Bard: Difference between revisions
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'''Bardic Inspiration.''' Starting at 1st level, you can inspire others through stirring words or music. As a bonus action on your turn, choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die. | |||
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is used. A creature can have only one Bardic Inspiration die at a time. | |||
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. | |||
Your Bardic Inspiration die is a d6, and increases when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. | |||
'''Jack of All Trades.''' Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that you are not proficient in or have expertise in. | |||
'''Song of Rest.''' Beginning at 2nd level you can use soothing music or oration to help revitalize your wounded allies. You can spend a minute performing, after the minute, you expend a use of your Bardic Inspiration, if you do, all creatures of your choice within 30ft who can hear you regain a number of hit points equal to one roll of your Bardic Inspiration die + your Charisma Modifier. | |||
'''Magical Inspiration.''' At 3rd level, if a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost. | |||
'''Bard College.''' At 3rd level, you delve into the advanced techniques of a bard college of your choice. Your choice grants you features at 3rd level and again at 6th and 14th level. | |||
'''Expertise.''' At 3rd level, choose two skills that you are proficient with, but do not have expertise in. You gain [[expertise]] in the chosen skills. | |||
'''Ability Score Improvements.''' When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can take a [[feat]] instead of taking this increase to ability scores. | |||
'''Font of Inspiration.''' At 5th level, your well of inspiration increases. You can use your Bardic Inspiration a number of times equal to your Charisma modifier (minimum of 1) + your proficiency bonus. | |||
'''Countercharm.''' At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it as a free action. | |||
'''Greater Rest.''' At 9th level, your ability to soothe your allies improves, any creature below half health heals twice the total from your Song of Rest. | |||
'''Expertise.''' At 10th level, choose two skills that you are proficient with, but do not have expertise in. You gain expertise in the chosen skills, your proficiency bonus is doubled for any ability check you make with a skill you have expertise in. | |||
'''Magical Secrets.''' By 10th level, you have explored magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, or a cantrip. | |||
The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. | |||
'''Magical Secrets.''' By 14th level, you have explored magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, or a cantrip. | |||
The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. | |||
'''Self-Inspiring.''' At 17th level, your well of inspiration inspires and improves yourself. Whenever you expend a use of Bardic Inspiration, you gain a Bardic Inspiration die. | |||
'''Magical Secrets.''' By 18th level, you have explored magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, or a cantrip. | |||
The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. | |||
'''Superior Inspiration.''' At 20th level, whenever you expend a use of Bardic Inspiration, you can choose a creature that you can hear within 60 feet of you, that creature gains a Bardic Inspiration die. |
Revision as of 02:46, 22 July 2022
Bard
Bards gets their magic from the great Bahumat, who values creativity and beauty. They are decently common and most cities home to metallic dragons have a place for Bards to train.
Level | Proficiency Bonus | Features | Experience Points |
---|---|---|---|
1st | +2 | Bardic Inspiration (d6), Spellcasting | 0 |
2nd | +2 | Song of Rest, Jack of all Trades | 300 |
3rd | +2 | Bard College, Expertise | 1,000 |
4th | +2 | Ability Score Improvement | 3,000 |
5th | +3 | Bardic Inspiration (d8), Font of Inspiration | 6,000 |
6th | +3 | Bard College Feature Countercharm | 10,000 |
7th | +3 | - | 20,000 |
8th | +3 | Ability Score Improvement | 40,000 |
9th | +4 | Greater Rest | 60,000 |
10th | +4 | Bardic Inspiration (d10), Expertise, Magical Secrets | 80,000 |
11th | +4 | - | 100,000 |
12th | +4 | Ability Score Improvement | 120,000 |
13th | +5 | - | 140,000 |
14th | +5 | Magical Secrets | 160,000 |
15th | +5 | Bardic Inspiration (d12) | 180,000 |
16th | +5 | Ability Score Improvement | 200,000 |
17th | +6 | Self-Inspiration | 225,000 |
18th | +6 | Magical Secrets | 250,000 |
19th | +6 | Ability Score Improvement | 300,000 |
20th | +6 | Superior Inspiration | 350,000 |
Class Information.
- Hit Dice. 1d8 per bard level
- 1st Level Hitpoints. 8 + your Constitution modifier
- Higher Level Hitpoints. 1d8 (or 5) + your Constitution modifier per bard level after 1st
- Armor Proficiencies. Light Armor, Medium Armor, and Shields
- Weapon Proficiencies. Simple weapons, hand crossbows, longswords, rapiers, shortswords
- Tool Proficiencies. Three of any Artisan’s Tools or Musical Instruments
- Saving Throw Proficiencies. Dexterity and Charisma.
- Skill Proficiencies. Choose any three.
- Equipment. A Simple or Martial melee weapon (suggested: Rapier or Longsword), one Equipment Pack (suggested: Diplomat’s Pack), one Musical Instrument, one non-vehicle tool that you are proficient with, leather armor, and a dagger.
Spellcasting. You gain the ability to cast spells at 1st level.
- Spellcasting Ability. Charisma
- Spell Save DC. 8 + Your Proficiency Bonus + Your Charisma Modifier
- Spell Attack Bonus. Proficiency Bonus + Your Charisma Modifier
- Ritual Casting. You can cast any prepared spell as a ritual if it has the ritual tag.
- Spellcasting Focus. A Musical Instrument or a Set of Artisan’s Tools
- Spell Learning Method. You learn one new spell every even level and two new spells every odd level.
Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2 | 4 | 2 | - | - | - | - | - | - | - | - |
2nd | 2 | 5 | 3 | - | - | - | - | - | - | - | - |
3rd | 2 | 7 | 4 | 2 | - | - | - | - | - | - | - |
4th | 3 | 8 | 4 | 3 | - | - | - | - | - | - | - |
5th | 3 | 10 | 4 | 3 | 2 | - | - | - | - | - | - |
6th | 3 | 11 | 4 | 3 | 3 | - | - | - | - | - | - |
7th | 3 | 13 | 4 | 3 | 3 | 1 | - | - | - | - | - |
8th | 3 | 14 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9th | 3 | 16 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
10th | 4 | 17 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11th | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12th | 4 | 20 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13th | 4 | 22 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
14th | 4 | 23 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15th | 4 | 25 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
16th | 26 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | - |
17th | 28 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | 1 |
18th | 29 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | 1 |
19th | 31 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | 1 |
20th | 32 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | 1 |
Bardic Inspiration. Starting at 1st level, you can inspire others through stirring words or music. As a bonus action on your turn, choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is used. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die is a d6, and increases when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Jack of All Trades. Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that you are not proficient in or have expertise in.
Song of Rest. Beginning at 2nd level you can use soothing music or oration to help revitalize your wounded allies. You can spend a minute performing, after the minute, you expend a use of your Bardic Inspiration, if you do, all creatures of your choice within 30ft who can hear you regain a number of hit points equal to one roll of your Bardic Inspiration die + your Charisma Modifier.
Magical Inspiration. At 3rd level, if a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.
Bard College. At 3rd level, you delve into the advanced techniques of a bard college of your choice. Your choice grants you features at 3rd level and again at 6th and 14th level.
Expertise. At 3rd level, choose two skills that you are proficient with, but do not have expertise in. You gain expertise in the chosen skills.
Ability Score Improvements. When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can take a feat instead of taking this increase to ability scores.
Font of Inspiration. At 5th level, your well of inspiration increases. You can use your Bardic Inspiration a number of times equal to your Charisma modifier (minimum of 1) + your proficiency bonus.
Countercharm. At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it as a free action.
Greater Rest. At 9th level, your ability to soothe your allies improves, any creature below half health heals twice the total from your Song of Rest.
Expertise. At 10th level, choose two skills that you are proficient with, but do not have expertise in. You gain expertise in the chosen skills, your proficiency bonus is doubled for any ability check you make with a skill you have expertise in.
Magical Secrets. By 10th level, you have explored magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, or a cantrip. The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.
Magical Secrets. By 14th level, you have explored magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, or a cantrip. The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.
Self-Inspiring. At 17th level, your well of inspiration inspires and improves yourself. Whenever you expend a use of Bardic Inspiration, you gain a Bardic Inspiration die.
Magical Secrets. By 18th level, you have explored magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, or a cantrip. The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.
Superior Inspiration. At 20th level, whenever you expend a use of Bardic Inspiration, you can choose a creature that you can hear within 60 feet of you, that creature gains a Bardic Inspiration die.