Bard: Difference between revisions

209 bytes added ,  15:09, 28 December 2022
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'''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#Musical Instruments (15GP, 3lbs)|Musical Instruments]]<br>
'''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#Musical Instruments (15GP, 3lbs)|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]]
'''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
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|-
| [[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]]
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|-
| [[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
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|-
| [[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]]
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|-
| [[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]]
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|-
| [[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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''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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