PDA

View Full Version : D&D 5e/Next Song, Sword and Sorcery: The Half Caster Bard (Version 2.0!)



H_H_F_F
2023-08-22, 06:36 AM
This post presents version 2.0 of the half caster bard, originally discussed here (https://forums.giantitp.com/showthread.php?639720-Song-Sword-and-Sorcery-H_H_F_F-s-Half-Caster-Bard&p=25290424&viewfull=1#post25290424). I felt that the current changes are significant enough (especially considering the changes it already went through from the time of original posting) to probably justify a new post. Many of these changes occurred due to discussions in the lonked posts, and others due to a conversation on this (https://www.reddit.com/r/UnearthedArcana/comments/13cx6di/song_sword_sorcery_a_halfcaster_bard_for_5e/) post of the half caster bard to reddit. The first reply below will give a brief explanation of all the new changes from the latest iteration of version 1.0.

On with the show!






A whirling and dancing pirate captain leads a crew to overtake a ship, the simple bandits of the sea becoming something more by her very presence. A grim commander shouts orders as he leads his men to their last battle. The boring calm of a small village is forever changed by a mysterious wanderer, infecting the locals with the whimsy and shadow of the Feywild.

These are all bards - using song and oratory to encourage, charm, protect or frighten. Jacks of all trades and masters of none, bards are capable of achieving many things through magic and skill - but a bard's true power lies in her ability to heighten and augment the abilities of her companions to triumph over any challenge.



The Half-Caster Bard



https://i.pinimg.com/736x/3c/34/a4/3c34a4c14940f1bccecdd527c919169b--greek-mythology-art-roman-mythology.jpg




Level
Proficiency
Bonus
Features
Cantrips Known
Spells Known
1st
2nd
3rd
4th
5th


1st
+2
Spellcasting, Bardic Inspiration (d6, Cha uses)
2
2
2
-
-
-
-


2nd
+2
Bardic Song (Rest), Musical Expert
2
3
2
-
-
-
-


3rd
+2
Bard College, Jack of All Trades
2
3
3
-
-
-
-


4th
+2
Ability Score Improvement, Bardic Song (Vigilance)
3
4
3
-
-
-
-


5th
+3
Bard College Feature, Disharmony
3
4
4
2
-
-
-


6th
+3
Bardic Inspiration (d8, Cha +1 uses), Magical Secrets
3
6
4
2
-
-
-


7th
+3
Inspired Mettle
3
7
4
3
-
-
-


8th
+3
Ability Score Improvement
3
7
4
3
-
-
-


9th
+4
Bard College Feature
3
8
4
3
2
-
-


10th
+4
Bardic Inspiration (d10, Cha +2 uses), Magical Secrets
4
10
4
3
2
-
-


11th
+4
Musical Versatility
4
10
4
3
3
-
-


12th
+4
Ability Score Improvement
4
11
4
3
3
-
-


13th
+5
Bardic Song (Countercharm)
4
11
4
3
3
1
-


14th
+5
Bard College Feature
4
12
4
3
3
1
-


15th
+5
Bardic Inspiration (D12, Cha +3 uses)
4
12
4
3
3
2
-


16th
+5
Ability Score Improvement
4
13
4
3
3
2
-


17th
+6
Bardic Song (Endless Inspiration)
4
13
4
3
3
3
1


18th
+6
Magical Secrets, Bard College Feature
4
15
4
3
3
3
1


19th
+6
Ability Score Improvement
4
16
4
3
3
3
2


20th
+6
Effortless performance
4
16
4
3
3
3
2




Class Features:

Hit Points:
No change.


Proficiencies:
No change


Spellcasting:
The Bard is now a half caster, starting with 1st level spells and ending with 5th. The bard spell list only goes up to 5th level spells. See the table for the updated spell known and spell slot values. Otherwise, this feature is the same as the spellcasting feature of the original bard.


Bardic Inspiration:
This class feature is the same as that of the original bard, except for two changes:
1. The bard now gets one additional use of bardic inspiration when the size of the inspiration die increases at levels 6 (rather than 5), 10 and 15. So, a bard can use this feature a number equal their Charisma modifier at level 1, their Charisma modifier +1 at level 5, their Charisma modifier +2 at level 10, and their Charisma modifier +3 at level 15.
2. all expended uses of this feature return after a short or long rest. Essentially, the Font of Inspiration ability has been folded into the first level base feature.


New Feature; Musical Expert:
At 2nd level, you gain expertise (as the rogue feature) with one musical instrument with which you're proficient.


Jack of All Trades:
This is the same as the original bard feature of the same name, except it now comes on at level 3, and stacks with proficiency. The bard adds half their proficiency bonus to all ability checks. This does not stack with any other proficiency-based bonus, such as expertise or remarkable athlete.


Expertise:
This feature no longer exists.


Song of Rest:
This feature no longer exists independently and has been folded into the new Bardic Song feature.


New Feature; Bardic song:
Bards function as beacons for their allies. With song and music, you can uplift the spirits of your friends, and help them achieve greater deeds. Starting out with only one song at 2nd level, a bard slowly expands their repertoire over their career.
As an action, you may initiate a bardic song. Singing a bardic song requires your concentration (see chapter 10 of the PHB), and can be sustained as long as you maintain concentration.
As long as you are singing, you cannot hide or use stealth. You cannot sing quietly or stop singing without breaking concentration and losing the benefits of the song. Bardic songs can only affect those who hear them, so they do not work in areas of silence or similar conditions. You cannot speak while singing, but you may still cast bard spells with a verbal component.


Alternatively, you may perform a bardic song with a musical instrument. This always requires using both hands, but you may still cast bard spells with somatic components. Performing with an instrument allows for talking (unless using a wind instrument, of course), but all other rules and limitations apply.


Unless otherwise noted, a bardic song is not a magical effect.

Song of rest
At 2nd level, you learn the song of rest, allowing you to revitalize your allies with soothing music during a short rest. For this song to take effect, you must sing for at least 10 minutes during the short rest. If you or any ally who can hear you use hit dice to heal at the end of the short rest, you may add a die equal to your bardic inspiration die to that healing.

College Song I
At 3rd level, you learn a second bardic song, which depends on your bard college.

Song of Vigilance
At 4th level, you learn the song of vigilance, allowing you to heighten the awareness of your allies to your surroundings by playing tense, low tones. While you're singing this song, any ally who can hear you within 60 ft (but not yourself) may add a die equal to your bardic inspiration die to their initiative rolls, and has advantage on perception checks based on sight.

College Song II
At 9th level, you learn a fourth bardic song, which depends on your bard college.

Song of Countercharm
At level 13, you learn the song of Countercharm, allowing you to inspire mental resilience of your allies with music that emboldens the heart. While you're singing this song, you and any ally who can hear you within 30 ft have immunity to fear and charm effects.

Song of Endless Inspiration
At level 17, you learn the song of endless inspiration, allowing you to inspire your allies with unmatched consistency. While you're singing this song, you may give out one d6 inspiration die on each of your turn without spending any actions or resources. These dice immediately vanish if you stop singing this song.


Bard College Feature:
All bard colleges now get additional Bard College features at levels 3, 9, and 18, as shown in the Bard Colleges section below, and the 6th level feature was relocated to level 5. Otherwise, no change to the existing features - except for the creation college.


Ability Score Improvement:
No change.


Font of Inspiration:
This feature no longer exists independently and has been folded into the Bardic Inspiration feature.


New Feature; Disharmony:

At 5th level, you learn to imbue your spells with a disharmonious screech. Once per round, when you deal damage to a creature with a spell or a cantrip, you may also inflict thunder damage on that creature. The amount of thunder damage equals your bardic inspiration die - a d6, d8, d10 or d12, depending on your level. This feature can only be used on one creature per round.



New Feature; Inspired Mettle:
Starting at 7th level, you can draw on reserves of inspiration to hold your ground. When you make a saving throw, you can use your reaction to spend one inspiration die and add the roll to your saving throw.


Magical Secrets:
Same as the original feature, except it now occurs at levels 6, 10, and 18.


Countercharm:
This feature no longer exists independently. It was changed and has been folded into the new Bardic Song feature.


New Feature; Musical Versatility:
At 11th level, your mastery of your music becomes absolute. When performing a bardic song, you may expend an inspiration die to transition into another song you know, without needing to spend an action. You may only do so on your own turn.


Superior Inspiration:
This feature no longer exists.


New Feature; Effortless Performance:
At 20th level, you no longer need to maintain concentration on your bardic songs. All other limitations still apply, and you can still only be performing one bardic song at a time.



Bard Colleges:

The following section will include all bard colleges I have access to at this moment. All of them have gained unique bardic songs at levels 3 and 9, as well as a unique improvement affecting all their bardic songs, also at level 9. They also get a new feature unrelated to bardic song at level 18, which is suited for the spirit of the subclass. All the other features see no changes, unless otherwise noted.
This design philosophy should be used to update all future subclasses to this version of the bard.

College of Lore:

Song of Lore:
At 3rd level, you learn the song of lore, allowing you to utilize your knowledge, especially that of spells. In the beginning of each of your turns while singing this song you gain a smattering of arcane intuition, increasing the DC of all spells you cast during that turn by 1. This effect works even if you cease concentrating on your Song of Lore, as long as you've began your turn concentrating on it. In addition, while you're singing this song all allies who can hear you within 60 ft (but not you) can substitute any of their ability modifiers with your intelligence modifier for the purposes of any roll except saving throws. This includes ability checks, attacks, damage rolls, and any other roll to which they would add one of their ability modifiers.

Song of Arcane Power:
At level 9, you learn the song of arcane power, allowing you to evoke the deep magic within your allies – despite the song not being magical unto itself. While you're singing this song, all spells cast by you or by your allies that can hear you within 30 ft are considered to have been cast using a spell slot that is one level higher than the one that was actually used.
So, a spell that was cast using a 1st level spell slot will be considered as if it had been upcast at 2nd level, and so forth, up to a spell that was cast using a 8th level slot which will be considered to have been upcast at 9th. This song does not affect spells that used a 9th level spell slot, or spells that were not cast by expending a spell slot.

Erudite Hymns:
Also at level 9, you start imbuing your bardic songs with your uncanny knowledge of magic. When singing any bardic song, any allies affected by your bardic song have advantage on arcana and history checks. In addition, while singing a bardic song, you may maintain two concentration effects at the same time. You may do so for a number of rounds equal to your intelligence modifier per day, which do not have to be consecutive.

Lorespell:
At level 18, your knowledge of magic becomes unparalleled. At the end of a long rest, you may prepare one spell, from any class spell list. You can cast this spell as if it was one of your known spells until you finish another long rest. The spell must be of 5th level or below, and your casting ability for it is Intelligence, not Charisma.
College of Valor:

Song of Valor:
At level 3, you learn the song of valor, allowing you to fill the hearts of your friends with gallantry in combat. While you're singing this song, you and any ally that can hear you within 30 ft add your proficiency modifier to weapon damage rolls, and have advantage on saving throws against fear.

Song of Tenacity:
At level 9, you learn the song of tenacity, allowing you to help your allies to withstand anything. While you're singing this song, you and allies who can hear you within 30 ft get temporary hit points equal to your charisma bonus (minimum 1) at the beginning of each of your turns.

Heroic Hymns:
Also at level 9, your songs start inspiring your allies to match the great deeds of the heroes of old. As long as you're singing any bardic song, any ally who can hear you within 60 ft (but not you) has advantage on Strength and Constitution ability checks and saving throws.

Last Stand:
At times of true crisis, when all seems lost, you call on your allies to stand up and fight.
When you or any ally within 60 ft are dropped to 0 hit points or are subjected to an effect that would cause immediate death, you may immediately use your reaction to call for a last stand. The target drops to 1 hit point instead, and you and up to 10 willing allies who can hear you within 60 ft gain temporary hit points equal to 10 * your Charisma modifier (minimum 10).
As long as a character has these hit points, they have advantage on all saving throws and cannot be poisoned, and any melee weapon hit they make deals an extra 1d12 force damage. In addition, they may take one extra action on their first turn after receiving these hit points.
At the end of combat, all benefits of the last stand are gone, and every affected creature suffers two points of exhaustion. Once you've used this ability, you cannot use it again for one week.
College of Glamour:

Song of Glamour:
At level 3, you learn the song of glamour, allowing you to subtly enchant and confuse those around you and prevent them from fighting. While you're singing this song, anyone who can hear you treats all others (except you) as if they are under a sanctuary spell you've cast.
Unlike most bardic songs, this song is a magical effect. You cannot exclude creatures from this effect.

Song of Fury:
At level 9, you learn the song of the fury, allowing you to tap into the dark wrath of the feywild.
While you're singing this song, any friendly creature that can hear you within 30 ft may use a bonus action to enter a fury, mechanically identical to a first level barbarian's rage except it isn't impacted by heavy armor. That rage lasts for 10 rounds or until you've stopped singing the song of fury, whichever is earlier. As soon as the rage ends, the creature takes a point of exhaustion.
In addition, while singing this song, you may use your action to infest the mind of a creature with wrath. One target within 60 ft makes a wisdom saving throw against your spell DC. If it fails, it cannot cast spells or concentrate on them for 10 rounds or as long as you're singing, the earlier of the two. At the end of each of its turns, the target can make a wisdom saving throw. If it succeeds, the effect ends. A target that saves against the effect is immune to your song of fury for 24 hours. If the target cannot hear you, the effect fails automatically.

Captivating Hymns:
Also at level 9, an alluring quality starts seeping into your songs, making it difficult for others to target you. While you're singing any bardic song, anyone attempting to target you has to make a wisdom saving throw to do so, as if you were under the effect of a sanctuary spell you've cast. This is not a magical effect.

Mantle of the Fey:
At level 18, you gain the ability to embrace the power of the fey. When you use your mantle of inspiration or mantle of majesty abilities, you may don the mantle of the fey as well. For a number of rounds equal to your Charisma bonus, your type changes to fey, and you cannot be affected by any effects that would not work on fey. As long as you are under this effect, you may cast Confusion, Detect Thoughts, Entangle, Polymorph and Sleep without expending a spell slot or needing to know the spell. You have advantage on saving throws against being charmed, and magic can't put you to sleep. If you have fey ancestry, you become immune to being charmed for the duration.
Once you've used this ability, you cannot use it again until you've finished a long rest.
College of Swords:

Song of Swords:
At 3rd level, you learn the song of swords, allowing you to sing a tune of mastery and elegance. While singing this song, you may perform one flourish per turn without expending a bardic inspiration die. You use a d4 for this flourish. You may not perform another flourish in the same turn with the flourish provided by the song of swords. In addition, you and every ally that can hear you are considered proficient with all melee slashing weapons as long as you're singing this song.

Song of the White Raven:
At level 9, you learn the song of the white raven, allowing you to attune yourself and your allies to the artistry of war. As long as you're singing this song, any ally that can hear you and has a bardic inspiration die you granted may use that die as if it was a superiority die, and can use it to execute one of the following combat maneuvers from the battle master maneuver list: Bait and Switch, Disarming Attack, Evasive Footwork or Trip Attack. In addition, you may spend bardic inspiration uses as a superiority dice yourself. If you do so, you may use it for any of the preceding maneuvers, or for the Commander's Strike maneuver.
Any character with access to maneuvers can use the inspiration dice as superiority dice for those instead.

Daring Hymns:
Also at level 9, you start imbuing your bardic songs with the audacious spirit of adventure. While you're singing one of your bardic songs, you and any ally who can hear you gain 10 ft of movement, have advantage on acrobatics checks, and opportunity attacks against any of you have disadvantage.

Sword Dance:
At level 18, you gain the ability to make a sword dance – a burst of speed and grace in combat. At the beginning of your turn, you may initiate a sword dance. For that turn, your attack action lets you make 4 attacks. If you're using a melee slashing weapon, you may roll extra slashing damage equal to your inspiration die to each of your hits. Until the beginning of your next turn, all attacks against you have disadvantage, any melee attack against you provokes an opportunity attack from you, and you can make opportunity attacks without expending your reaction.
Once you've used this ability, you cannot initiate another sword dance until you've finished a short or long rest.
College of Whispers:

Song of Whispers:
At 3rd level, you learn the song of whispers, allowing you to infest the area around you with a haunting hymn, disturbing the minds of your foes - especially those who have magical powers. While singing this song, any opponent ending their turn within your melee reach has to make a wisdom saving throw or become vulnerable to psychic damage for as long as you're singing this song. They can remake the save at the beginning of each of their turns, ending the effect on a success. In addition, any opponent within 30 ft of you attempting to cast a spell has to make a DC 10 concentration saving throw. If they fail, the spell does not work - but the spell slot is still spent, if applicable.

Song of Dread:
At level 9, you learn the song of dread, allowing you to fill the hearts and minds of your opponents with fear. While you're singing this song, any opponent moving to within 30 ft of you or starting their turn within 30 ft of you has to make a wisdom saving throw against your spell save DC or be frightened of you for as long as you're singing and they can hear you. An opponent who makes their save are immune to your song of dread for 1 minute.

Whispered Hymns:
Also at level 9, you start imbuing your faintest whispers with the force of your personality. You can now use any bardic song effect with subsonic whispering. Any target within 60 ft of you doesn't need to be able to hear you to be affected by your songs, and your songs no longer reveal your presence and location – you can hide and stealth normally while subsonic singing. You are still incapable of normal speech while singing, and are still loud when casting spells with vocal components. Whispered Hymns cannot be used with a musical instrument.

Spelldeath:
At level 18, you gain the ability to invade the minds of others and rob their magical ability. When you use your psychic blades ability on a creature with spellcasting, that creature has to make a wisdom saving throw against your spell DC. A creature with innate spellcasting makes this save at disadvantage. On a failure, that creature cannot cast spells. They can remake the save at the end of each of their turns, ending the effect on a success.
College of Creation:


Changes to existing features:
Performance of Creation now requires expending a spell slot of 1st level or higher, rather than 2nd, to use again before finishing a long rest.
Animating Performance now requires expending a spell slot of 2nd level or higher, rather than 3rd, to use again before finishing a long rest.


Song of Creation:
At 3rd level, you learn the song of creation, allowing you to empower the making of new things around you. You and all allies within 30 ft have advantage on all tool checks, and all spells of 1st level or higher you and all allies within 30 ft cast benefit from the effect of the extended spell metamagic if they are eligible for it.

Song of Cosmic Fire:
At level 9, you learn the song of cosmic fire, allowing you to access the raw primeval energy at the heart of creation. When you initiate singing this song, you may pick a number of creatures up to your charisma bonus (minimum 1) within 30 ft of you. While you're singing this song, and as long as they can hear you, these creatures have resistance to fire and radiant damage.
In addition, while singing this song, you may spend a bardic inspiration use as your action to unleash a blossom of cosmic fire. You create a 10 foot radius sphere of cosmic fire within 60 feet of you. Each creature within the blossom must make a Wisdom saving throw. If it fails, it takes 6d10 fire or radiant damage (your choice) and is blinded until the end of your next turn. If a creature succeeds on its saving throw, it only takes half damage, and isn't blinded. The damage is improved to 6d12 at level 15. A creature that cannot hear you is immune to this effect.
Unlike most bardic songs, the song of cosmic fire is a magical effect.

Creative Hymns:
Also at level 9, you start imbuing your bardic songs with the forces of creation within you. While you're singing a bardic song, anyone hearing you who's rolling an inspiration die you've given adds +1 to the result.

True Animation:
At level 18, you may create an inanimate sculpture and breath life into it. The creation of the sculpture takes six full days of work, and costs 1,000 gp in marble or sandstone. Once the statue is finished, you spend a full day on the ritual of animation, singing it to life as an automaton.
Your automaton has the statistics of a stone construct spirit, as if you had cast the summon construct spell at 5th level – except the duration of the spell would become instantaneous. Your automaton cannot naturally heal, but it can be healed by magical means. You may also use bardic inspiration as an action to heal it for your bardic inspiration roll + your charisma modifier. If your automaton is dropped to 0 hit points, it becomes inert, and the ritual of animation is needed to bring it back to life.
If you create another automaton, your previous automaton turns to dust.
College of Eloquence:

Song of Eloquence:
At 3rd level, you learn the song of Eloquence, allowing you to smoothen social interactions around you. While you're singing this song, every creature who can hear you has advantage on persuasion and deception, and disadvantage against spells or effects which impose the charmed condition.

Song of vitality:
At 9th level, you learn the song of vitality, allowing you to heal and support your comrades with comforting tones. While singing this song, you and all allies within 60 ft are immune to poison and disease. In addition, you may use a bardic inspiration use as an action to heal those around you. Roll your bardic inspiration die, and heal everyone affected by this song for that amount of hit points.

Fluent Hymns:
Also at level 9, your bardic songs start flowing through you more smoothly. You can initiate a bardic song as a bonus action.

Glibness:
At level 18, you can cast Glibness without spending a spell slot. Once you've used this ability, you can't use it again until you've finished a long rest.

And... That's that! Let me know what you think. If you like the concept, and have better suggestions for some of the features / subclass features, I'd be happy to hear them, as well as any balance concerns with any of the subclasses or features. I'm sure many things here could be done better, and there very well may be plenty of editorial errors, as much as I've tried to proof-read this. Looking forward to your commentary!

H_H_F_F
2023-08-22, 06:37 AM
For anyone who was following along the full journey of version 1.0, here are the changes from the latest published iteration:

Skills: Expertise is out, jack of all trades given a huge buff (and therefore moved further out of the dipping comfort zone), level 2 gets expertise with a musical instrument only.
Levels shifted around:: Bardic songs, bardic inspiration advancement, college features, disharmony, and magical secrets levels have all been shifted around for various reasons, to create a smoother leveling experience and to better fit with the traditional tier shifts.
Bardic song: Songs can now be played with an instrument rather than sung (allows for talking, but requires both hands). In addition, clarification has been given that only the vocal (or somatic, if using an instrument) components of bard spells can be used while performing a bardic song.
Disharmony: Only applies to magic, but Extra Attack coming sooner for the martial colleges (due to 6th level feature pushed to 5th) should help.
Defense: Uncanny dodge is out, replaced by a new defensive feature that helps with saves.
Additional Feature: Musical Versatility grants a power boost and many new tactical avenues at level 11.
College of Creation: The college of creation was more impacted than others by loss of spell slots, due to utilizing them for their subclass features – something I didn't take into account in the rebuild. They've gotten some attention to amend that.