User Tools

Site Tools


campaign_settings:arcadia:classes:bard

Bard

Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds. The bard is a master of song, speech, and the magic they contain.

You must have a Charisma score of 13 or higher in order to multiclass in or out of this class.

The Bard

Level⁠Proficiency BonusFeaturesCantrips KnownSpells KnownSpell Level⁠ Slots: 1stSpell Level⁠ Slots: 2ndSpell Level⁠ Slots: 3rdSpell Level⁠ Slots: 4thSpell Level⁠ Slots: 5thSpell Level⁠ Slots: 6thSpell Level⁠ Slots: 7thSpell Level⁠ Slots: 8thSpell Level⁠ Slots: 9th
1st+2Spellcasting, Bardic Inspirat⁠ion (d6)242
2nd+2Jack of All Trades, Song of Rest (d6)253
3rd+2Bard College, Expertise2642
4th+2Ability Score Improvement3743
5th+3Bardic Insp⁠iration (d8), Font of Inspira⁠tion38432
6th+3Countercharm, Bard College feature39433
7th+33104331
8th+3Ability Score Improvement3114332
9th+4Song of Rest (d8)31243331
10th+4Bardic In⁠spiration (d10), Expertise, Magical Secrets41443332
11th+4415433321
12th+4Ability Score Improvement415433321
13th+5Song of Rest (d10)4164333211
14th+5Magical Secrets, Bard College feature4184333211
15th+5Bardic Inspira⁠tion (d12)41943332111
16th+5Ability Score Improvement41943332111
17th+6Song of Rest (d12)420433321111
18th+6Magical Secrets422433331111
19th+6Ability Score Improvement422433332111
20th+6Superior Inspiratio⁠n422433332211

Class Features

As a bard, you gain the following Class Features.

Hit Points

Hit Dice: 1d8 per bard level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st

Proficiencies

Armor: Light⁠ armor
Weapons: Simple Weapons, Firearms, hand crossbows, longswords, rapiers, shortswords
Tools: Three Musical Instruments of your choice

Saving Throws: Dexterity, Charisma
Skills: Choose any three

Equipment⁠

You start with the following equipm⁠ent, in addition to the equipment⁠ granted by your background:

  • (a) a Rapier, (b) a Longsword, or © any simple weapon
  • (a) a diplomat’s pack or (b) an entertainer’s pack
  • (a) a lute or (b) any other musical instrument
  • Leather Armor and a Dagger

Spellcasting⁠

You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your Spells are part of your vast repertoire, magic that you can tune to different situations. See chapter 10 for the general rules of Spellcasting and chapter 11 for the bard spell list.

Cantrips

You know two Cantrips of your choice from the bard spell list. You learn additional bard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.

Spell Slots

The Bard table shows how many Spell Slots you have to cast your Bard Spells of 1st level and higher. To cast one of these spells⁠, you must expend a slot of the spell’s level or higher. You regain all expended Spell Slots when you finish a Long Rest.

For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds⁠ using either slot.

Spells Known of 1st level and Higher

You know four 1st-level Spells of your choice from the bard spell list.

The Spells Known column of the Bard table shows when you learn more bard spells⁠ of your choice. Each of these spells⁠ must be of a level for which you have Spell Slots, as shown on the table. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.

Additionally, when you gain a level in this class, you can choose one of the Bard Spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.

Spellcasting⁠ Ability

Charisma is your Spellcasting Ability for your Bard Spells. Your magic comes from the heart and soul you pour into the Performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting⁠ ability. In addition, you use your Charisma modifier when setting⁠ the saving throw DC for a bard spell you cast and when Making an Attack roll with one.

Spell save DC = 8 + your Proficiency Bonus + your Charisma modifier

Spell Attack modifier = your Proficiency Bonus + your Charisma modifier

Ritual Casting

You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Spellcasting⁠ Focus

You can use a musical instrument (see chapter 5, “Equip­ment”) as a Spellcasting Focus for your Bard Spells.

Bardic Insp⁠i⁠ration

You can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Insp⁠ira⁠tion die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Insp⁠iration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiratio⁠n die is rolled, it is lost. A creature can have only one Bardic Inspir⁠ation die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a Long Rest.

Your Bardic Inspira⁠tion die changes when you reach certain levels in this class. The die becomes a d8 at 5th Level, a d10 at 10th level, and a d12 at 15th level.

Jack of All Trades

Starting at 2nd Level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn’t already include your Proficiency Bonus.

Song of Rest

Beginning at 2nd Level, you can use soothing music or oration to help Revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points at the end of the Short Rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 Hit Points.

The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Bard College

At 3rd Level, you delve into the advanced Techniques of a Bard College of your choice: the College of Lore or the College of Valor, both detailed at the end of the class description. Your choice grants you features at 3rd Level and again at 6th and 14th level.

Expertise

At 3rd Level, choose two of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.

At 10th level, you can choose another two skill Proficiencies to gain this benefit.

Ability Score Improvement

When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Font of Inspir⁠ation

Beginning when you reach 5th Level, you regain all of your expended uses of Bardic Inspirati⁠on when you finish a short or Long Rest.

Countercharm

At 6th level, 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 friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).

Magical Secrets

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two Spells from any Classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

The chosen Spells count as bard spells⁠ for you and are included in the number in the Spells⁠ Known column of the Bard table.

You learn two additional Spells from any Classes at 14th level and again at 18th level.

Superior Insp⁠iration

At 20th level, when you roll Initiative and have no uses of Bardic Inspi⁠ration left, you regain one use.

Bard Colleges

The way of the bard is gregarious. Bards seek each other out to swap songs and stories, boast of their accomplishments, and share knowledge. Bards form loose associations, which they call colleges, to facilitate their gatherings and preserve their traditions.

campaign_settings/arcadia/classes/bard.txt · Last modified: 2023/05/05 19:24 by dick_jarvis

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki