Bard: Difference between revisions

956 bytes added ,  22:45, 4 December 2022
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
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| Mote Of Potential || 3rd || Example
| Mote Of Potential || 3rd || When you use your Bardic Inspiration you buff your next Bardic Inspiration.
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| Performance Of Creation || 3rd || Example
| Performance Of Creation || 3rd || You can create non-magical objects.
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| Animating Performance || 6th || Example
| Animating Performance || 6th || You can animate objects to fight for you.
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| Creative Crescendo || 14th || Example
| Creative Crescendo || 14th || You can create more objects with your Performance Of Creation.
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==== Performance Of Creation ====
==== Performance Of Creation ====
''3rd Level College of Creation Feature''<br>
''3rd Level College of Creation Feature''<br>
As an Action, you can channel the magic of the Song of Creation to create one non-magical item of your choice in an unoccupied space within 10ft of you. The item must appear on a surface or in a liquid that can support it. The GP value of the item can’t be more than 20 times your Bard Level, and the item must be Medium or smaller. The item glimmers softly, and a creature can faintly hear music when touching it. The created item disappears after a number of hours equal to your Proficiency Bonus.<br>
As an Action, you can channel the magic of the Song of Creation to create one non-magical item of your choice in an unoccupied space within 10ft of you. The item must appear on a surface or in a liquid that can support it. The GP value of the item can’t be more than 20 x your Bard Level, and the item must be Medium or smaller. The item glimmers softly, and a creature can faintly hear music when touching it. The created item disappears after a number of hours equal to your Proficiency Bonus.<br>
Once you create an item with this feature, you can’t do so again until you finish a Long Rest, unless you expend a Spell Slot of 2nd Level or higher to use it again. You can have only one item created by this feature at a time; if you use this Action and already have an item from this feature, the first one immediately vanishes.<br>
Once you create an item with this feature, you can’t do so again until you finish a Long Rest, unless you expend a Spell Slot of 2nd Level or higher to use it again. You can have only one item created by this feature at a time; if you use this Action and already have an item from this feature, the first one immediately vanishes.<br>
The size of the item you can create with this feature increases by one size category when you reach 6th Level (Large) and 14th Level (Huge).
The size of the item you can create with this feature increases by one Size Category when you reach 6th Level (Large) and 14th Level (Huge).
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
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| Fast Movement || 3rd || Example
| Fast Movement || 3rd || You get faster.
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| Inspirational Dance || 3rd || Example
| 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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| Entrancing Movement || 6th || Example
| 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.
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| Endless Dance || 14th || Example
| Endless Dance || 14th || When you use Inspirational Dance the ally can take 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 Charm Person 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 Irresistible Dance 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 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.
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
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| Foreign Relations || 3rd || Example
| Foreign Relations || 3rd || You learn some Languages and are better when talking to people with Languages other than Common.
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| Magical Networking || 3rd || Example
| 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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| Secret Communiqué || 6th || Example
| Secret Communiqué || 6th || Your Countercharm and Bardic Inspiration have increased Range and Countercharm can be used secretly and improves your allies in other ways.
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| Diplomatic Immunity || 14th || Example
| Diplomatic Immunity || 14th || Example
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==== Diplomatic Immunity ====
==== Diplomatic Immunity ====
''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 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>
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 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>