Bard: Difference between revisions

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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
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| [[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
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| [[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.
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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 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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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 from this feature, the target is Slowed.
*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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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
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| [[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
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| [[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 Bolts at them
| [[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
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| [[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
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| [[Bard#Fiery Finale|Fiery Finale]] || 14th || When you end your Fire Dance, you can deal Damage to nearby enemies and knock them prone
| [[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
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| [[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
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| [[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 cards’ combined value.<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 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#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 Charm creatures into idolizing you after performing for a minute
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| [[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
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| [[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 spells, you instead use a simple coin. You can use any coin worth at least 1CP as a Bard Spellcasting Focus.<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 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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''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 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
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|-
| [[Bard#Frightful Secrets|Frightful Secrets]] || 6th || You can Frighten nearby creatures
| [[Bard#Frightful Secrets|Frightful Secrets]] || 6th || You can [[Conditions#Frightened|Frighten]] nearby creatures
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|-
| [[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.
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==== 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 Tailoring#Bonus Proficiencies|Bonus Proficiencies]] || 3rd || You get Proficiency with Weaver's Tools, Leatherworker's Tools, and Disguise Kits, and can use them as a Spellcasting Focus
| [[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 Tools, and Disguise Kits.<br>
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 Tools, and Disguise Kits as Bard Spellcasting Focuses.
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 Tools, and Disguise Kits.<br>
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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| [[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
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| [[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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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 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.
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