18th || 9thlvl | ||
|- | |- | ||
| 10th || Babble || 20th || Idkyet | | 10th || [[Level 5#Babble|Babble]] || 20th || Idkyet | ||
|} | |} | ||
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! Bard Level !! Spell !! Bard Level !! Spell | ! Bard Level !! Spell !! Bard Level !! Spell | ||
|- | |- | ||
| 2nd || Goodberry || 12th || 6thlvl | | 2nd || [[Level 1#Goodberry|Goodberry]] || 12th || 6thlvl | ||
|- | |- | ||
| 4th || Prayer of Healing|| 14th || 7thlvl | | 4th || [[Level 2#Prayer of Healing|Prayer of Healing]] || 14th || 7thlvl | ||
|- | |- | ||
| 6th || Tiny Hut || 16th || 8thlvl | | 6th || [[Level 3#Tiny Hut|Tiny Hut]] || 16th || 8thlvl | ||
|- | |- | ||
| 8th || Private Sanctum || 18th || 9thlvl | | 8th || [[Level 4#Private Sanctum|Private Sanctum]] || 18th || 9thlvl | ||
|- | |- | ||
| 10th || Rejuvenate || 20th || Idkyet | | 10th || [[Level 5#Rejuvenate|Rejuvenate]] || 20th || Idkyet | ||
|} | |} | ||
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! Bard Level !! Spell !! Bard Level !! Spell | ! Bard Level !! Spell !! Bard Level !! Spell | ||
|- | |- | ||
| 2nd || Hellish Rebuke || 12th || 6thlvl | | 2nd || [[Level 1#Hellish Rebuke|Hellish Rebuke]] || 12th || 6thlvl | ||
|- | |- | ||
| 4th || Heat Metal || 14th || 7thlvl | | 4th || [[Level 2#Heat Metal|Heat Metal]] || 14th || 7thlvl | ||
|- | |- | ||
| 6th || Bite the Hand|| 16th || 8thlvl | | 6th || [[Level 3#Bite the Hand|Bite the Hand]] || 16th || 8thlvl | ||
|- | |- | ||
| 8th || Fire Shield || 18th || 9thlvl | | 8th || [[Level 4#Fire Shield|Fire Shield]] || 18th || 9thlvl | ||
|- | |- | ||
| 10th || Curse of Befouled Luck || 20th || Idkyet | | 10th || [[Level 5#Curse of Befouled Luck|Curse of Befouled Luck]] || 20th || Idkyet | ||
|} | |} | ||
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! Bard Level !! Spell !! Bard Level !! Spell | ! Bard Level !! Spell !! Bard Level !! Spell | ||
|- | |- | ||
| 2nd || Disguise Self || 12th || 6thlvl | | 2nd || [[Level 1#Disguise Self|Disguise Self]] || 12th || 6thlvl | ||
|- | |- | ||
| 4th || Pass Without Trace || 14th || 7thlvl | | 4th || [[Level 2#Pass Without Trace|Pass Without Trace]] || 14th || 7thlvl | ||
|- | |- | ||
| 6th || Major Image || 16th || 8thlvl | | 6th || [[Level 3#Major Image|Major Image]] || 16th || 8thlvl | ||
|- | |- | ||
| 8th || Phantasmal Killer || 18th || 9thlvl | | 8th || [[Level 4#Phantasmal Killer|Phantasmal Killer]] || 18th || 9thlvl | ||
|- | |- | ||
| 10th || Telepathic Bond || 20th || Idkyet | | 10th || [[Level 5#Telepathic Bond|Telepathic Bond]] || 20th || Idkyet | ||
|} | |} | ||
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! Bard Level !! Spell !! Bard Level !! Spell | ! Bard Level !! Spell !! Bard Level !! Spell | ||
|- | |- | ||
| 2nd || Hunter's Mark || 12th || 6thlvl | | 2nd || [[Level 1#Hunter's Mark|Hunter's Mark]] || 12th || 6thlvl | ||
|- | |- | ||
| 4th || Ashen Memory || 14th || 7thlvl | | 4th || [[Level 2#Ashen Memory|Ashen Memory]] || 14th || 7thlvl | ||
|- | |- | ||
| 6th || Glassee || 16th || 8thlvl | | 6th || [[Level 3#Glassee|Glassee]] || 16th || 8thlvl | ||
|- | |- | ||
| 8th || Divination || 18th || 9thlvl | | 8th || [[Level 4#Divination|Divination]] || 18th || 9thlvl | ||
|- | |- | ||
| 10th || Scrying || 20th || Idkyet | | 10th || [[Level 5#Scrying|Scrying]] || 20th || Idkyet | ||
|} | |} | ||
<br> | <br> | ||
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''3rd and 10th Level Bard Feature''<br> | ''3rd and 10th Level Bard Feature''<br> | ||
Choose two Skills you are Proficient with, but do not have Expertise in. You gain Expertise in those Skills.<br> | Choose two Skills you are Proficient with, but do not have Expertise in. You gain Expertise in those Skills.<br> | ||
Additionally, choose one Set of Tools that you are Proficiency with, but do not have Expertise in. You gain Expertise in that Set of Tools. | Additionally, choose one [[Adventuring Gear#Tools|Set of Tools]] that you are Proficiency with, but do not have Expertise in. You gain Expertise in that [[Adventuring Gear#Tools|Set of Tools]]. | ||
<br><br> | <br><br> | ||
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==== Countercharm ==== | ==== Countercharm ==== | ||
''6th Level Bard Feature''<br> | ''6th Level Bard Feature''<br> | ||
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 creatures of your choice within 30ft of you have Advantage on Saving Throws against being Charmed or Frightened. A creature must be able to hear or see you to gain this benefit. The performance ends early if you are Incapacitated or you end it as a Free Action. | 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 creatures of your choice within 30ft of you have Advantage on Saving Throws against being [[Conditions#Charmed|Charmed]] or [[Conditions#Frightened|Frightened]]. A creature must be able to hear or see you to gain this benefit. The performance ends early if you are [[Conditions#Incapacitated|Incapacitated]] or you end it as a Free Action. | ||
<br><br> | <br><br> | ||
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==== Superior Inspiration ==== | ==== Superior Inspiration ==== | ||
''20th Level Bard Feature''<br> | ''20th Level Bard Feature''<br> | ||
Your well of inspiration grows limitless. You have an unlimited | Your well of inspiration grows limitless. You have an unlimited number of uses for your Bardic Inspiration feature. | ||
<br><br> | <br><br> | ||
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''6th Level College of Creation Feature''<br> | ''6th Level College of Creation Feature''<br> | ||
As an Action, you can animate one Large or smaller non-magical item within 30ft of you that isn’t being worn or carried. The animated item uses the Dancing Item stat block, which uses your Proficiency Bonus (PB). The item is friendly to you and creatures you chose, and obeys your commands. It lives for 1 hour, until it is reduced to 0 Hit Points, or until you die.<br> | As an Action, you can animate one Large or smaller non-magical item within 30ft of you that isn’t being worn or carried. The animated item uses the Dancing Item stat block, which uses your Proficiency Bonus (PB). The item is friendly to you and creatures you chose, and obeys your commands. It lives for 1 hour, until it is reduced to 0 Hit Points, or until you die.<br> | ||
In combat, the item shares your Initiative Score, 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 use a Bonus Action 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.<br> | In combat, the item shares your Initiative Score, 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 use a Bonus Action to command it to take a different Action. That Action can be one in its Stat Block or some other Action. If you are [[Conditions#Incapacitated|Incapacitated]], the item can take any Action of its choice, not just Dodge.<br> | ||
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 do so again. You can have only one item animated by this feature at a time; if you use this Action and already have an item animated from this feature, the first one immediately becomes inanimate. | 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 do so again. You can have only one item animated by this feature at a time; if you use this Action and already have an item animated from this feature, the first one immediately becomes inanimate. | ||
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| [[Bard#Inspirational Dance|Inspirational Dance]] || 3rd || When you Dodge you can use Bardic Inspiration to give an ally Temporary Hit Points, movement that doesn't provoke Opportunity Attacks, or Dodge | | [[Bard#Inspirational Dance|Inspirational Dance]] || 3rd || When you Dodge you can use Bardic Inspiration to give an ally Temporary Hit Points, movement that doesn't provoke Opportunity Attacks, or Dodge | ||
|- | |- | ||
| [[Bard#Entrancing Movement|Entrancing Movement]] || 6th || When you're hit with an Opportunity Attack, the Attacker takes Damage, and you can cast the Charm Person Spell better and for free, and the Irresistible Dance Spell in the same way at 14th Level | | [[Bard#Entrancing Movement|Entrancing Movement]] || 6th || When you're hit with an Opportunity Attack, the Attacker takes Damage, and you can cast the [[Level 1#Charm Person|Charm Person]] Spell better and for free, and the [[Level 6#Irresistible Dance|Irresistible Dance]] Spell in the same way at 14th Level | ||
|- | |- | ||
| [[Bard#Endless Dance|Endless Dance]] || 14th || When you use Inspirational Dance the ally can make an Attack, and you can Dodge and Disengage extremely frequently | | [[Bard#Endless Dance|Endless Dance]] || 14th || When you use Inspirational Dance the ally can make an Attack, and you can Dodge and Disengage extremely frequently | ||
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''6th Level College of Dance Feature''<br> | ''6th Level College of Dance Feature''<br> | ||
Your movements become so graceful that even the most cold-hearted enemies are filled with remorse for having stopped your dance. Whenever a creature hits you with an Opportunity Attack, that creature takes Psychic Damage equal to your Charisma Modifier + half your Bard Level.<br> | Your movements become so graceful that even the most cold-hearted enemies are filled with remorse for having stopped your dance. Whenever a creature hits you with an Opportunity Attack, that creature takes Psychic Damage equal to your Charisma Modifier + half your Bard Level.<br> | ||
In addition, you can use an Action to cast the Charm Person Spell without expending a Spell Slot by weaving the incantation with your dance. When cast the Spell in this way, the target doesn’t have Advantage on the Saving Throw if you’re currently fighting it. When you reach 14th Level in this class, you can choose to cast the Irresistible Dance Spell in this way instead. Once you use this feature to cast a Spell, you can’t do so again until you finish a Long Rest. | In addition, you can use an Action to cast the [[Level 1 #Charm Person|Charm Person]] Spell without expending a Spell Slot by weaving the incantation with your dance. When cast the Spell in this way, the target doesn’t have Advantage on the Saving Throw if you’re currently fighting it. When you reach 14th Level in this class, you can choose to cast the [[Level 6#Irresistible Dance|Irresistible Dance]] Spell in this way instead. Once you use this feature to cast a Spell, you can’t do so again until you finish a Long Rest. | ||
<br><br> | <br><br> | ||
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! Feature !! Level !! Quick Explanation | ! Feature !! Level !! Quick Explanation | ||
|- | |- | ||
| [[Bard#Foreign Relations|Foreign Relations]] || 3rd || You learn some Languages and are better when talking to people with Languages other than Common | | [[Bard#Foreign Relations|Foreign Relations]] || 3rd || You learn some [[Languages]] and are better when talking to people with [[Languages]] other than Common | ||
|- | |- | ||
| [[Bard#Magical Networking|Magical Networking]] || 3rd || You can cast your Spells from your allies spaces, when you do you give that ally Temporary Hit Points | | [[Bard#Magical Networking|Magical Networking]] || 3rd || You can cast your Spells from your allies spaces, when you do you give that ally Temporary Hit Points | ||
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==== Foreign Relations ==== | ==== Foreign Relations ==== | ||
''3rd Level College of Diplomacy Feature''<br> | ''3rd Level College of Diplomacy Feature''<br> | ||
You learn the proper etiquette for handling those from other cultures. You learn three Languages of your choice.<br> | You learn the proper etiquette for handling those from other cultures. You learn three [[Languages]] of your choice.<br> | ||
In addition, whenever you make a Charisma (Deception), Charisma (Persuasion), or Wisdom (Insight) check against a creature you are interacting with in a | In addition, whenever you make a Charisma (Deception), Charisma (Persuasion), or Wisdom (Insight) check against a creature you are interacting with in a [[Languages|Language]] other than Common, as long as it can understand that [[Languages|Language]], you treat any roll of 9 or lower on the die as a 10 in addition to the Advantage granted normally. | ||
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''14th Level College of Diplomacy Feature''<br> | ''14th Level College of Diplomacy Feature''<br> | ||
You can magically compel even your enemies to act cordially towards you. As an Action, you can force up to 5 creatures of your choice within 60ft of you that can see and hear you to make a Wisdom Saving Throw against your Spell Save DC.<br> | You can magically compel even your enemies to act cordially towards you. As an Action, you can force up to 5 creatures of your choice within 60ft of you that can see and hear you to make a Wisdom Saving Throw against your Spell Save DC.<br> | ||
A target automatically succeeds if it can't understand you, but if it shares more than one Language with you, it has Disadvantage on that Save. If a target fails the Save, it becomes Charmed by you and all creatures you choose that it can see within 60ft of you. The creature is Charmed in this way until the end of your next turn if you are fighting the target, if you begin to fight the target, or after 1 hour if you do not fight the target. This effect ends on a target if it notices you or your allies harm it or a creature it is friendly towards.<br> | A target automatically succeeds if it can't understand you, but if it shares more than one [[Languages|Language]] with you, it has Disadvantage on that Save. If a target fails the Save, it becomes [[Conditions#Charmed|Charmed]] by you and all creatures you choose that it can see within 60ft of you. The creature is [[Conditions#Charmed|Charmed]] in this way until the end of your next turn if you are fighting the target, if you begin to fight the target, or after 1 hour if you do not fight the target. This effect ends on a target if it notices you or your allies harm it or a creature it is friendly towards.<br> | ||
While Charmed in this way, each affected creature is convinced you are representing an individual, group, or power offering them fealty, an alliance, or a trade deal in its best interests. They will treat you hospitably, rationalize any of your hostile behaviors as unusual quirks, and try to persuade their allies to welcome you and your 'entourage.'<br> | While [[Conditions#Charmed|Charmed]] in this way, each affected creature is convinced you are representing an individual, group, or power offering them fealty, an alliance, or a trade deal in its best interests. They will treat you hospitably, rationalize any of your hostile behaviors as unusual quirks, and try to persuade their allies to welcome you and your 'entourage.'<br> | ||
Once you use this feature, you can't do so again until you finish a Long Rest. | Once you use this feature, you can't do so again until you finish a Long Rest. | ||
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==== Tragic Flaw ==== | ==== Tragic Flaw ==== | ||
''3rd Level College of Drama Feature''<br> | ''3rd Level College of Drama Feature''<br> | ||
You become adept at identifying the driving motivations of others. If you spend at least one day observing a target creature with whom you share a Language, you learn the creatures' Ideal, Bond, and Flaw. When you make a Charisma (Deception), Charisma or Strength (Intimidation), or Charisma (Persuasion) check against the target you can utilize the information learned this way to improve your chances of success.<br> | You become adept at identifying the driving motivations of others. If you spend at least one day observing a target creature with whom you share a [[Languages|Language]], you learn the creatures' Ideal, Bond, and Flaw. When you make a Charisma (Deception), Charisma or Strength (Intimidation), or Charisma (Persuasion) check against the target you can utilize the information learned this way to improve your chances of success.<br> | ||
For example, you might suggest to a creature whose Flaw is their greed that supplying your party with weapons will lead to a cut of any treasure you acquire, or a creature whose Ideal is the importance of community might be convinced that their town would enjoy boosted morale if your party are supplied with the means to kill the local monster. Any time you fail an Ability Check made in this way, you can expend a use of your Bardic Inspiration, adding a roll of your Bardic Inspiration Die to the Ability Check. | For example, you might suggest to a creature whose Flaw is their greed that supplying your party with weapons will lead to a cut of any treasure you acquire, or a creature whose Ideal is the importance of community might be convinced that their town would enjoy boosted morale if your party are supplied with the means to kill the local monster. Any time you fail an Ability Check made in this way, you can expend a use of your Bardic Inspiration, adding a roll of your Bardic Inspiration Die to the Ability Check. | ||
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You can learn the flaws of a creature quickly to determine the end of their story. You can use an Action to learn information about a creature within 30ft of you as per Tragic Flaw. Once you do so, you can't do so again until you finish a Long Rest.<br> | You can learn the flaws of a creature quickly to determine the end of their story. You can use an Action to learn information about a creature within 30ft of you as per Tragic Flaw. Once you do so, you can't do so again until you finish a Long Rest.<br> | ||
You can use an Action to cause a creature which you know information about per Tragic Flaw to force them to make a Charisma Saving Throw, the target can choose to fail this Save. On a failed Save, choose one of the following fates to choose for the target: | You can use an Action to cause a creature which you know information about per Tragic Flaw to force them to make a Charisma Saving Throw, the target can choose to fail this Save. On a failed Save, choose one of the following fates to choose for the target: | ||
*The target recalls all of the pain it has suffered in its life and becomes Burning 6 (Psychic) that can only decay over time. While Burning | *The target recalls all of the pain it has suffered in its life and becomes [[Conditions#Burning|Burning 6 (Psychic)]] that can only decay over time. While the target is [[Conditions#Burning|Burning]] in this way, it is also [[Conditions#Slowed|Slowed]]. | ||
*The target is purged from its previous tragedy and loss and recovers from up to three Conditions of your choice. | *The target is purged from its previous tragedy and loss and recovers from up to three [[Conditions]] of your choice. | ||
*Binding shackles of fate chain the target, causing it to become Stunned and Restrained until the end of your next turn. | *Binding shackles of fate chain the target, causing it to become [[Conditions#Stunned|Stunned]] and [[Conditions#Restrained|Restrained]] until the end of your next turn. | ||
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==== Cutting Words ==== | ==== Cutting Words ==== | ||
''3rd Level College of Eloquence Feature''<br> | ''3rd Level College of Eloquence Feature''<br> | ||
You learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60ft of you hits on an Attack Roll, succeeds on an Ability Check, deals Damage, or regains Hit Points, you can use your Reaction to expend one use of your Bardic Inspiration, subtracting a number from the result equal to one roll of your Bardic Inspiration Die. The creature is unaffected if it can't see or hear you, or if it's Immune to being Charmed. | You learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60ft of you hits on an Attack Roll, succeeds on an Ability Check, deals Damage, or regains Hit Points, you can use your Reaction to expend one use of your Bardic Inspiration, subtracting a number from the result equal to one roll of your Bardic Inspiration Die. The creature is unaffected if it can't see or hear you, or if it's Immune to being [[Conditions#Charmed|Charmed]]. | ||
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==== Universal Speech ==== | ==== Universal Speech ==== | ||
''6th Level College of Eloquence Feature''<br> | ''6th Level College of Eloquence Feature''<br> | ||
You have gained the ability to make your speech intelligible to any creature. As an Action, choose one or more creatures within 60ft of you, up to a number equal to your Charisma Modifier. For the next hour, the chosen creatures can magically understand you, regardless of the Language you speak.<br> | You have gained the ability to make your speech intelligible to any creature. As an Action, choose one or more creatures within 60ft of you, up to a number equal to your Charisma Modifier. For the next hour, the chosen creatures can magically understand you, regardless of the [[Languages|Language]] you speak.<br> | ||
Once you use this feature, you can’t use it again until you finish a Long Rest, unless you expend a Spell Slot of 1st Level or higher to use it again. | Once you use this feature, you can’t use it again until you finish a Long Rest, unless you expend a Spell Slot of 1st Level or higher to use it again. | ||
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! Feature !! Level !! Quick Explanation | ! Feature !! Level !! Quick Explanation | ||
|- | |- | ||
| [[Bard#College of Flame#Bonus Proficiencies|Bonus Proficiencies]] || 3rd || You get Acrobatics and Performance Proficiencies, and you learn the Fire Bolt Cantrip | | [[Bard#College of Flame#Bonus Proficiencies|Bonus Proficiencies]] || 3rd || You get Acrobatics and Performance Proficiencies, and you learn the [[Cantrips#Fire Bolt|Fire Bolt]] Cantrip | ||
|- | |- | ||
| [[Bard#Where there's Smoke there's Fire|Where there's Smoke there's Fire]] || 3rd || You can make a smoke screen with your Bardic Inspiration and cause enemies to miss and throw Fire | | [[Bard#Where there's Smoke there's Fire|Where there's Smoke there's Fire]] || 3rd || You can make a smoke screen with your Bardic Inspiration and cause enemies to miss and throw the [[Cantrips#Fire Bolt|Fire Bolt]] at it | ||
|- | |- | ||
| [[Bard#Fire Dance|Fire Dance]] || 6th || You can Fire Dance, making you faster and dealing Damage to enemies | | [[Bard#Fire Dance|Fire Dance]] || 6th || You can Fire Dance, making you faster and dealing Damage to enemies | ||
|- | |- | ||
| [[Bard#Fiery Finale|Fiery Finale]] || 14th || When you end your Fire Dance, you can deal Damage to nearby enemies and knock them | | [[Bard#Fiery Finale|Fiery Finale]] || 14th || When you end your Fire Dance, you can deal Damage to nearby enemies and knock them [[Conditions#Prone|Prone]] | ||
|} | |} | ||
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==== Bonus Proficiencies ==== | ==== Bonus Proficiencies ==== | ||
''3rd Level College of Flame Feature''<br> | ''3rd Level College of Flame Feature''<br> | ||
You gain Proficiency in Acrobatics and Performance. Additionally, you learn the Fire Bolt Cantrip, it counts as a Bard Spell for you and does not count against your number of Cantrips Known. | You gain Proficiency in Acrobatics and Performance. Additionally, you learn the [[Cantrips#Fire Bolt|Fire Bolt]] Cantrip, it counts as a Bard Spell for you and does not count against your number of Cantrips Known. | ||
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==== Where there's Smoke there's Fire ==== | ==== Where there's Smoke there's Fire ==== | ||
''3rd Level College of Flame Feature''<br> | ''3rd Level College of Flame Feature''<br> | ||
When an creature you can see attacks another creature, you can use a Reaction to expend a use of your Bardic Inspiration feature and cause a smoke screen to materialize between the enemy and the creature, reducing the result of the Attack by an amount equal to one roll of your Bardic Inspiration Die + your Charisma Modifier. If this causes the target to miss on the Attack, you can cast Fire Bolt as a Free Action targeting that creature. | When an creature you can see attacks another creature, you can use a Reaction to expend a use of your Bardic Inspiration feature and cause a smoke screen to materialize between the enemy and the creature, reducing the result of the Attack by an amount equal to one roll of your Bardic Inspiration Die + your Charisma Modifier. If this causes the target to miss on the Attack, you can cast the [[Cantrips#Fire Bolt|Fire Bolt]] Cantrip as a Free Action targeting that creature. | ||
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==== Fiery Finale ==== | ==== Fiery Finale ==== | ||
''14th Level College of Flame Feature''<br> | ''14th Level College of Flame Feature''<br> | ||
When your Fire Dance ends, all creatures within 15ft of you make a Dexterity Saving Throw against your Spell Save DC, suffering 4d12 Fire Damage and being knocked Prone on a failed Save, or take half as much Damage and not be knocked Prone on a successful Save. | When your Fire Dance ends, all creatures within 15ft of you make a Dexterity Saving Throw against your Spell Save DC, suffering 4d12 Fire Damage and being knocked [[Conditions#Prone|Prone]] on a failed Save, or take half as much Damage and not be knocked [[Conditions#Prone|Prone]] on a successful Save. | ||
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| [[Bard#Hole Cards|Hole Cards]] || 3rd || You have special cards separate from your Hand Of Fate to improve your Attack Rolls, Ability Checks, and Saving Throws | | [[Bard#Hole Cards|Hole Cards]] || 3rd || You have special cards separate from your Hand Of Fate to improve your Attack Rolls, Ability Checks, and Saving Throws | ||
|- | |- | ||
| [[Bard#Royal Flush|Royal Flush]] || 6th || You can use jacks, kings, and queens from your Hand Of Fate to freely cast the Command Spell | | [[Bard#Royal Flush|Royal Flush]] || 6th || You can use jacks, kings, and queens from your Hand Of Fate to freely cast the [[Level 1#Command|Command]] Spell | ||
|- | |- | ||
| [[Bard#Ace in the Hole|Ace in the Hole]] || 14th || Your ace cards are better and all previous abilities improve | | [[Bard#Ace in the Hole|Ace in the Hole]] || 14th || Your ace cards are better and all previous abilities improve | ||
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==== Arcane Deck ==== | ==== Arcane Deck ==== | ||
''3rd Level College of Four Suits Feature''<br> | ''3rd Level College of Four Suits Feature''<br> | ||
You find a way to twist your bardic magic in new ways using the magic of chance. You gain Proficiency and Expertise with Playing Cards as a Gaming Set, and you can use Playing Cards as a Bard Spellcasting Focus.<br> | You find a way to twist your bardic magic in new ways using the magic of chance. You gain Proficiency and Expertise with Playing Cards as a [[Adventuring Gear#General Tools|Gaming Set]], and you can use Playing Cards as a Bard Spellcasting Focus.<br> | ||
In addition, you can transform a set of mundane Playing Cards into a magic one, called an Arcane Deck, using a special ritual while holding the cards. The ritual takes 1 hour, which can be done during a Short or Long Rest. You can then dismiss the Arcane Deck as a Free Action, shunting it into an extra-dimensional space. The Arcane Deck also disappears if it is more than 120ft away from you for 1 minute or more, or if you die.<br> | In addition, you can transform a set of mundane Playing Cards into a magic one, called an Arcane Deck, using a special ritual while holding the cards. The ritual takes 1 hour, which can be done during a Short or Long Rest. You can then dismiss the Arcane Deck as a Free Action, shunting it into an extra-dimensional space. The Arcane Deck also disappears if it is more than 120ft away from you for 1 minute or more, or if you die.<br> | ||
You can summon the Arcane Deck to an empty hand using a Bonus Action. You can replace your Arcane Deck by performing the same ritual on another playing card set. When you do, the previous Arcane Deck becomes a set of non-magical Playing Cards again. The deck appears at your feet if it is in the extra-dimensional space when this happens.<br> | You can summon the Arcane Deck to an empty hand using a Bonus Action. You can replace your Arcane Deck by performing the same ritual on another playing card set. When you do, the previous Arcane Deck becomes a set of non-magical Playing Cards again. The deck appears at your feet if it is in the extra-dimensional space when this happens.<br> | ||
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*'''Fate Change.''' You can choose to forgo rolling a d20 for an Attack Roll, Ability Check, or Saving Throw to play one or more cards from your hand, treating their combined value as the roll of the d20 instead. Once you use this ability, you can’t do so again until you roll Initiative again and draw a new hand. | *'''Fate Change.''' You can choose to forgo rolling a d20 for an Attack Roll, Ability Check, or Saving Throw to play one or more cards from your hand, treating their combined value as the roll of the d20 instead. Once you use this ability, you can’t do so again until you roll Initiative again and draw a new hand. | ||
*'''Trick.''' You can use an Action to send one or more cards from your hand hurtling at another creature that you can see within 30ft of you. This Action has effects based on the suit of the cards used.<br> | *'''Trick.''' You can use an Action to send one or more cards from your hand hurtling at another creature that you can see within 30ft of you. This Action has effects based on the suit of the cards used.<br> | ||
*:'''Clubs or Spades.''' If the cards’ suit is clubs or spades, you make a Ranged Spell Attack against the target using your Spell Attack Bonus. On a hit, the target takes Force Damage equal to the | *:'''Clubs or Spades.''' If the cards’ suit is clubs or spades, you make a Ranged Spell Attack against the target using your Spell Attack Bonus. On a hit, the target takes Force Damage equal to the cards' combined value.<br> | ||
*:'''Diamonds or Hearts.''' If the cards’ suit is diamonds or hearts, the target gains a number of Temporary Hit Points equal to the cards’ combined value, which last for 1 minute or until you use this Trick again. | *:'''Diamonds or Hearts.''' If the cards’ suit is diamonds or hearts, the target gains a number of Temporary Hit Points equal to the cards’ combined value, which last for 1 minute or until you use this Trick again. | ||
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==== Royal Flush ==== | ==== Royal Flush ==== | ||
''6th Level College of Four Suits Feature''<br> | ''6th Level College of Four Suits Feature''<br> | ||
You’ve learned how to draw more magic from your arcane deck and influence those around you. You can use an Action to play a jack, queen, or king card in your Hand of Fate to cast the Command Spell at 1st Level if it was a jack, at 2nd Level if it was a queen, and at 3rd Level if it was a king as a Bard Spell without expending a Spell Slot. Once you play a card in this way, you can’t do so again with that card from any other suit until you finish a Long Rest. In addition, the Range of your Trick feature increases to 60ft. | You’ve learned how to draw more magic from your arcane deck and influence those around you. You can use an Action to play a jack, queen, or king card in your Hand of Fate to cast the [[Level 1#Command|Command]] Spell at 1st Level if it was a jack, at 2nd Level if it was a queen, and at 3rd Level if it was a king as a Bard Spell without expending a Spell Slot. Once you play a card in this way, you can’t do so again with that card from any other suit until you finish a Long Rest. In addition, the Range of your Trick feature increases to 60ft. | ||
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| [[Bard#Mantle of Inspiration|Mantle of Inspiration]] || 3rd || You can use your Bardic Inspiration and give your allies Temporary Hit Points and movement | | [[Bard#Mantle of Inspiration|Mantle of Inspiration]] || 3rd || You can use your Bardic Inspiration and give your allies Temporary Hit Points and movement | ||
|- | |- | ||
| [[Bard#Enthralling Performance|Enthralling Performance]] || 3rd || You can Charm creatures into idolizing you after performing for a minute | | [[Bard#Enthralling Performance|Enthralling Performance]] || 3rd || You can [[Conditions#Charmed|Charm]] creatures into idolizing you after performing for a minute | ||
|- | |- | ||
| [[Bard#Mantle of Majesty|Mantle of Majesty]] || 6th || You can look awesome to freely cast the Command Spell | | [[Bard#Mantle of Majesty|Mantle of Majesty]] || 6th || You can look awesome to freely cast the [[Level 1#Command|Command]] Spell | ||
|- | |- | ||
| [[Bard#Unbreakable Majesty|Unbreakable Majesty]] || 14th || You can look awesome to have foes second-guess attacking you | | [[Bard#Unbreakable Majesty|Unbreakable Majesty]] || 14th || You can look awesome to have foes second-guess attacking you | ||
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==== Enthralling Performance ==== | ==== Enthralling Performance ==== | ||
''3rd Level College of Glamor Feature''<br> | ''3rd Level College of Glamor Feature''<br> | ||
You can charge your performance with enchanting fey magic. If you perform for at least 1 minute, you can attempt to inspire wonder in your audience. At the end of the performance, choose a number of creatures within 60ft of you who watched or listened to the entire performance, up to your Charisma Modifier. Each target must succeed on a Wisdom Saving Throw 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 talks to it, and it hinders anyone who opposes you, although it avoids 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.<br> | You can charge your performance with enchanting fey magic. If you perform for at least 1 minute, you can attempt to inspire wonder in your audience. At the end of the performance, choose a number of creatures within 60ft of you who watched or listened to the entire performance, up to your Charisma Modifier. Each target must succeed on a Wisdom Saving Throw against your Spell Save DC or be [[Conditions#Charmed|Charmed]] by you. While [[Conditions#Charmed|Charmed]] in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids 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.<br> | ||
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. | You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. | ||
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==== Mantle of Majesty ==== | ==== Mantle of Majesty ==== | ||
''6th Level College of Glamor Feature''<br> | ''6th Level College of Glamor Feature''<br> | ||
You gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a Bonus Action you can take on a form of unearthly beauty for 1 minute or until you lose Concentration on the effect. As part of the Bonus Action used to take on this form and as a Bonus Action on subsequent turns, you can can cast the Command Spell as a Bard Spell, without expending a Spell Slot.<br> | You gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a Bonus Action you can take on a form of unearthly beauty for 1 minute or until you lose Concentration on the effect. As part of the Bonus Action used to take on this form and as a Bonus Action on subsequent turns, you can can cast the [[Level 1#Command|Command]] Spell as a Bard Spell, without expending a Spell Slot.<br> | ||
Any creature Charmed by you automatically fails its Saving Throw against the casting of the Command Spell you cast with this feature.<br> | Any creature [[Conditions#Charmed|Charmed]] by you automatically fails its Saving Throw against the casting of the [[Level 1#Command|Command]] Spell you cast with this feature.<br> | ||
Once you use this feature, you can’t use it again until you finish a Long Rest. | Once you use this feature, you can’t use it again until you finish a Long Rest. | ||
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''14th Level College of Glamor Feature''<br> | ''14th Level College of Glamor Feature''<br> | ||
Your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.<br> | Your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.<br> | ||
In addition, as a Bonus Action, you can assume a magically majestic presence for 1 minute or until you are Incapacitated. While you are in this form, when a creature Attacks you for the first time on a turn, that creature must make a Charisma Saving Throw against your Spell Save DC. On a failed Save, that creature can’t Attack you on this turn, and must choose a new target for its Attack, if it cannot choose a new target then the Attack is lost. On a successful Save, the creature can Attack you on this turn, but it has Disadvantage on any Saving Throw it makes against your Spells on your next turn.<br> | In addition, as a Bonus Action, you can assume a magically majestic presence for 1 minute or until you are [[Conditions#Incapacitated|Incapacitated]]. While you are in this form, when a creature Attacks you for the first time on a turn, that creature must make a Charisma Saving Throw against your Spell Save DC. On a failed Save, that creature can’t Attack you on this turn, and must choose a new target for its Attack, if it cannot choose a new target then the Attack is lost. On a successful Save, the creature can Attack you on this turn, but it has Disadvantage on any Saving Throw it makes against your Spells on your next turn.<br> | ||
You can assume this fierce appearance a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. | You can assume this fierce appearance a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. | ||
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==== Unsettling Words ==== | ==== Unsettling Words ==== | ||
''3rd Level College of Lore Feature''<br> | ''3rd Level College of Lore Feature''<br> | ||
You learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60ft of you hits on an Attack Roll, succeeds on an Ability Check, deals Damage, or regains Hit Points, you can use your Reaction to expend one use of your Bardic Inspiration, subtracting a number from the result equal to one roll of your Bardic Inspiration Die. The creature is unaffected if it can't see or hear you, or if it's Immune to being Charmed. | You learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60ft of you hits on an Attack Roll, succeeds on an Ability Check, deals Damage, or regains Hit Points, you can use your Reaction to expend one use of your Bardic Inspiration, subtracting a number from the result equal to one roll of your Bardic Inspiration Die. The creature is unaffected if it can't see or hear you, or if it's Immune to being [[Conditions#Charmed|Charmed]]. | ||
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==== Tireless Showboating ==== | ==== Tireless Showboating ==== | ||
''6th Level College of Machismo Feature''<br> | ''6th Level College of Machismo Feature''<br> | ||
Your drive to impress others allows you to accomplish the positively Heraclean. You gain Proficiency in Strength Saving Throws. Additionally, if you can see a friendly creature that can see you, you cannot be Slowed.<br> | Your drive to impress others allows you to accomplish the positively Heraclean. You gain Proficiency in Strength Saving Throws. Additionally, if you can see a friendly creature that can see you, you cannot be [[Conditions#Slowed|Slowed]].<br> | ||
In addition, you can give yourself Advantage on one Strength Attack, Strength Ability Check, or Strength Saving Throw, but only if you can see a friendly creature within 60ft of you that can see you. If this roll would have Disadvantage, you can ignore it.<br> | In addition, you can give yourself Advantage on one Strength Attack, Strength Ability Check, or Strength Saving Throw, but only if you can see a friendly creature within 60ft of you that can see you. If this roll would have Disadvantage, you can ignore it.<br> | ||
You can use this feature a number of times equal to your Strength Modifier + your Charisma Modifier, regaining expended uses when you finish a Long Rest. | You can use this feature a number of times equal to your Strength Modifier + your Charisma Modifier, regaining expended uses when you finish a Long Rest. | ||
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==== Center of Attention ==== | ==== Center of Attention ==== | ||
''14th Level College of Machismo Feature''<br> | ''14th Level College of Machismo Feature''<br> | ||
You can strike a vainglorious pose that taunts your enemies and provokes their enmity. As a Bonus Action, you can make a Strength (Performance) Check contested by the Wisdom (Insight) Check of a creature within 60ft of you that can see you. Creatures that cannot be Charmed are unaffected.<br> | You can strike a vainglorious pose that taunts your enemies and provokes their enmity. As a Bonus Action, you can make a Strength (Performance) Check contested by the Wisdom (Insight) Check of a creature within 60ft of you that can see you. Creatures that cannot be [[Conditions#Charmed|Charmed]] are unaffected.<br> | ||
If your Check is successful, the target becomes enraged by you until the end of your next turn.<br> | If your Check is successful, the target becomes enraged by you until the end of your next turn.<br> | ||
Creatures enraged in this way cannot make Opportunity Attacks against creatures other than you, and have Disadvantage on Attack Rolls against creatures other than you. If a creature enraged in this way hits a creature friendly to you with an Attack, that creature has Resistance to all Damage dealt by the Attack. | Creatures enraged in this way cannot make Opportunity Attacks against creatures other than you, and have Disadvantage on Attack Rolls against creatures other than you. If a creature enraged in this way hits a creature friendly to you with an Attack, that creature has Resistance to all Damage dealt by the Attack. | ||
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==== Magic Coin ==== | ==== Magic Coin ==== | ||
''3rd Level College of Mercantilism Feature''<br> | ''3rd Level College of Mercantilism Feature''<br> | ||
You know that coins can be just as powerful as the most enthralling rhetoric. Whereas other bards may use words and song as their means for conjuring | You know that coins can be just as powerful as the most enthralling rhetoric. Whereas other bards may use words and song as their means for conjuring Spells, you instead use a simple coin. You can use any coin worth at least 1CP as a Bard Spellcasting Focus.<br> | ||
In addition, you can use an Action to magically fling a coin from your hand at a creature within 60ft of you. Make a Ranged Spell Attack with the coin, using your Charisma Modifier for the attack roll. On a hit, the target takes 1 Bludgeoning Damage and 1d12 Thunder Damage. Immediately after the Attack, the coin returns to your hand. If you score a Critical Hit on the Attack, a platinum coin worth 1PP appears where you store you money.<br> | In addition, you can use an Action to magically fling a coin from your hand at a creature within 60ft of you. Make a Ranged Spell Attack with the coin, using your Charisma Modifier for the attack roll. On a hit, the target takes 1 Bludgeoning Damage and 1d12 Thunder Damage. Immediately after the Attack, the coin returns to your hand. If you score a Critical Hit on the Attack, a platinum coin worth 1PP appears where you store you money.<br> | ||
This attack's Thunder Damage increases by 1d12 when you reach 6th Level (2d12) and 14th Level (3d12). | This attack's Thunder Damage increases by 1d12 when you reach 6th Level (2d12) and 14th Level (3d12). | ||
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==== Money Talks ==== | ==== Money Talks ==== | ||
''6th Level College of Mercantilism Feature''<br> | ''6th Level College of Mercantilism Feature''<br> | ||
You’ve learned how to briefly enchant a coin with divination magic. You can enchant a mundane coin worth at least 1 CP that you’re holding as an Action. A creature holding the coin that knows at least one Language can understand the meaning of any word you speak, and when it speaks, you understand what it says. In addition, you have Advantage on the first Charisma (Persuasion) Check you make when negotiating the value of a good or service with a creature that’s holding or carrying the enchanted coin.<br> | You’ve learned how to briefly enchant a coin with divination magic. You can enchant a mundane coin worth at least 1 CP that you’re holding as an Action. A creature holding the coin that knows at least one [[Languages|Language]] can understand the meaning of any word you speak, and when it speaks, you understand what it says. In addition, you have Advantage on the first Charisma (Persuasion) Check you make when negotiating the value of a good or service with a creature that’s holding or carrying the enchanted coin.<br> | ||
Alternatively, you can use an Action to see and hear through the enchanted coin until the start of your next turn as if you were in the coin’s space. During this time, you are Deafened and Blinded.<br> | Alternatively, you can use an Action to see and hear through the enchanted coin until the start of your next turn as if you were in the coin’s space. During this time, you are [[Conditions#Deafened|Deafened]] and [[Conditions#Blinded|Blinded]].<br> | ||
The coin remains enchanted for 10 minutes or until you end the enchantment early as a Free Action. You can use this feature a number of times equal to your Charisma Modifier, regaining expended uses at the end of a Long Rest. | The coin remains enchanted for 10 minutes or until you end the enchantment early as a Free Action. You can use this feature a number of times equal to your Charisma Modifier, regaining expended uses at the end of a Long Rest. | ||
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! Feature !! Level !! Quick Explanation | ! Feature !! Level !! Quick Explanation | ||
|- | |- | ||
| [[Bard#Answers Given|Answers Given]] || 3rd || You can use Bardic Inspiration to cast the Detect Thoughts Spell freely and detect creatures secrets | | [[Bard#Answers Given|Answers Given]] || 3rd || You can use Bardic Inspiration to cast the [[Level 1#Detect Thoughts|Detect Thoughts]] Spell freely and detect creatures secrets | ||
|- | |- | ||
| [[Bard#Fine-Tuned Ears|Fine-Tuned Ears]] || 3rd || You're better at finding secrets | | [[Bard#Fine-Tuned Ears|Fine-Tuned Ears]] || 3rd || You're better at finding secrets | ||
|- | |- | ||
| [[Bard#Frightful Secrets|Frightful Secrets]] || 6th || You can Frighten nearby creatures | | [[Bard#Frightful Secrets|Frightful Secrets]] || 6th || You can [[Conditions#Frightened|Frighten]] nearby creatures | ||
|- | |- | ||
| [[Bard#Eyes Unveiled|Eyes Unveiled]] || 14th || You gain Truesight | | [[Bard#Eyes Unveiled|Eyes Unveiled]] || 14th || You gain Truesight | ||
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==== Answers Given ==== | ==== Answers Given ==== | ||
''3rd Level College of Mysteries Feature''<br> | ''3rd Level College of Mysteries Feature''<br> | ||
You gain the ability to peer behind the veil and see the truth. While speaking to a creature, you can expend one use of your Bardic Inspiration to peer into its thoughts, non-magically replicating the effects of the the Detect Thoughts Spell for 1 minute. If you probe deeper using an as per the Spell, if the creature fails the Saving Throw, it doesn't realize your infiltrating presence in its mind. When you infiltrate its mind in this way, you gain insight into the nature of any secrets the creature might harbor, rather than its emotional state or reasoning. If the creature succeeds on the Saving Throw, it can feel an intrusive presence in its mind that it can shut off.<br> | You gain the ability to peer behind the veil and see the truth. While speaking to a creature, you can expend one use of your Bardic Inspiration to peer into its thoughts, non-magically replicating the effects of the the [[Level 1#Detect Thoughts|Detect Thoughts]] Spell for 1 minute. If you probe deeper using an as per the Spell, if the creature fails the Saving Throw, it doesn't realize your infiltrating presence in its mind. When you infiltrate its mind in this way, you gain insight into the nature of any secrets the creature might harbor, rather than its emotional state or reasoning. If the creature succeeds on the Saving Throw, it can feel an intrusive presence in its mind that it can shut off.<br> | ||
While you are probing into the creature's secrets, you must hold Concentration on the effect. | While you are probing into the creature's secrets, you must hold Concentration on the effect. | ||
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==== Frightful Secrets ==== | ==== Frightful Secrets ==== | ||
''6th Level College of Mysteries Feature''<br> | ''6th Level College of Mysteries Feature''<br> | ||
You can unveil secrets that frighten the mind. As an Action you emit a low whisper that upsets the ears of anyone that hears it. One creature of your choice within 30ft of you that isn't Deafened must succeed on a Wisdom Saving Throw or become Frightened for 1 minute. While Frightened in this way, that creature must move as far away from you as possible in the safest available route on each of its turns, using the Dash Action, unless there is nowhere to move further, then the creature takes the Dodge Action. At the end of each of its turns, a Frightened creature can repeat the Saving Throw, ending the effect early on a successful Save. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. | You can unveil secrets that frighten the mind. As an Action you emit a low whisper that upsets the ears of anyone that hears it. One creature of your choice within 30ft of you that isn't [[Conditions#Deafened|Deafened]] must succeed on a Wisdom Saving Throw or become [[Conditions#Frightened|Frightened]] for 1 minute. While [[Conditions#Frightened|Frightened]] in this way, that creature must move as far away from you as possible in the safest available route on each of its turns, using the Dash Action, unless there is nowhere to move further, then the creature takes the Dodge Action. At the end of each of its turns, a [[Conditions#Frightened|Frightened]] creature can repeat the Saving Throw, ending the effect early on a successful Save. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. | ||
<br><br> | <br><br> | ||
==== Eyes Unveiled ==== | ==== Eyes Unveiled ==== | ||
''14th Level College of Mysteries Feature''<br> | ''14th Level College of Mysteries Feature''<br> | ||
You gain Truesight out to a Range of 60ft. You can see Invisible creatures or objects, and the true nature of shapeshifted creatures. | You gain Truesight out to a Range of 60ft. You can see [[Conditions#Invisible|Invisible]] creatures or objects, and the true nature of shapeshifted creatures. | ||
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! Feature !! Level !! Quick Explanation | ! Feature !! Level !! Quick Explanation | ||
|- | |- | ||
| [[Bard#College of Swords#Bonus Proficiencies|Bonus Proficiencies]] || 3rd || You get Proficiency with Medium Armor, Sabers, | | [[Bard#College of Swords#Bonus Proficiencies|Bonus Proficiencies]] || 3rd || You get Proficiency with [[Armor and Weapons#Medium Armor|Medium Armor]], [[Armor and Weapons#Martial Ranged Weapons|Sabers]], [[Armor and Weapons#Martial Ranged Weapons|Rapier]], and [[Armor and Weapons#Martial Ranged Weapons|Scimitar]] | ||
|- | |- | ||
| [[Bard#Fighting Style|Fighting Style]] || 3rd || You gain a Fighting Style | | [[Bard#Fighting Style|Fighting Style]] || 3rd || You gain a Fighting Style | ||
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==== Bonus Proficiencies ==== | ==== Bonus Proficiencies ==== | ||
''3rd Level College of Swords Feature''<br> | ''3rd Level College of Swords Feature''<br> | ||
You gain Proficiency with Medium Armor, Sabers, | You gain Proficiency with [[Armor and Weapons#Medium Armor|Medium Armor]], [[Armor and Weapons#Martial Ranged Weapons|Sabers]], [[Armor and Weapons#Martial Ranged Weapons|Rapier]], and [[Armor and Weapons#Martial Ranged Weapons|Scimitar]].<br> | ||
You can use Simple or Martial Melee Weapons you’re Proficient with as a Bard Spellcasting Focus. | You can use [[Armor and Weapons#Simple Melee Weapons|Simple]] or [[Armor and Weapons#Martial Melee Weapons|Martial Melee Weapons]] you’re Proficient with as a Bard Spellcasting Focus. | ||
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==== Extra Attack ==== | ==== Extra Attack ==== | ||
''6th Level College of Swords Feature''<br> | ''6th Level College of Swords Feature''<br> | ||
You can | You can make an additional Attack whenever you take the Attack Action. | ||
<br><br> | <br><br> | ||
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! Feature !! Level !! Quick Explanation | ! Feature !! Level !! Quick Explanation | ||
|- | |- | ||
| [[Bard#College of Tailoring#Bonus Proficiencies|Bonus Proficiencies]] || 3rd || You get Proficiency with Weaver's Tools, Leatherworker's | | [[Bard#College of Tailoring#Bonus Proficiencies|Bonus Proficiencies]] || 3rd || You get Proficiency with [[Adventuring Gear#Artisan's Tools|Weaver's Tools]], [[Adventuring Gear#Artisan's Tools|Leatherworker's]], and [[Adventuring Gear#General Tools|Disguise Kits]], and can use them as a Spellcasting Focus | ||
|- | |- | ||
| [[Bard#Stitch and Weave|Stitch and Weave]] || 3rd || You can use Bardic Inspiration to restrict foes, protect allies, or make a disguise | | [[Bard#Stitch and Weave|Stitch and Weave]] || 3rd || You can use Bardic Inspiration to restrict foes, protect allies, or make a disguise | ||
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==== Bonus Proficiencies ==== | ==== Bonus Proficiencies ==== | ||
''3rd Level College of Tailoring Feature''<br> | ''3rd Level College of Tailoring Feature''<br> | ||
You gain Proficiency in Weaver's Tools, Leatherworker's | You gain Proficiency in [[Adventuring Gear#Artisan's Tools|Weaver's Tools]], [[Adventuring Gear#Artisan's Tools|Leatherworker's]], and [[Adventuring Gear#General Tools|Disguise Kits]].<br> | ||
Additionally, you can use Weaver's Tools, Leatherworker's | Additionally, you can use [[Adventuring Gear#Artisan's Tools|Weaver's Tools]], [[Adventuring Gear#Artisan's Tools|Leatherworker's]], and [[Adventuring Gear#General Tools|Disguise Kits]] as Bard Spellcasting Focuses. | ||
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''3rd Level College of Tailoring Feature''<br> | ''3rd Level College of Tailoring Feature''<br> | ||
You learn how to weave Khaagaazh to restrict your foes, protect your friends, and weave secrets. As a Bonus Action you can expend a use of your Bardic Inspiration and do one of the following of your choice: | You learn how to weave Khaagaazh to restrict your foes, protect your friends, and weave secrets. As a Bonus Action you can expend a use of your Bardic Inspiration and do one of the following of your choice: | ||
*'''Weaver's Binding.''' You choose a creature within 30ft of you, that creature must make a Charisma Saving Throw against your Spell Save DC, on a failed Save that creature is bound by magical glowing thread and is Restrained until the end of your next turn. | *'''Weaver's Binding.''' You choose a creature within 30ft of you, that creature must make a Charisma Saving Throw against your Spell Save DC, on a failed Save that creature is bound by magical glowing thread and is [[Conditions#Restrained|Restrained]] until the end of your next turn. | ||
*'''Leatherworker's Armor.''' You choose a creature within 30ft of you and create plates of magical leather that hover over the target's body. This magical leather lasts for 1 minute or until you or the target dismiss it as a Free Action, it provides an AC of 13 + your Charisma Modifier if the target's AC is less than that. | *'''Leatherworker's Armor.''' You choose a creature within 30ft of you and create plates of magical leather that hover over the target's body. This magical leather lasts for 1 minute or until you or the target dismiss it as a Free Action, it provides an AC of 13 + your Charisma Modifier if the target's AC is less than that. | ||
*'''Trickster's Guise.''' You choose a willing creature within 30ft of you and weave a magical disguise for it. The creature you choose has the benefits of the Disguise Self Spell for 1 hour. | *'''Trickster's Guise.''' You choose a willing creature within 30ft of you and weave a magical disguise for it. The creature you choose has the benefits of the [[Level 1#Disguise Self|Disguise Self]] Spell for 1 hour. | ||
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==== Weaver's Song ==== | ==== Weaver's Song ==== | ||
''14th Level College of Tailoring Feature''<br> | ''14th Level College of Tailoring Feature''<br> | ||
You gain Expertise in Weaver's Tools, Leatherworker's | You gain Expertise in [[Adventuring Gear#Artisan's Tools|Weaver's Tools]], [[Adventuring Gear#Artisan's Tools|Leatherworker's]], and [[Adventuring Gear#General Tools|Disguise Kits]].<br> | ||
Additionally, when you use your Stitch And Weave feature, the options improve in the following ways: | Additionally, when you use your Stitch And Weave feature, the options improve in the following ways: | ||
*'''Weaver's Binding.''' On a failed Save, the target also takes Psychic Damage equal to your Bard Level, and is also Blinded until the end of your next turn. | *'''Weaver's Binding.''' On a failed Save, the target also takes Psychic Damage equal to your Bard Level, and is also [[Conditions#Blinded|Blinded]] until the end of your next turn. | ||
*'''Leatherworker's Armor.''' When a creature hits the target with an Attack and is within 30ft of the target, that creature takes Psychic Damage equal to half your Bard Level. | *'''Leatherworker's Armor.''' When a creature hits the target with an Attack and is within 30ft of the target, that creature takes Psychic Damage equal to half your Bard Level. | ||
*'''Trickster's Guise.''' The target either gains the effects of the Body Double Spell for 1 hour and is able to end the effect as a Free Action, or gains the benefits of the Disguise Self Spell and the Eagle's Splendor option of the Enhance Ability Spell for 1 hour and can end both of these effects as a Free Action. | *'''Trickster's Guise.''' The target either gains the effects of the [[Level 3#Body Double|Body Double]] Spell for 1 hour and is able to end the effect as a Free Action, or gains the benefits of the Disguise Self Spell and the Eagle's Splendor option of the [[Level 2#Enhance Ability|Enhance Ability]] Spell for 1 hour and can end both of these effects as a Free Action. | ||
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! Feature !! Level !! Quick Explanation | ! Feature !! Level !! Quick Explanation | ||
|- | |- | ||
| [[Bard#College of Valor#Bonus Proficiencies|Bonus Proficiencies]] || 3rd || You get Proficiency with Medium Armor, Shields, and Martial Weapons | | [[Bard#College of Valor#Bonus Proficiencies|Bonus Proficiencies]] || 3rd || You get Proficiency with [[Armor and Weapons#Medium Armor|Medium Armor]], [[Armor and Weapons#Shields|Shields]], and [[Armor and Weapons#Martial Weapons|Martial Weapons]] | ||
|- | |- | ||
| [[Bard#Combat Inspiration|Combat Inspiration]] || 3rd || You can use your Bardic Inspiration to have creatures deal extra Damage and give them extra AC | | [[Bard#Combat Inspiration|Combat Inspiration]] || 3rd || You can use your Bardic Inspiration to have creatures deal extra Damage and give them extra AC | ||
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==== Bonus Proficiencies ==== | ==== Bonus Proficiencies ==== | ||
''3rd Level College of Valor Feature''<br> | ''3rd Level College of Valor Feature''<br> | ||
You gain Proficiency with Medium Armor, Shields, and Martial Weapons. | You gain Proficiency with [[Armor and Weapons#Medium Armor|Medium Armor]], [[Armor and Weapons#Shields|Shields]], and [[Armor and Weapons#Martial Weapons|Martial Weapons]]. | ||
<br><br> | <br><br> | ||
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| [[Bard#Psychic Blades|Psychic Blades]] || 3rd || You can use Bardic Inspiration to deal extra Damage when you Attack enemies | | [[Bard#Psychic Blades|Psychic Blades]] || 3rd || You can use Bardic Inspiration to deal extra Damage when you Attack enemies | ||
|- | |- | ||
| [[Bard#Words of Terror|Words of Terror]] || 3rd || You can Frighten creatures you talk to | | [[Bard#Words of Terror|Words of Terror]] || 3rd || You can [[Conditions#Frightened|Frighten]] creatures you talk to | ||
|- | |- | ||
| [[Bard#Face Stealer|Face Stealer]] || 6th || You can disguise yourself | | [[Bard#Face Stealer|Face Stealer]] || 6th || You can disguise yourself | ||
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''3rd Level College of Whispers Feature''<br> | ''3rd Level College of Whispers Feature''<br> | ||
You learn to infuse innocent-seeming words with an insidious magic that can inspire terror.<br> | You learn to infuse innocent-seeming words with an insidious magic that can inspire terror.<br> | ||
If you speak to a creature for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom Saving Throw 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.<br> | If you speak to a creature for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom Saving Throw against your Spell Save DC or be [[Conditions#Frightened|Frightened]] of you or another creature of your choice. The target is [[Conditions#Frightened|Frightened]] in this way for 1 hour, until it is Attacked or Damaged, or until it witnesses its allies being Attacked or Damaged.<br> | ||
If the target succeeds on its Saving Throw, the target has no hint that you tried to Frighten it. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. | If the target succeeds on its Saving Throw, the target has no hint that you tried to [[Conditions#Frightened|Frighten]] it. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. | ||
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You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can't appear as a creature of a different size than you, and your basic shape and arrangement of limbs stays the same. Your clothing and other equipment don’t change in appearance, size, or shape to match your new form. You can’t duplicate the appearance of a creature you’ve never seen.<br> | You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can't appear as a creature of a different size than you, and your basic shape and arrangement of limbs stays the same. Your clothing and other equipment don’t change in appearance, size, or shape to match your new form. You can’t duplicate the appearance of a creature you’ve never seen.<br> | ||
Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have Advantage on any Charisma (Deception) Check you make to avoid detection.<br> | Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have Advantage on any Charisma (Deception) Check you make to avoid detection.<br> | ||
You can use an Action to revert to your natural form, otherwise the transformation lasts until you finish a Long Rest or fall Unconscious | You can use an Action to revert to your natural form, otherwise the transformation lasts until you finish a Long Rest or fall [[Conditions#Unconscious|Unconscious]] | ||
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''14th Level College of Whispers Feature''<br> | ''14th Level College of Whispers Feature''<br> | ||
You gain the ability to weave dark magic into your words and tap into a creature’s deepest fears.<br> | You gain the ability to weave dark magic into your words and tap into a creature’s deepest fears.<br> | ||
As an Action, you magically whisper a phrase that only one creature of your choice within 30ft of you can hear. The target must make a Wisdom Saving Throw against your Spell Save DC. It automatically succeeds if it doesn’t share a Language with you or if it can’t hear you. On a successful Save, your whisper sounds like unintelligible mumbling and has no effect.<br> | As an Action, you magically whisper a phrase that only one creature of your choice within 30ft of you can hear. The target must make a Wisdom Saving Throw against your Spell Save DC. It automatically succeeds if it doesn’t share a [[Languages|Language]] with you or if it can’t hear you. On a successful Save, your whisper sounds like unintelligible mumbling and has no effect.<br> | ||
On a failed Save, the target is Charmed by you for the next 8 hours or until you or your allies Attack it, Damage it, or force it to make a Saving Throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it.<br> | On a failed Save, the target is [[Conditions#Charmed|Charmed]] by you for the next 8 hours or until you or your allies Attack it, Damage it, or force it to make a Saving Throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it.<br> | ||
The Charmed creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.<br> | The [[Conditions#Charmed|Charmed]] creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.<br> | ||
When the effect ends, the creature has no understanding of why it held you in such fear. Once you use this feature, you can’t use it again until you finish a Long Rest. | When the effect ends, the creature has no understanding of why it held you in such fear. Once you use this feature, you can’t use it again until you finish a Long Rest. | ||
<br><br><br> | <br><br><br> |