Ziegander
2014-10-21, 09:17 PM
THE EXEMPLAR
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Spell Slots per Spell Level
Level
Prof.
Bonus
Features
Spells
Known
1st
2nd
3rd
4th
5th
1st
+2
Bravery, Heroic Inspiration (d6)
—
—
—
—
—
—
2nd
+2
Jack of All Trades, Spellcasting, Spellpower Strike
1
2
—
—
—
—
3rd
+2
Combat Inspiration, Hero's Journey
2
3
—
—
—
—
4th
+2
Ability Score Improvement
2
3
—
—
—
—
5th
+3
Extra Attack, Heroic Inspiration (d8)
3
4
2
—
—
—
6th
+3
Font of Inspiration
3
4
2
—
—
—
7th
+3
Hero's Journey Feature
4
4
3
—
—
—
8th
+3
Ability Score Improvement
4
4
3
—
—
—
9th
+4
—
5
4
3
2
—
—
10th
+4
Aura of Courage, Heroic Inspiration (d10)
5
4
3
2
—
—
11th
+4
Improved Spellpower Strike
5
4
3
3
—
—
12th
+4
Ability Score Improvement
5
4
3
3
—
—
13th
+5
—
6
4
3
3
1
—
14th
+5
Battle Blessing
6
4
3
3
1
—
15th
+5
Heroic Inspiration (d12), Hero's Journey Feature
6
4
3
3
2
—
16th
+5
Ability Score Improvement
6
4
3
3
2
—
17th
+6
—
7
4
3
3
3
1
18th
+6
Aura Improvements
7
4
3
3
3
1
19th
+6
Ability Score Improvement
7
4
3
3
3
2
20th
+6
Hero's Journey Feature
7
4
3
3
3
2
CLASS FEATURES
As an exemplar you gain the following class features.
HIT POINTS
Hit Dice: 1d10 per exemplar level.
Hit Points: 10 + your Constitution modifier.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per exemplar level after 1st.
PROFICIENCIES
Armor: Light armor, medium armor, shields.
Weapons: Simple weapons, hand crossbows, longswords, rapiers, and shortswords.
Tools: Choose one set of artisan's tools or one gaming set.
Saving Throws: Constitution, Charisma
Skills: Choose three from Athletics, Acrobatics, Arcana, Investigation, Animal Handling, Insight, Medicine, Perception, Performance, and Persuasion.
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) a rapier or longsword, and a shield, or (b) two shortswords
(a) a bandolier and three daggers or (b) a hand crossbow
(a) an entertainer's pack or (b) an explorer's pack
A chain shirt
BRAVERY
Your heart is strong and warm. The cold, creeping feeling of fear cannot easily take hold of you, and your steady presence emboldens nearby allies. You and all adjacent, non-hostile creatures have advantage on saving throws against being frightened as long as you are conscious.
HEROIC INSPIRATION
By word and by deed, you are an inspiration to your friends. You may 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 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 Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one 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 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
It's in your nature to pick up secondary skills with ease–in doing so you are better able to support your allies anytime they might need you. 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.
SPELLCASTING
Spellcasting comes as easily to you as most everything else, and while you may not possess the depth or breadth of arcane power as some of your companions, your magic is just one more tool that rounds out your contribution to the team. See chapter 10 of the Player's Handbook for the general rules of spellcasting and below for the exemplar spell list.
1st Level
Animal Friendship
Bless
Burning Hands
Cure Wounds
Detect Evil and Good
Heroism
Icicle (http://www.giantitp.com/forums/showthread.php?380234-Icicle-(1st-Level-Conjuration-Spell)&p=18319617#post18319617)
Identify
Speak with Animals
Witchbolt
2nd Level
Aid
Animal Messenger
Enhance Ability
Flame Blade
Find Steed
Frost Nova (http://www.giantitp.com/forums/showthread.php?380234-Icicle-and-Static-Field-(Spells)&p=18319617#post18319617)
Lesser Restoration
Magic Weapon
Static Field (http://www.giantitp.com/forums/showthread.php?380234-Icicle-and-Static-Field-(Spells)&p=18319617#post18319617)
3rd Level
Call Lightning
Dispel Magic
Fireball
Remove Curse
Sleet Storm
4th Level
Dimension Door
Freedom of Movement
Ice Storm
Some Lightning Spell
Wall of Fire
5th Level
Cone of Cold
Raise Dead
Some Fire Spell
Some Lightning Spell
Teleportation Circle
SPELL SLOTS
The Exemplar table shows how many spell slots you have to cast your 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 one 1st-level spell of your choice from the exemplar spell list (given above). The Spells Known column of the Exemplar table shows when you learn more exemplar 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 5th 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 exemplar spells you know and replace it with another spell from the exemplar spell list, which also must be of a level for which you have spell slots.
SPELLPOWER STRIKE
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one exemplar spell slot to add magical power to the attack, dealing extra cold, fire, force, or lightning damage. When you make a spellpower strike in this way, the melee weapon used in the attack is treated as a magical weapon during this attack. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. This extra damage is force damage unless you know a spell that deals either cold, fire, or lightning damage, in which case you may choose to deal one of those types of damage instead.
COMBAT INSPIRATION
At 3rd level, you learn to inspire others in battle. A creature that has an Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.
HERO'S JOURNEY
Though the members of the exemplar class come from all walks of life, each mastering a wide variety of skills and disciplines, there are three paths in particular, each associated with one of the chief three arcane elements–fire, ice, and lightning–that call exemplars to their greater destinies. The Path of Devotion, associated with ice; the Path of Valor, associated with fire; and the Path of Knowledge, associated with lightning.
See the post below for a description of the features gained for each path.
BATTLE BLESSING
Starting at 14th level, when you use the attack action, you may expend one use of Heroic Inspiration to cast an exemplar spell that targets an ally within range of your auras (10ft, or 30ft starting at 18th level) as a bonus action.
To be concluded...
How does this stack up with the published Paladin? Does it feel fair and balanced? What about when compared to the published Bard? Do you have any suggestions for me regarding the rewriting of the Oaths (now named Hero's Journey)? How about what to do with the class' spellcasting focus? I would love to consider a spell-less version of this new class, but that would require a ton more work to balance. How do you feel about the name "Exemplar?"
Level
Prof
Features
Spells
Known
Spell
Slots
Slot Level
1st
+2
Incantations, Inspiring Presence (d6)
1
1
1st
2nd
+2
Cunning Companion
2
2
1st
3rd
+2
Teamwork Style
3
2
2nd
4th
+2
Ability Score Improvement
4
2
2nd
5th
+3
Inspiring Presence (d8), Font of Inspiration
5
2
3rd
6th
+3
Aura of Courage
6
2
3rd
7th
+3
Teamwork Style Feature
7
2
4th
8th
+3
Ability Score Improvement
8
2
4th
9th
+4
Aura of Devotion
9
2
5th
10th
+4
Inspiring Presence (d10)
9
2
5th
11th
+4
Limited Wish (one use)
10
3
5th
12th
+4
Ability Score Improvement
10
3
5th
13th
+5
Aura of Protection
11
3
5th
14th
+5
Teamwork Style Feature
11
3
5th
15th
+5
Inspiring Presence (d12)
12
3
5th
16th
+5
Ability Score Improvement
12
3
5th
17th
+6
Limited Wish (two uses)
13
4
5th
18th
+6
Aura Improvements
13
4
5th
19th
+6
Ability Score Improvement
14
4
5th
20th
+6
Inspiring Aura
14
4
5th
1. Incantations, Inspiring Presence (d6)
2. Cunning Companion
3. Righteous Avenger, Soothing Inspiration
4. Ability Score Improvement
5. Inspiring Presence (d8), Font of Inspiration
6. Extra Attack
7. Aura of Courage
8. Ability Score Improvement
9. Cleansing Focus
10. Inspiring Presence (d10)
11. Grand Incantation (one use)
12. Ability Score Improvement
13. Aura of Devotion
14. Battle Blessing
15. Inspiring Presence (d12)
16. Ability Score Improvement
17. Grand Incantation (two uses)
18. Aura of Protection
19. Ability Score Improvement
20. Inspiring Aura
Hit Points
Hit Dice: 1d8 per bardadin level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at High Levels: 1d8 (or 5) + your Constitution modifier per bardadin level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose three from Acrobatics, Arcana, Athletics, Insight, Investigation, Medicine, Nature, Performance, Perception, Persuasion, Religion, and Survival.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a rapier or longsword, and a shield, or (b) two shortswords
a hand crossbow
(a) a diplomat's pack or (b) an explorer's pack
Leather armor and a dagger
Incantations
Yours is a heart filled with dreams, hopes, and wishes and through some chance of celestial arcana, it is infused with the wonders of spellcraft, granting you the ability to cast a number of useful spells. See chapter 10 for the general rules of spellcasting and immediately below this text for the bardadin spell list.
1st Level
Animal Friendship
Bless
Charm Person
Compelled Duel
Cure Wounds
Detect Evil and Good
Detect Magic
Disguise Self
Faerie Fire
Healing Word
Heroism
Identify
Searing Smite
Shield of Faith
Speak with Animals
Thunderous Smite
Thunderwave
Wrathful Smite
2nd Level
Aid
Animal Messenger
Branding Smite
Calm Emotions
Enhance Ability
Find Steed
Lesser Restoration
Magic Weapon
3rd Level
Aura of Vitality
Blinding Smite
Crusader's Mantle
Dispel Magic
Remove Curse
Sending
Speak with Plants
4th Level
Aura of Life
Aura of Purity
Dimension Door
Freedom of Movement
Staggering Smite
5th Level
Animate Objects
Awaken
Circle of Power
Destructive Smite
Dispel Evil and Good
Dream
Geas
Greater Restoration
Legend Lore
Mass Cure Wounds
Teleportation Circle
Spell Slots
The Bardadin table shows how many spell slots you have. Or it would if it existed. At 1st level, you have a single spell slot, and you gain an additional spell slot at 2nd level, 11th level, and 17th level. As you gain bardadin levels, the level of all of these slots goes up; all of your slots are the same level. At 1st level, your spell slot is also 1st level. Your spell slots increase to 2nd level at your third bardadin level, to 3rd level at your fifth bardadin level, to 4th at your seventh bardadin level, and to 5th at your 9th bardadin level. To put this into perspective, when you are 5th level you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must expend one of those slots, and you cast it as a 3rd-level spell. You regain all expended spell slots when finish a short or long rest.
Spells Known of 1st Level and Higher
At 1st-level, you know one 1st-level spell of your choice from the bardadin spell list and you learn a new spell at every new bardadin level through 9th-level. After 9th level you learn an additional spell at every odd level. A spell you choose must be of level no higher than the level of your spell slots, and also when you gain a level in this class, you may choose one of the bardadin spells you know and replace it with another spell from the bardadin spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your bardadin spells, so you learn 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 bardadin 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
Spellcasting Focus
You can use any adjacent ally as a spellcasting focus for your bardadin spells. Friendship is magic!
Inspiring Presence
You can inspire others through your moving words and actions. 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 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, damage roll, or saving throw it makes. Alternatively, when an enemy makes a saving throw against a spell the creature casts, before knowing if the enemy's save was a success or fail, the creature can roll the die and subtract the number rolled from result of the enemy's saving throw. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one 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 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.
Cunning Companion
Starting at 2nd level, your quick thinking and enabling attitude allows you to assist your allies with all too much ease. On each of your turns in combat you can use the Help action as a bonus action.
Teamwork Styles
Bardadins are a cooperative bunch, and though there are many ways to do so, a few distinct methods exist for aspiring bardadins to strive toward. The Hospitaler is adept at healing the wounds of its allies, the Marshal coordinates friends into an ordered war machine, and the Shining Knight devotes itself to defending its team mates with its life.
to be concluded...
http://gamerhavennews.com/wp-content/uploads/2012/04/Leaf.png
Spell Slots per Spell Level
Level
Prof.
Bonus
Features
Spells
Known
1st
2nd
3rd
4th
5th
1st
+2
Bravery, Heroic Inspiration (d6)
—
—
—
—
—
—
2nd
+2
Jack of All Trades, Spellcasting, Spellpower Strike
1
2
—
—
—
—
3rd
+2
Combat Inspiration, Hero's Journey
2
3
—
—
—
—
4th
+2
Ability Score Improvement
2
3
—
—
—
—
5th
+3
Extra Attack, Heroic Inspiration (d8)
3
4
2
—
—
—
6th
+3
Font of Inspiration
3
4
2
—
—
—
7th
+3
Hero's Journey Feature
4
4
3
—
—
—
8th
+3
Ability Score Improvement
4
4
3
—
—
—
9th
+4
—
5
4
3
2
—
—
10th
+4
Aura of Courage, Heroic Inspiration (d10)
5
4
3
2
—
—
11th
+4
Improved Spellpower Strike
5
4
3
3
—
—
12th
+4
Ability Score Improvement
5
4
3
3
—
—
13th
+5
—
6
4
3
3
1
—
14th
+5
Battle Blessing
6
4
3
3
1
—
15th
+5
Heroic Inspiration (d12), Hero's Journey Feature
6
4
3
3
2
—
16th
+5
Ability Score Improvement
6
4
3
3
2
—
17th
+6
—
7
4
3
3
3
1
18th
+6
Aura Improvements
7
4
3
3
3
1
19th
+6
Ability Score Improvement
7
4
3
3
3
2
20th
+6
Hero's Journey Feature
7
4
3
3
3
2
CLASS FEATURES
As an exemplar you gain the following class features.
HIT POINTS
Hit Dice: 1d10 per exemplar level.
Hit Points: 10 + your Constitution modifier.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per exemplar level after 1st.
PROFICIENCIES
Armor: Light armor, medium armor, shields.
Weapons: Simple weapons, hand crossbows, longswords, rapiers, and shortswords.
Tools: Choose one set of artisan's tools or one gaming set.
Saving Throws: Constitution, Charisma
Skills: Choose three from Athletics, Acrobatics, Arcana, Investigation, Animal Handling, Insight, Medicine, Perception, Performance, and Persuasion.
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) a rapier or longsword, and a shield, or (b) two shortswords
(a) a bandolier and three daggers or (b) a hand crossbow
(a) an entertainer's pack or (b) an explorer's pack
A chain shirt
BRAVERY
Your heart is strong and warm. The cold, creeping feeling of fear cannot easily take hold of you, and your steady presence emboldens nearby allies. You and all adjacent, non-hostile creatures have advantage on saving throws against being frightened as long as you are conscious.
HEROIC INSPIRATION
By word and by deed, you are an inspiration to your friends. You may 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 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 Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one 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 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
It's in your nature to pick up secondary skills with ease–in doing so you are better able to support your allies anytime they might need you. 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.
SPELLCASTING
Spellcasting comes as easily to you as most everything else, and while you may not possess the depth or breadth of arcane power as some of your companions, your magic is just one more tool that rounds out your contribution to the team. See chapter 10 of the Player's Handbook for the general rules of spellcasting and below for the exemplar spell list.
1st Level
Animal Friendship
Bless
Burning Hands
Cure Wounds
Detect Evil and Good
Heroism
Icicle (http://www.giantitp.com/forums/showthread.php?380234-Icicle-(1st-Level-Conjuration-Spell)&p=18319617#post18319617)
Identify
Speak with Animals
Witchbolt
2nd Level
Aid
Animal Messenger
Enhance Ability
Flame Blade
Find Steed
Frost Nova (http://www.giantitp.com/forums/showthread.php?380234-Icicle-and-Static-Field-(Spells)&p=18319617#post18319617)
Lesser Restoration
Magic Weapon
Static Field (http://www.giantitp.com/forums/showthread.php?380234-Icicle-and-Static-Field-(Spells)&p=18319617#post18319617)
3rd Level
Call Lightning
Dispel Magic
Fireball
Remove Curse
Sleet Storm
4th Level
Dimension Door
Freedom of Movement
Ice Storm
Some Lightning Spell
Wall of Fire
5th Level
Cone of Cold
Raise Dead
Some Fire Spell
Some Lightning Spell
Teleportation Circle
SPELL SLOTS
The Exemplar table shows how many spell slots you have to cast your 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 one 1st-level spell of your choice from the exemplar spell list (given above). The Spells Known column of the Exemplar table shows when you learn more exemplar 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 5th 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 exemplar spells you know and replace it with another spell from the exemplar spell list, which also must be of a level for which you have spell slots.
SPELLPOWER STRIKE
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one exemplar spell slot to add magical power to the attack, dealing extra cold, fire, force, or lightning damage. When you make a spellpower strike in this way, the melee weapon used in the attack is treated as a magical weapon during this attack. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. This extra damage is force damage unless you know a spell that deals either cold, fire, or lightning damage, in which case you may choose to deal one of those types of damage instead.
COMBAT INSPIRATION
At 3rd level, you learn to inspire others in battle. A creature that has an Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.
HERO'S JOURNEY
Though the members of the exemplar class come from all walks of life, each mastering a wide variety of skills and disciplines, there are three paths in particular, each associated with one of the chief three arcane elements–fire, ice, and lightning–that call exemplars to their greater destinies. The Path of Devotion, associated with ice; the Path of Valor, associated with fire; and the Path of Knowledge, associated with lightning.
See the post below for a description of the features gained for each path.
BATTLE BLESSING
Starting at 14th level, when you use the attack action, you may expend one use of Heroic Inspiration to cast an exemplar spell that targets an ally within range of your auras (10ft, or 30ft starting at 18th level) as a bonus action.
To be concluded...
How does this stack up with the published Paladin? Does it feel fair and balanced? What about when compared to the published Bard? Do you have any suggestions for me regarding the rewriting of the Oaths (now named Hero's Journey)? How about what to do with the class' spellcasting focus? I would love to consider a spell-less version of this new class, but that would require a ton more work to balance. How do you feel about the name "Exemplar?"
Level
Prof
Features
Spells
Known
Spell
Slots
Slot Level
1st
+2
Incantations, Inspiring Presence (d6)
1
1
1st
2nd
+2
Cunning Companion
2
2
1st
3rd
+2
Teamwork Style
3
2
2nd
4th
+2
Ability Score Improvement
4
2
2nd
5th
+3
Inspiring Presence (d8), Font of Inspiration
5
2
3rd
6th
+3
Aura of Courage
6
2
3rd
7th
+3
Teamwork Style Feature
7
2
4th
8th
+3
Ability Score Improvement
8
2
4th
9th
+4
Aura of Devotion
9
2
5th
10th
+4
Inspiring Presence (d10)
9
2
5th
11th
+4
Limited Wish (one use)
10
3
5th
12th
+4
Ability Score Improvement
10
3
5th
13th
+5
Aura of Protection
11
3
5th
14th
+5
Teamwork Style Feature
11
3
5th
15th
+5
Inspiring Presence (d12)
12
3
5th
16th
+5
Ability Score Improvement
12
3
5th
17th
+6
Limited Wish (two uses)
13
4
5th
18th
+6
Aura Improvements
13
4
5th
19th
+6
Ability Score Improvement
14
4
5th
20th
+6
Inspiring Aura
14
4
5th
1. Incantations, Inspiring Presence (d6)
2. Cunning Companion
3. Righteous Avenger, Soothing Inspiration
4. Ability Score Improvement
5. Inspiring Presence (d8), Font of Inspiration
6. Extra Attack
7. Aura of Courage
8. Ability Score Improvement
9. Cleansing Focus
10. Inspiring Presence (d10)
11. Grand Incantation (one use)
12. Ability Score Improvement
13. Aura of Devotion
14. Battle Blessing
15. Inspiring Presence (d12)
16. Ability Score Improvement
17. Grand Incantation (two uses)
18. Aura of Protection
19. Ability Score Improvement
20. Inspiring Aura
Hit Points
Hit Dice: 1d8 per bardadin level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at High Levels: 1d8 (or 5) + your Constitution modifier per bardadin level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose three from Acrobatics, Arcana, Athletics, Insight, Investigation, Medicine, Nature, Performance, Perception, Persuasion, Religion, and Survival.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a rapier or longsword, and a shield, or (b) two shortswords
a hand crossbow
(a) a diplomat's pack or (b) an explorer's pack
Leather armor and a dagger
Incantations
Yours is a heart filled with dreams, hopes, and wishes and through some chance of celestial arcana, it is infused with the wonders of spellcraft, granting you the ability to cast a number of useful spells. See chapter 10 for the general rules of spellcasting and immediately below this text for the bardadin spell list.
1st Level
Animal Friendship
Bless
Charm Person
Compelled Duel
Cure Wounds
Detect Evil and Good
Detect Magic
Disguise Self
Faerie Fire
Healing Word
Heroism
Identify
Searing Smite
Shield of Faith
Speak with Animals
Thunderous Smite
Thunderwave
Wrathful Smite
2nd Level
Aid
Animal Messenger
Branding Smite
Calm Emotions
Enhance Ability
Find Steed
Lesser Restoration
Magic Weapon
3rd Level
Aura of Vitality
Blinding Smite
Crusader's Mantle
Dispel Magic
Remove Curse
Sending
Speak with Plants
4th Level
Aura of Life
Aura of Purity
Dimension Door
Freedom of Movement
Staggering Smite
5th Level
Animate Objects
Awaken
Circle of Power
Destructive Smite
Dispel Evil and Good
Dream
Geas
Greater Restoration
Legend Lore
Mass Cure Wounds
Teleportation Circle
Spell Slots
The Bardadin table shows how many spell slots you have. Or it would if it existed. At 1st level, you have a single spell slot, and you gain an additional spell slot at 2nd level, 11th level, and 17th level. As you gain bardadin levels, the level of all of these slots goes up; all of your slots are the same level. At 1st level, your spell slot is also 1st level. Your spell slots increase to 2nd level at your third bardadin level, to 3rd level at your fifth bardadin level, to 4th at your seventh bardadin level, and to 5th at your 9th bardadin level. To put this into perspective, when you are 5th level you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must expend one of those slots, and you cast it as a 3rd-level spell. You regain all expended spell slots when finish a short or long rest.
Spells Known of 1st Level and Higher
At 1st-level, you know one 1st-level spell of your choice from the bardadin spell list and you learn a new spell at every new bardadin level through 9th-level. After 9th level you learn an additional spell at every odd level. A spell you choose must be of level no higher than the level of your spell slots, and also when you gain a level in this class, you may choose one of the bardadin spells you know and replace it with another spell from the bardadin spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your bardadin spells, so you learn 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 bardadin 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
Spellcasting Focus
You can use any adjacent ally as a spellcasting focus for your bardadin spells. Friendship is magic!
Inspiring Presence
You can inspire others through your moving words and actions. 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 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, damage roll, or saving throw it makes. Alternatively, when an enemy makes a saving throw against a spell the creature casts, before knowing if the enemy's save was a success or fail, the creature can roll the die and subtract the number rolled from result of the enemy's saving throw. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one 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 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.
Cunning Companion
Starting at 2nd level, your quick thinking and enabling attitude allows you to assist your allies with all too much ease. On each of your turns in combat you can use the Help action as a bonus action.
Teamwork Styles
Bardadins are a cooperative bunch, and though there are many ways to do so, a few distinct methods exist for aspiring bardadins to strive toward. The Hospitaler is adept at healing the wounds of its allies, the Marshal coordinates friends into an ordered war machine, and the Shining Knight devotes itself to defending its team mates with its life.
to be concluded...