4,244
edits
Line 391: | Line 391: | ||
At 14th level, you gain Truesight out to a range of 60 feet. You can see invisible creatures or objects, and the true nature of shapeshifted creatures. | At 14th level, you gain Truesight out to a range of 60 feet. You can see invisible creatures or objects, and the true nature of shapeshifted creatures. | ||
== College of Swords == | |||
Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right. | Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.<br> | ||
Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade’s talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks. | Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade’s talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks.<br> | ||
Blades who abandon their lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers. | Blades who abandon their lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers. | ||
Bonus Proficiency | ==== Bonus Proficiency ==== | ||
When you join the College of Swords at 3rd level, you gain proficiency with Medium Armor, the Saber, and the Scimitar.<br> | |||
If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells. | If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells. | ||
Fighting Style | ==== Fighting Style ==== | ||
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. | At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.<br> | ||
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. | '''Dueling.''' When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br> | ||
'''Two-Weapon Fighting.''' When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. | |||
==== Blade Flourish ==== | |||
Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn. | At 3rd level, you learn to perform impressive displays of martial prowess and speed.<br> | ||
Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.<br> | |||
'''Defensive Flourish.''' You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.<br> | |||
'''Slashing Flourish.''' You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.<br> | |||
'''Mobile Flourish.''' You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target. | |||
==== Extra Attack ==== | |||
Starting at 6th level, you can perform an additional attack as part of the Attack action.<br> | |||
If you have multiple copies of this feature and achieve a certain level threshold, the number of attacks you can perform increases. At 5th level if you have one copy of the feature, you can perform one extra attack, at 11th level if you have two copies of the feature you can perform two extra attacks, and at 20th level if you have three copies of the feature you can perform three extra attacks. | If you have multiple copies of this feature and achieve a certain level threshold, the number of attacks you can perform increases. At 5th level if you have one copy of the feature, you can perform one extra attack, at 11th level if you have two copies of the feature you can perform two extra attacks, and at 20th level if you have three copies of the feature you can perform three extra attacks. | ||
==== Master’s Flourish ==== | |||
Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die. | |||
=== College of Tragedy === | === College of Tragedy === | ||
Line 418: | Line 423: | ||
These bards are often travelers, looking to experience life to its fullest, with all the highs and lows that journey entails. Members of the College of Tragedy are rarely gregarious performers living for the spotlight. They are more likely to be quiet observers composing heartrending ballads or contemplative poems and saving them for when they will have the greatest impact. | These bards are often travelers, looking to experience life to its fullest, with all the highs and lows that journey entails. Members of the College of Tragedy are rarely gregarious performers living for the spotlight. They are more likely to be quiet observers composing heartrending ballads or contemplative poems and saving them for when they will have the greatest impact. | ||
==== Tragic Flaw ==== | |||
When you join the College of Tragedy at 3rd level, 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 your choice of the creature’s Ideal, Bond, or Flaw. When you make a Charisma (Deception), Charisma (Intimidation), or Charisma (Persuasion) check against the target you can utilize the Ideal, Bond, or Flaw 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 do this you can expend one of your uses of Bardic Inspiration, rolling the Bardic Inspiration die and adding the number rolled to the ability check. You can wait until after you roll to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. | 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 do this you can expend one of your uses of Bardic Inspiration, rolling the Bardic Inspiration die and adding the number rolled to the ability check. You can wait until after you roll to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. | ||
==== Katharsis ==== | |||
Also at 3rd level, you learn to guide grief into a powerful rallying force. If an ally you can see within 60 feet of you is reduced to 0 hit points, you can expend one of your uses of Bardic Inspiration as a reaction and inspire an additional creature when you use your Bardic Inspiration. All other restrictions of the Bardic Inspiration feature still apply. | |||
==== Reversal of Fortune ==== | |||
At 6th level, you gain the ability to magically influence the course of a creature’s fate. Your Bardic Inspiration feature now allows you to inspire unconscious creatures who currently have 0 hit points. In addition, you can use your bonus action to expend one of your uses of Bardic Inspiration to choose one creature within 30 feet of you who can hear you and give it vulnerability to the damage type of your choice until the beginning of your next turn. If the creature is resistant to the chosen damage type, it instead loses its resistance. If the creature is immune to the chosen damage type, it instead has its immunity reduced to resistance. | |||
==== Shared Adversity ==== | |||
At 14th level, your tales of hardship and heroism are retold by those around you as they aid each other through difficult burdens. A creature that has a Bardic Inspiration die from you can transfer it to another creature within 10 feet of them as a bonus action. | |||
== College of Valor == | |||
Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn’t pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old. | Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn’t pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old. | ||
==== Bonus Proficiencies ==== | |||
When you join this college at 3rd level, you gain proficiency with medium armor, shields, and martial weapons. | |||
==== Combat Inspiration ==== | |||
Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses. | |||
==== Extra Attack ==== | |||
Starting at 6th level, you can perform an additional attack as part of the Attack action.<br> | |||
If you have multiple copies of this feature and achieve a certain level threshold, the number of attacks you can perform increases. At 5th level if you have one copy of the feature, you can perform one extra attack, at 11th level if you have two copies of the feature you can perform two extra attacks, and at 20th level if you have three copies of the feature you can perform three extra attacks. | If you have multiple copies of this feature and achieve a certain level threshold, the number of attacks you can perform increases. At 5th level if you have one copy of the feature, you can perform one extra attack, at 11th level if you have two copies of the feature you can perform two extra attacks, and at 20th level if you have three copies of the feature you can perform three extra attacks. | ||
==== Battle Magic ==== | |||
At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action. | |||
== College of Whispers == | |||
Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats. | Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats. | ||
Many other bards hate the College of Whispers, viewing it as a parasite that uses a bard’s reputation to acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts and other settings of power. | Many other bards hate the College of Whispers, viewing it as a parasite that uses a bard’s reputation to acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts and other settings of power. | ||
==== Psychic Blades ==== | |||
When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn. | When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature’s mind.<br> | ||
When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn.<br> | |||
The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level. | The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level. | ||
==== Words of Terror ==== | |||
If you speak to a humanoid alone 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. | At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.<br> | ||
If you speak to a humanoid alone 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 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 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. | ||
==== Mantle of Whispers ==== | |||
You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action. | At 6th level, you gain the ability to adopt a humanoid’s persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.<br> | ||
While you’re in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn’t include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories. | You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action.<br> | ||
While you’re in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn’t include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.<br> | |||
Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check. You can capture a number of shadows with this feature equal to your proficiency bonus, regaining expended uses when you finish a long rest. | Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check. You can capture a number of shadows with this feature equal to your proficiency bonus, regaining expended uses when you finish a long rest. | ||
==== Shadow Lore ==== | |||
As an action, you magically whisper a phrase that only one creature of your choice within 30 feet 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 saving throw, your whisper sounds like unintelligible mumbling and has no effect. | At 14th level, you gain the ability to weave dark magic into your words and tap into a creature’s deepest fears.<br> | ||
On a failed saving throw, 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. | As an action, you magically whisper a phrase that only one creature of your choice within 30 feet 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 saving throw, your whisper sounds like unintelligible mumbling and has no effect.<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. | On a failed saving throw, 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> | ||
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> | |||
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. | ||