Bard
Words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of bards is an attempt to snatch and harness those echoes, subtly woven into their spells and powers.
The greatest strength of bards is their sheer versatility. Many bards prefer to stick to the sidelines in combat, using their magic to inspire their allies and hinder their foes from a distance. But bards are capable of defending themselves in melee if necessary, using their magic to bolster their swords and armor. Their spells lean toward charms and illusions rather than blatantly destructive spells. They have a wide-ranging knowledge of many subjects and a natural aptitude that lets them do almost anything well. Bards become masters of the talents they set their minds to perfecting, from musical performance to esoteric knowledge.
Only rarely do bards settle in one place for long, and their natural desire to travel—to find new tales to tell, new skills to learn, and new discoveries beyond the horizon—makes an adventuring career a natural calling. Every adventure is an opportunity to learn, practice a variety of skills, enter long-forgotten tombs, discover lost works of magic, decipher old tomes, travel to strange places, or encounter exotic creatures.
Subclasses
Basics
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Base Hit Points: 56
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Hit Points per Advancement: 14
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Actions: 1 Attack, 1 Bonus, 1 Reaction
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Bardic Inspiration:
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Level 10: +4
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Level 12: +1 (+5)
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Casting Attribute: Charisma
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Starting Kit:
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Short Sword
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Shortbow
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Musical Instrument
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Leather Armor
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Proficiencies
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Armor: Light Armor
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Weapons: Simple weapons
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Saving Throws: Dexterity, Charisma
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Skills: Performance, Persuasion
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Proficiency Bonus:
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Level 8: +2
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Level 10: +1 (3)
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Level 12: +1 (4)
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Bardic Inspiration
As a bonus action, stir your words and music to inspire a target of your choosing within a 6 tile range, granting them +2 to Melee and Ranged hit bonus for the remainder of the combat. These are returned after a short or long rest.
Bard College
You delve into the advanced techniques of a bard college of your choice: the College of Glamour, the College of Lore, the College of Valor, or the College of Whispers. These will be unlocked at Level 10 and reach their full potential at Level 12.
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.
Spell Slots
Level 8
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1st: +4
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2nd: +2
Level 10
- 2nd: +1
- 3rd: +3
- 4th: +2
Level 12
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2nd: +1
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4th: +1
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5th: +2
Combat Spells
The following list of spells are directly tied to, and reflected within, our dice system. Cantrips can be used an indefinite amount of times, but the rest are tied to spell slots of their corresponding level, and as such, are limited in their usage. All spell slots are restored upon a long rest. Cantrips, along with 1st and 2nd level spells, are available to newly created characters (Level 8s). 3rd and 4th level spells are available to Level 10 characters. 5th level spells are available to Level 12 characters.
Vicious Mockery
Enchantment
1 Action
V
You unleash a string of insults laced within subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom Saving Throw (DC 8 + Spell Bonus) or take 2d4 psychic damage in addition to a -2 disadvantage to their next attack roll that turn.
Flavor Spells
The following spells are included in the bard's repertoire, however; these spells cannot be used in combat and do not consume a spell slot. They cannot be used to gain advantage, access a base, or otherwise - they are only to enrich the narrative of your roleplay. For spells that involve affecting another person, they should be treated as social rolls. They are fully consent based and cannot be used to force an outcome in a roleplay scenario. Some are available to a newly created character (Level 8) and others are unlocked at Level 10.
Dancing Lights
Evocation
1 Action
V, S
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
You can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
Ritual Spells
Spells that require components to cast, or spells that have longer and broader effects than any of the aforementioned combat and flavor spells, are considered rituals. They do not consume spell slots. Most require DM oversight and such will be denoted in a ritual's description if it does. If it does not, it can be cast as any other spell is cast in our dice system, should you have the required components on hand.
This is an RPR Spell, and does not require a DM Ticket!
Detect Magic
Divination
1 Action
V, S, M
Class Required:
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Artificer
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Cleric
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Bard
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Druid
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Paladin
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Ranger
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Sorcerer
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Wizard
Components Required:
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1x Unstable Essence
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5x Arcane Residue
For the next 10 minutes, you sense the presence of magic within 3 tiles of you. You may use another action to determine the school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a shin sheet of lead, or 3 feet of wood/dirt.
The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others.
The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. These bards are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, misusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors.
Bonus Proficiencies
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Skills: Deception
Mantle of Inspiration
As a bonus action, you may spend a single bardic inspiration to grant yourself a wondrous appearance. Up to 4 targets within a 6 tile range may be affected by your magnificence, giving them 11 temporary hit points and granting them the ability to move up to 2 tiles.
Enthralling Performance
You inspire wonder in your audience by performing. At the end of the performance, up to 4 targets in a 6 tile trance fight on your side up until any hostile action is taken against the now-enthralled targets or they succeed in a Wisdom Saving Throw in their turn. (8 + Spell Bonus vs WIS Save). This may only be performed once per day.
Mantle of Majesty
Requires Level 12
As a bonus action, you cloak yourself in fey magic that invokes a target within a 6 tile range with the desire to serve you. By asking them to move, or halt - they must succeed a Strength Saving Throw (DC 8 + Spell Bonus) or are compelled to consume their entire turn obeying your unfaltering command - and falling prone after it. This may only be performed once per day.
Magical Secrets
You have plundered magical secrets from a wide spectrum of disciplines. Adding the following spells to your subclass spell list:
Shillelagh, Tasha's Mind Whip.
When in possession of an Instrument of the Bards you gain access to an additional magical secret:
Banishment
Subclass Spells
Rituals
Shillelagh
Transmutation
1 Bonus Action
V, S
Imbue your club or staff with nature's power. For the duration of combat you can use CHA for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8.
Dream
Illusion
1 Minute
V, S, M
Class Required:
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Cleric: Twilight Domain
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Druid: Circle of Dreams
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Bard: College of Glamour
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Warlock
Component Required:
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Ground up Valor Bell (Flavor)
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Ground up Brisk Leaf (Flavor)
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Ground up Mother's Leaf (Flavor)
This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move.
If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams.
You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest.
If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.
Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.
The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.
The college’s members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.
Bonus Proficiencies
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Skills: History
Cutting Words
With a Bardic Inspiration point and at the cost of your potential reaction, you can use your wit to distract, confuse, and otherwise sap the confidence and competence of others. Choose a target within a 6 tile range. They must succeed a Wisdom Saving Throw (DC 8 + Spell Bonus) or receive a -2 to Attack Bonus and Spell Bonus until the end of their next turn. Note: This is to be done on your own turn!
Expertise
Requires Level 12
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Skills: Arcana, History, Nature
Magical Secrets
You have plundered magical secrets from a wide spectrum of disciplines. Adding the following spells to your subclass spell list:
Frostbite, Magic Missile.
When in possession of an Instrument of the Bards you gain access to an additional magical secret:
Ice Storm
Additional Magical Secrets
You have learned even more magical secrets. Adding the following spells to your subclass spell list:
Acid Splash, Sacred Flame, Tasha's Caustic Brew, Misty Step, Lightning Bolt.
Subclass Spells
Acid Splash
Conjuration
1 Action
V, S
You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within half a tile of each other. A target must succeed on a Dexterity Saving Throw or take 2d6 acid damage.
(8 + Proficiency Bonus + Spell Bonus vs DEX Saving Throw)
Rituals
Legend Lore
Divination
10 Minutes
V, S, M
Class Required:
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Bard: College of Lore
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Cleric
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Wizard
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Warlock: Pact of the Undying
Components Required:
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10x Daisy
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10x Briskleaf
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10x Mother'sleaf
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10x Giant's Root
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10x Valorbell
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25x Arcane Residue
Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.