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View Full Version : D&D 5e/Next Revised Bard Class (Musician, not Spellcaster)



Endal
2017-12-11, 10:14 AM
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 level

Proficiencies
Armor: Light armor
Weapons: Simple weapons, short swords, rapiers, daggers, darts, slings, light crossbows, and hand crossbows
Tools: (this will change based on your Bardic Calling)
Saving Throws: Dexterity, Charisma
Skills: Choose any three

Equipment
(a) a rapier, (b) a longsword, or (c) 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

http://moonguard.net/images/bard.jpg


Musical Ability
Your extensive training over the years has made you a virtuoso with your chosen instrument and a formidable opponent on the battlefield. You are able to play songs you have heard from memory after only a short session and can imitate the results of most performances quite easily.
Benefit: You can perform a number of bard songs per day based on the number of spell slots you receive for your bard level, as noted in the Bard Spells per Day table.
Musical Instrument: As a Bard, you may choose between any instruments at your first bard level. For every four levels of Bard training, you may add an additional instrument as well if you wish. Your instrument is considered a spellcasting focus and is required to be able to perform any of your songs. If you are using an instrument that you are not proficient in, you will have disadvantage while performing.

Musical Ear: As a Bard, you do not study new songs as a spell, but instead you may purchase songs from other bards, or steal them from a listening. Stolen songs have a random chance to not be learned properly however, and experimenting may be dangerous (although it may also be advantageous). Unlike spell casting of other classes, Bards do not need to prepare their songs and may play any song at a level of their choosing at any time, but are limited to the number of songs they can play per day.
Continuing Melodies: Bards may select two continuing melodies from their songs that they may play for an extended period of time, they may play these songs as often as they like, and it will not use up their daily count. These songs must be chosen at the gaining of their first Bard level.
Improved Concentration: As a performer, you are able to block out negative reinforcement that would hinder your ability to play your instrument. You have advantage on concentration saves against any non-magical effect.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier


Bardic Calling
Charlatan
Charlatans are masters at manipulating people. Using their high Intelligence and understanding of human nature, charlatans prey upon the foolish, overconfident, and greedy people around them. Charlatans often seem bold and boisterous, but they always maintain self-control. The profession of swindling others and making them feel good about it is an age-old practice and none are better at it than Charlatans.
Weapon and Armor Bonus: Long Swords, Short Swords, Light Armor
Suggested Skills: Deception, Persuasion, Performance
Suggested Bard Talents: Charming Presence (1st level), Distract (4th level),Influence Reactions (7th level), Mimic (10th level)

Herald
Heralds make their living by uncovering hidden truths. If a royal family has a closely guarded secret, a Herald will undoubtedly uncover it. In the struggle for land and power among kingdoms, the Herald is a key force. A good Herald knows who is plotting against the king, and why.
Weapon and Armor Bonus: Long Swords, Short Swords, Light Armor
Suggested Skills: History, Insight, Performance
Suggested Bard Talents: Detect Fakery (1st level), Distract (4th level), Unflappable (7th level), Legend Lore (10th level)

Jester
Jesters are known by many names: fools, clowns, jokers, buffoons, etc. The Jester kit covers them all. Jesters are comedians at heart. They love to have a good time and enjoy sharing their mirth and merriment with others (even when they aren’t welcomed). Most people enjoy having a Jester about, as they raise morale, entertain, and make great scapegoats when problems arise.
Jesters are flamboyant, outrageous, and ridiculous. Many sages believe that Jesters live in a constant state of borderline insanity. It is known that they live for attention and feel relaxed only when they are the focus of events.
Weapon and Armor Bonus: Rapier, Short Swords
Suggested Skills: Acrobatics, Performance, Slight of Hand
Suggested Bard Talents: Fool’s Luck(1st level), Juggler (4th level), Defensive Dance (7th level), Unflappable (10th level)

Loremaster
Lore masters are romantically entranced by the past. They believe in the circular nature of history and relate the lessons of ancient times to the problems of the present to help guide their people along the path to the future. As Lore masters proceed through life, they record the events of their own times for posterity.
Weapon and Armor Bonus: Wand Usage, Quarterstaff, Short Swords
Suggested Skills: History, Performance
Suggested Bard Talents: Legend Lore (1st level), Identify (4th level), ??? (7th level), ??? (10th level)

Wandering Minstrel
A wandering minstrel has traveled the breadth of the land with only their instrument and their wits looking to discover an immortal song that will keep their legacy in the eons to come. You do not sing of yourself, but of others that you attach yourself to, hoping to find an adventurer who will do a great deed that you can commemorate into verse.
Weapon and Armor Bonus: Long Swords, Short Swords, Light Armor, Medium Armor, All Bows, All Crossbows
Suggested Skills: Performance, Perception, Insight
Suggested Bard Talents: The wandering minstrel is attuned for any of the Bard Talents. As such, you may learn two talents at Level 1 instead of the standard one.



Bard Talents
Animal Rapport
Some bards are nearly druidical in their ability to associate with animals. Because of this, they are able to select any natural animal to become their companion, which can run basic errands, get through spaces that only they could fit through, scout ahead, and report their findings back to the Bard.

Appraisal
A clever bard is able to know the value of the items around them and are thus able to get a better deal when interacting with merchants. When buying an item from a merchant, roll a D20 and take that percentage off of the item’s base price.

Charming Presence
When you make a Charisma check to influence another creature through charm or diplomacy, you can spend your skill die to gain greater influence over the creature, provided it understands your language. If the check succeeds, you charm the creature.
You can sustain this charm as long as the creature can see or hear you, and you can end this effect at any time. Until you end this effect, you cannot use your skill die. If you or any of your companions harms the charmed creature in any way, the charm ends and you cannot use this skill trick on the creature again for 24 hours.

Defensive Dance
While playing your tunes, you may perform a defensive dance that will increase your armor +2 and will also allow you to quickly draw and resheath your weapon as a free action and will be able to perform an attack of opportunity if an opponent attempts to attack you and misses. The dance may only be used once per combat and lasts for two rounds, or until you are granted the free attack

Detect Fakery
Because Bards are so skilled at observing their surroundings at all times, they will gain a +2 Wisdom bonus to all saving throws that require one, and a +1 to their songs Save DC.

Distract
As an action, you can spend your skill die to distract a creature. Choose a creature within 30’ of you that can see or hear you, and contest your Charisma against its Wisdom. The creature automatically wins the contest if it is immune to being charmed. If it loses, the creature has disadvantage on attacks against targets other than you on its next turn.

Fool’s Luck
It is amazing to most how a Fool can survive in any situation. They are careless, foolish, and given to whimsical decisions. It is the Fool’s Luck that has saved many-a-bard’s life. Bards who take this talent are granted a +1 bonus to saving throws, initiative, and skill checks, and also to Hit-Dice rolls.

Fortune Telling
By using any magical item suited for scrying or divining the future, a Bard can gain the benefits of an augury spell. Each day, the Bard can ask one question per five levels of experience. Bards with the Fortune Telling skill can also use the Deck of Many Things as a scrying tool, and do not take negative or positive effects when using the deck in this manner.

Gilded Tongue
When you make a Charisma check and dislike the die result, you can re-roll the dice and take the higher of the two results. You may perform this action once per short rest.

Gifted Healer
Once per day, while out of combat, you are able to make a healing roll (DC 10) to an injured humanoid. That target may roll one free Hit Dice that does not count against their total Hit Dice for the day.

Herbal Lore
You have a great understanding and are able to identify various plants that you encounter while traveling. Using a healing roll (DC 10) you are able to determine the medicinal properties (if any) that the herb contains.

Influence Reactions
While performing for an audience, the bard can attempt to alter the mood of their listeners. Such an audience must not be attacking or preparing for an immediate attack against the bard or their party. The bard determines the intended effect of the performance.

Iron Will
When you make a Wisdom or Charisma saving throw, you can use your reaction to roll your skill die and add its result to the saving throw.

Juggler
When throwing an item, you are able to throw multiples of them up to half of your Dexterity modifier. When throwing them as an attack, you must roll an Attack Roll for each item thrown without your proficiency bonus added on to the attack.

Keen Ear
While learning a song from another bard, you are able to pick it up in a single hearing with only a 5% chance of failure (1 on a d20 roll). If you fail at learning the song, it will remain adjusted at the DM’s suggestion until you learn it correctly.

Legend Lore
One of the most useful abilities of a bard is their knowledge of famous magical items and uncanny knack for figuring out how they function. To identify an item, the bard will need to make a DC 10 + the item’s level check.

Master Linguist
Once per long rest you may make an Intelligence Check (DC 15 – the target’s intelligence modifier) to understand the basics of what another creature is saying, even if you do not know its language. This check is required each time you try to understand the target, however, after five successful understandings in a row, you pick up the basics of their speech and do not need to continue the roll (you do not learn the language)

Mimic
You can spend your skill die to expertly mimic a creature’s voice, mannerism and quirks when making Charisma checks to disguise yourself as that creature. You can sustain this mimicry for as long as you wish, but while you are doing so you cannot use your skill die for any other purpose.

Read Lips
You can spend your skill die to understand what another creature is saying from a distance. Make an Intelligence check (DC 10). If you succeed, you can read the subject’s lips, provided you can see the creature’s face and you understand the language it’s speaking. You can continue reading the creature’s lips as long as you wish, but while you are doing so you cannot use your skill die for any other purpose.

Unassuming Threat
When a creature makes a melee attack against you while there is another creature hostile to it within its reach, you can use your reaction to roll your skill die and add the roll to your AC against that attack.

Unflappable
When you have disadvantage on a Charisma check, you can spend your skill die to cancel that disadvantage.

Use Magic Device
When you attempt to use a magic item that you normally cannot use because it requires you to be a member of a different class or race or to have a spellcasting ability that you lack, you can spend your skill die to make an Intelligence check (DC 10). If you succeed, you ignore the magic item’s requirements.

War Chant
You are able to begin a war chant prior to combat that will increase the bonus of your Tunes by half of your Charisma modifier per round prior to combat (Maximum bonus of +2).


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.
Also, every ability modifier for your Intelligence will give you training in one additional skill.

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.

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 a long rest.

Songsmith
Your creativity has increased to a point where you can write your own songs that have personalized touches. These songs would count as part of your repertoire and you may play them as you would any other song.
Effect: You may create a song by utilizing non-damaging spells from the other classes spellbooks and converting the incantations into songs, or may be written by you, the bard, to create a custom effect that you and your DM agree on prior to the spell being created. Each time you change the agreed upon effect of the song, you will lose 1d6 days of study on the song’s progress.
The process of creating a new song involves making both a Charisma check as well as a Dexterity check (DC 10) that is offset by the level of song you are trying to create (IE: Cantrip - DC 10, Level 1 song - DC 11, Level 2 song - DC 12, etc...).
Once per day you must set aside one hour to practice the new song, for each spell level that the spell reaches, you will need to practice for two days. Practicing for more than one hour will not speed up the process of learning the song. You cannot create a song that would be a higher spell level than you can perform.

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


Songs
Bards only have songs up to a Level 5 range. This is because they are able to learn any song that they choose, simply by finding the song and memorizing it. The bard can apply their songs to higher level ranges to play them for an enhanced effect, but their number of advanced songs they can play per-day is limited.

Tunes (cantrips)
Inspiring Tune
Continuing Melody
You perform an inspiring tune that enables those around you to be granted a small but useful boost in skill checks
Effect: Choose an ability score and begin to play. Until you stop playing, any creature within 30 feet who uses that skill will gain a +1 bonus to checks using the chosen ability.

Heroic Fortitude
Continuing Melody
You perform an inspiring tune that tells of a mighty warrior who vanquished all of their foes.
Effect: You inspire a specific companion who will gain an AC bonus equal to your Charisma modifier that persists as long as you are playing this song.

Mute Sound
Continuing Melody
Playing a tune with your instrument that sounds like you are tuning its strings is able to distract those around you, allowing your party to speak freely without fear of nearby creatures to overhear their conversation.
Effect: You create a small area (15 feet) that anyone inside of cannot be heard by those outside by normal means. This effect can be overcome with a Charisma save that the targets choose to make.

Persevering Tune
Continuing Melody
You perform an inspiring tune that enables those around you to become just a bit luckier in subtle, but perhaps lifesaving ways.
Effect: Your melody grants all creatures within 30 feet a +1 bonus to all saving throws.

Level 1 Songs
Charming Song
1st-level enchantment
This song gives the listener a strange attraction to the player, putting them in the best possible light in the present circumstances. A hostile creature, for example, might not see you as a threat, while a bored shopkeeper might suddenly regard you with unfounded trust.
Effect: Choose a living humanoid that can hear you. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails, it is charmed by you for 1 hour, or until you or your companions harm it. The charmed creature regards you as a friendly acquaintance. A creature charmed in this manner remembers being charmed.
At Higher Levels: When you play this song using a spell slot of 2nd level or higher, you can target one additional creature for each slot above the 1st. The creatures must be within 30-feet of each other when you target them.

Notes of the Aggressor
1st-level enchantment
You divert your tune to include a riff that has an aggressive note to it that inspires your team to strive to fight better.
Effect: All allies within a 30-foot radius will gain a +1 bonus to attack rolls and saving throws. The bonus will last until the target(s) take more than five points of damage, but for no longer than 1 minute.

Notes of Fear
1st-level enchantment
You redirect your tune to focus on frightening the closes opponent to you. The tones are deep and sinister and bring to mind frightful scenes.
Effect: The closest opponent to you within 10 feet must succeed on a Wisdom saving throw or be frightened until your concentration is broken, but for no longer than 1 minute. On its turn, a creature affected by this tune can take an action to make a Wisdom check against your spell save DC to end the effect.

Lullaby
1st-level continuing melody
The hypnotic melody lulls your opponents into a drowsy sleep.
Effect: For a 40-foot cone in front of you, roll 3d8, and add them up. The total is how many hit points of living creatures this spell can affect. The song will ignore any creature that is unconscious.
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious for one minute, or until it takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. If the final creature has more hit points than you have the ability to put to sleep, they must succeed in a Save DC against you.
At Higher Levels: When you use this song using a slot higher than 1st level, roll an additional d8 for each level above 1st to determine which creatures fall asleep.
Melody: You are able to maintain this song for up to 60 minutes without needing to rest. If you stop playing this melody, the effect will end at the end of the affected targets next round.


Level 2 Songs
Befuddeling Tune
2nd-level enchantment
You redirect your tune momentarily bewitch a single living humanoid with your hypnotic tones.
Effect: Select a single humanoid within 50 feet of your character. That creature must roll a Save DC against this affect or they will be unable to make any actions for the next 1 minute.

Countersong
2nd-level counter enchantment
Another powerful use of story, song, or tale when voiced by a bard is that of the counter song. This is the intricate art of canceling the effects of a hostile sound, whether it be songs, chants, wails, or even commands and suggestions from magical spells.
Effect: You are able to temporarily nullify the use of any spell, enchantment, calling, or song for one round. The countered ability must be of an even level as the countersong.

Lucky Song
2nd-level counter enchantment
These powerful notes will spark insight to your teammates and grant them a spark of luck for a brief time.
Effect: All of your teammates within 30-feet of your position are granted Advantage for the next 1 minute. If your teammate is already at a Disadvantage, they are relieved of this state, even if it was an ongoing condition.

Titanic Tones
2nd-level counter enchantment
You perform a powerful note that has an enhanced effect on those around you.
Effect: This song will increase the effectiveness of your next song two-fold. You may pair this with any song and if
the targets is able to resist the spell, they will take a penalty equal to the song’s level.

Unnoticed Tune
2nd-level Continuing Melody
Your tones distract those around you into not noticing your presence or that of your companions for a time.
Effect: So long as you are playing this song, you and your companions will be unimportant to those around you. You may stop this melody at any time, though it will be dispelled automatically if a creature around you succeeds in rolling a Save DC. Any creature who is told of your presence will see you and won’t be fooled by this effect for the next four hours.
Melody: You are able to maintain this song for up to 60 minutes without needing to rest.


Level 3 Songs
Song of Quickening
3rd-level enchantment
Your fingers blur over your instrument as the mere act of performing this song speeds your gestures with nearly supernatural quickness, allowing the target of your song to move slightly faster than everything around it.
Effect: Choose a willing creature within 25 feet of you. That creature’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional, hasted action on each of its turns. These benefits last until the target takes damage, but no longer than 1 minute. The hasted action can be used only for the following actions:

cast a cantrip
make a single attack
disengage
initiate a contest, such as a grapple

When the spell ends, the creature loses its next turn, as a wave of lethargy sweeps over it.

Confusing Chords
3rd-level enchantment
You perform a series of chords that make close targets perform in almost random ways that are not of their choosing.
Effect: Each creature in a 20-foot cone originating from you must make a Charisma saving throw, provided the creature can hear the song. Every creature that fails its saving throw suffers a random effect for 1 minute.
1-2: The creature’s speed is halved, and the creature has disadvantage on all attack rolls and save checks.
3-4: The creature must use its action to make a melee or ranged attack against a random target.
5-6: The creature is frightened. While it is frightened, it must move as far away from you as possible before taking an action, this effect may provoke an attack of opportunity.

Song of Confidence
3rd-level enchantment
You pick up a series of chords that inspire your teammates to perform at their very best. They are able to take on opponents that would normaly dominate them with great ease.
Effect: All of your allies within 40-feet of your position gain a +2 to their Attack Rolls and Armor Class as well as an extra 10-feet of movement until they take damage, but no longer than 1 minute.


Level 4 Songs
Song of Illusion
4th-level illusion
Your hypnotic melodies are enough to entrance your opponents into seeing things that are not really there.
Effect: While you play this song, a single creature within 30 feet of you loose sight of you and see, instead, a creature of your choosing located within 50 feet of the creature for 5 minutes or until you freely dismiss the illusion.
The illusionary creature can fill an area of up to 10 feet and any physical interaction with the creature reveals it to be an illusion. If the creature is touched, the target will need to roll a DC 15 save to break the effect of this song.

Brought Back by the Music
4th-level enchantment
The raw power of your instrument’s music is enough to draw a nearby target from the brink of death.
Effect: All chosen targets within 40 feet who have 0 hit points or fewer, and have not succumbed to death already, are restored back to consciousness and granted 1 hit point.

Song of Strength
4th-level enchantment
You play an invigorating song that bolsters those around you, allowing them to perform great feats of strength.
Effect: A target of your choice gains a +4 bonus to Strength checks. They gain the same bonus to attack rolls and damage rolls involving a weapon that uses Strength. The bonus lasts until the target takes damage, but for no longer than 1 minute.


Level 5 Songs
Song of Epiphany
5th-level enchantment
Your mind wanders slightly as you continue your normal melody, granting your subconscious the ability to become better able to make a decision.
Effect: You may ask the DM up to three questions that can be answered with yes or no. You must ask these questions within 1 minute of beginning this song. You will receive a
correct answer for each question. In some cases, you may receive a short answer instead of a yes or no.
Repeated uses of this song in the same day make it harder for you to reach epiphany. Each time you perform this song in the same day after the first, there is a 25 percent chance 1-5 on a d20 roll) that you will get no answer.

Wild Notes
5th-level enchantment
You play almost random notes over your instrument, breaking the concentration of any spellcaster who was not prepared for this enchantment.
Effect: For the next 1 minute, before any spellcaster is able to perform a spell of any sort, they must roll a Charisma DC Check against this enchantment or they are unable to cast a spell.
Special: Any maintained magical affects will also need to roll a successful Charisma DC Check, or it will no longer persist.

Song of Vision
5th-level enchantment
While the bard plays this song, they are able to tune into the reverberations of the room that they are in and are able to perceive things even in total darkness as they truly are.
Effect: So long as you are playing this song you are able to see things as they actually are within 60 feet. You will see in normal and magical darkness, notice secret doors hidden by magic, perceive invisible creatures, automatically detects and succeeds on saving throws against visual illusions, and perceives the true forms of creatures affected by transmutation spells.
Melody: You are able to maintain this song for up to 60 minutes without needing to rest.

Dominating Song
5th-level enchantment
Your hypnotic melodies entrance your target into becoming dominated by your presence, tying your victim to your every whim.
Effect: Choose a living humanoid within 50 feet of you that you can see. The creature must succeed on a Charisma saving throw to avoid being charmed by you for the next hour. For the duration, you have a visual link with the charmed creature, and you choose its actions and where it moves by commanding it telepathically. It cannot take reactions. If you give it no commands, it does nothing, other than basics for survival.
The charmed creature can make a new saving throw against the enchantment if it takes damage or if you give it an order that is directly counter to its alignment. The spell instantly fails if you give the creature an obviously self-destructive order.
This enchantment lasts only so long as the targeted creature is within visual or audible range of you.

Befuddling Song
5th-level enchantment
You redirect your tune momentarily bewitch a single living creature with your hypnotic tones.
Effect: Select a single creature within 50 feet of your character that can hear this song. That creature must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. This charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the targets memories are modified.
While this charm lasts, you can affect the targets memory of an event that it experienced within the last 24-hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.
You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise the modified memories take hold when the spell ends.
A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory such as implanting a memory of how much the creature enjoys dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.
A remove curse or greater restoration spell cast on the target restores the creature’s true memory.
At Higher Levels: If you cast this spell using a spell slot of 6th level or higher, you can alter the targets memories of an event that took place up to seven days ago.