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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]] | ||
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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. | ||
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| 4th || [[Level 2#Animal Messenger|Animal Messenger]] || 14th || 7thlvl | | 4th || [[Level 2#Animal Messenger|Animal Messenger]] || 14th || 7thlvl | ||
|- | |- | ||
| 6th || [[Level 3#Vile Swarm|Vile Swarm] || 16th || 8thlvl | | 6th || [[Level 3#Vile Swarm|Vile Swarm]] || 16th || 8thlvl | ||
|- | |- | ||
| 8th || [[Level 4#Find Greater Steed|Find Greater Steed] || 18th || 9thlvl | | 8th || [[Level 4#Find Greater Steed|Find Greater Steed]] || 18th || 9thlvl | ||
|- | |- | ||
| 10th || [[Level 5#Insect Plague|Insect Plague] || 20th || Idkyet | | 10th || [[Level 5#Insect Plague|Insect Plague]] || 20th || Idkyet | ||
|} | |} | ||
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| 2nd || [[Level 1#Hex|Hex]] || 12th || 6thlvl | | 2nd || [[Level 1#Hex|Hex]] || 12th || 6thlvl | ||
|- | |- | ||
| 4th || [[Level | | 4th || [[Level 2#Spike Growth|Spike Growth]] || 14th || 7thlvl | ||
|- | |- | ||
| 6th || [[Level 3#Slow|Slow]] || 16th || 8thlvl | | 6th || [[Level 3#Slow|Slow]] || 16th || 8thlvl | ||
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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]]. | ||
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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. | ||
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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 [[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> | 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 [[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> | 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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==== 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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| [[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 [[Level 1#Command|Command]] Spell | | [[Bard#Mantle of Majesty|Mantle of Majesty]] || 6th || You can look awesome to freely cast the [[Level 1#Command|Command]] Spell | ||
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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 [[Conditions#Deafened|Deafened]] and [[Conditions#Blinded|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#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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! 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]]. | ||
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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 [[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> | 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 [[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> | 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> |