Bard: Difference between revisions

110 bytes added ,  18:06, 28 December 2022
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
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| [[Bard#Foreign Relations|Foreign Relations]] || 3rd || You learn some Languages and are better when talking to people with Languages other than Common
| [[Bard#Foreign Relations|Foreign Relations]] || 3rd || You learn some [[Languages]] and are better when talking to people with [[Languages]] other than Common
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| [[Bard#Magical Networking|Magical Networking]] || 3rd || You can cast your Spells from your allies spaces, when you do you give that ally Temporary Hit Points
| [[Bard#Magical Networking|Magical Networking]] || 3rd || You can cast your Spells from your allies spaces, when you do you give that ally Temporary Hit Points
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==== Foreign Relations ====
==== Foreign Relations ====
''3rd Level College of Diplomacy Feature''<br>
''3rd Level College of Diplomacy Feature''<br>
You learn the proper etiquette for handling those from other cultures. You learn three Languages of your choice.<br>
You learn the proper etiquette for handling those from other cultures. You learn three [[Languages]] of your choice.<br>
In addition, whenever you make a Charisma (Deception), Charisma (Persuasion), or Wisdom (Insight) check against a creature you are interacting with in a language other than Common, as long as it can understand that Language, you treat any roll of 9 or lower on the die as a 10 in addition to the Advantage granted normally.
In addition, whenever you make a Charisma (Deception), Charisma (Persuasion), or Wisdom (Insight) check against a creature you are interacting with in a [[Languages|Language]] other than Common, as long as it can understand that [[Languages|Language]], you treat any roll of 9 or lower on the die as a 10 in addition to the Advantage granted normally.
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''14th Level College of Diplomacy Feature''<br>
''14th Level College of Diplomacy Feature''<br>
You can magically compel even your enemies to act cordially towards you. As an Action, you can force up to 5 creatures of your choice within 60ft of you that can see and hear you to make a Wisdom Saving Throw against your Spell Save DC.<br>
You can magically compel even your enemies to act cordially towards you. As an Action, you can force up to 5 creatures of your choice within 60ft of you that can see and hear you to make a Wisdom Saving Throw against your Spell Save DC.<br>
A target automatically succeeds if it can't understand you, but if it shares more than one Language with you, it has Disadvantage on that Save. If a target fails the Save, it becomes [[Conditions#Charmed|Charmed]] by you and all creatures you choose that it can see within 60ft of you. The creature is [[Conditions#Charmed|Charmed]] in this way until the end of your next turn if you are fighting the target, if you begin to fight the target, or after 1 hour if you do not fight the target. This effect ends on a target if it notices you or your allies harm it or a creature it is friendly towards.<br>
A target automatically succeeds if it can't understand you, but if it shares more than one [[Languages|Language]] with you, it has Disadvantage on that Save. If a target fails the Save, it becomes [[Conditions#Charmed|Charmed]] by you and all creatures you choose that it can see within 60ft of you. The creature is [[Conditions#Charmed|Charmed]] in this way until the end of your next turn if you are fighting the target, if you begin to fight the target, or after 1 hour if you do not fight the target. This effect ends on a target if it notices you or your allies harm it or a creature it is friendly towards.<br>
While [[Conditions#Charmed|Charmed]] in this way, each affected creature is convinced you are representing an individual, group, or power offering them fealty, an alliance, or a trade deal in its best interests. They will treat you hospitably, rationalize any of your hostile behaviors as unusual quirks, and try to persuade their allies to welcome you and your 'entourage.'<br>
While [[Conditions#Charmed|Charmed]] in this way, each affected creature is convinced you are representing an individual, group, or power offering them fealty, an alliance, or a trade deal in its best interests. They will treat you hospitably, rationalize any of your hostile behaviors as unusual quirks, and try to persuade their allies to welcome you and your 'entourage.'<br>
Once you use this feature, you can't do so again until you finish a Long Rest.
Once you use this feature, you can't do so again until you finish a Long Rest.
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==== Tragic Flaw ====
==== Tragic Flaw ====
''3rd Level College of Drama Feature''<br>
''3rd Level College of Drama Feature''<br>
You become adept at identifying the driving motivations of others. If you spend at least one day observing a target creature with whom you share a Language, you learn the creatures' Ideal, Bond, and Flaw. When you make a Charisma (Deception), Charisma or Strength (Intimidation), or Charisma (Persuasion) check against the target you can utilize the information learned this way to improve your chances of success.<br>
You become adept at identifying the driving motivations of others. If you spend at least one day observing a target creature with whom you share a [[Languages|Language]], you learn the creatures' Ideal, Bond, and Flaw. When you make a Charisma (Deception), Charisma or Strength (Intimidation), or Charisma (Persuasion) check against the target you can utilize the information learned this way to improve your chances of success.<br>
For example, you might suggest to a creature whose Flaw is their greed that supplying your party with weapons will lead to a cut of any treasure you acquire, or a creature whose Ideal is the importance of community might be convinced that their town would enjoy boosted morale if your party are supplied with the means to kill the local monster. Any time you fail an Ability Check made in this way, you can expend a use of your Bardic Inspiration, adding a roll of your Bardic Inspiration Die to the Ability Check.
For example, you might suggest to a creature whose Flaw is their greed that supplying your party with weapons will lead to a cut of any treasure you acquire, or a creature whose Ideal is the importance of community might be convinced that their town would enjoy boosted morale if your party are supplied with the means to kill the local monster. Any time you fail an Ability Check made in this way, you can expend a use of your Bardic Inspiration, adding a roll of your Bardic Inspiration Die to the Ability Check.
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==== Universal Speech ====
==== Universal Speech ====
''6th Level College of Eloquence Feature''<br>
''6th Level College of Eloquence Feature''<br>
You have gained the ability to make your speech intelligible to any creature. As an Action, choose one or more creatures within 60ft of you, up to a number equal to your Charisma Modifier. For the next hour, the chosen creatures can magically understand you, regardless of the Language you speak.<br>
You have gained the ability to make your speech intelligible to any creature. As an Action, choose one or more creatures within 60ft of you, up to a number equal to your Charisma Modifier. For the next hour, the chosen creatures can magically understand you, regardless of the [[Languages|Language]] you speak.<br>
Once you use this feature, you can’t use it again until you finish a Long Rest, unless you expend a Spell Slot of 1st Level or higher to use it again.
Once you use this feature, you can’t use it again until you finish a Long Rest, unless you expend a Spell Slot of 1st Level or higher to use it again.
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==== Money Talks ====
==== Money Talks ====
''6th Level College of Mercantilism Feature''<br>
''6th Level College of Mercantilism Feature''<br>
You’ve learned how to briefly enchant a coin with divination magic. You can enchant a mundane coin worth at least 1 CP that you’re holding as an Action. A creature holding the coin that knows at least one Language can understand the meaning of any word you speak, and when it speaks, you understand what it says. In addition, you have Advantage on the first Charisma (Persuasion) Check you make when negotiating the value of a good or service with a creature that’s holding or carrying the enchanted coin.<br>
You’ve learned how to briefly enchant a coin with divination magic. You can enchant a mundane coin worth at least 1 CP that you’re holding as an Action. A creature holding the coin that knows at least one [[Languages|Language]] can understand the meaning of any word you speak, and when it speaks, you understand what it says. In addition, you have Advantage on the first Charisma (Persuasion) Check you make when negotiating the value of a good or service with a creature that’s holding or carrying the enchanted coin.<br>
Alternatively, you can use an Action to see and hear through the enchanted coin until the start of your next turn as if you were in the coin’s space. During this time, you are [[Conditions#Deafened|Deafened]] and [[Conditions#Blinded|Blinded]].<br>
Alternatively, you can use an Action to see and hear through the enchanted coin until the start of your next turn as if you were in the coin’s space. During this time, you are [[Conditions#Deafened|Deafened]] and [[Conditions#Blinded|Blinded]].<br>
The coin remains enchanted for 10 minutes or until you end the enchantment early as a Free Action. You can use this feature a number of times equal to your Charisma Modifier, regaining expended uses at the end of a Long Rest.
The coin remains enchanted for 10 minutes or until you end the enchantment early as a Free Action. You can use this feature a number of times equal to your Charisma Modifier, regaining expended uses at the end of a Long Rest.
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''14th Level College of Whispers Feature''<br>
''14th Level College of Whispers Feature''<br>
You gain the ability to weave dark magic into your words and tap into a creature’s deepest fears.<br>
You gain the ability to weave dark magic into your words and tap into a creature’s deepest fears.<br>
As an Action, you magically whisper a phrase that only one creature of your choice within 30ft of you can hear. The target must make a Wisdom Saving Throw against your Spell Save DC. It automatically succeeds if it doesn’t share a Language with you or if it can’t hear you. On a successful Save, your whisper sounds like unintelligible mumbling and has no effect.<br>
As an Action, you magically whisper a phrase that only one creature of your choice within 30ft of you can hear. The target must make a Wisdom Saving Throw against your Spell Save DC. It automatically succeeds if it doesn’t share a [[Languages|Language]] with you or if it can’t hear you. On a successful Save, your whisper sounds like unintelligible mumbling and has no effect.<br>
On a failed Save, the target is [[Conditions#Charmed|Charmed]] by you for the next 8 hours or until you or your allies Attack it, Damage it, or force it to make a Saving Throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it.<br>
On a failed Save, the target is [[Conditions#Charmed|Charmed]] by you for the next 8 hours or until you or your allies Attack it, Damage it, or force it to make a Saving Throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it.<br>
The [[Conditions#Charmed|Charmed]] creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.<br>
The [[Conditions#Charmed|Charmed]] creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.<br>