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BARD
Intelligent and personable, they prefer to accomplish tasks with their words first, and sword second. Bards are loremasters and storytellers. They crave adventure for the wisdom and insight to be gained, and must depend on sword, shield, spell and enchantment to preserve them from the perils of their educational experiences.
CLASS FEATURES
As a Bard, you gain the following class features:
HIT POINTS
Hit Die: d10
Starting Hit points: 10 + your endurance modifier
At higher levels: 1d10 (or 6) + your endurance modifier
PROFICIENCIES
Armor: Light armor, Unarmored
Weapon: Long Blade and short blade.
Saving Throws: Personality & Intelligence
Skills: Choose any three
Schools of Magic: Illusion, Restoration
Trade Schools: Alchemy, Enchanting
Tools: Three musical instruments of your choice
Charismatic Spellcasting
You have learned how to untangle and reshape the fabric of reality with your wishes and music. You are proficient in the Illusion and Restoration schools of magic.
Unlike other spellcasters, all of your spells are cast using your Personality attribute, regardless of which school the spell is from.
Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Personality when setting the saving throw DC for any spells you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus +
your Personality modifier
Spell attack modifier = your proficiency bonus +
your Personality modifier
Bardic Luck
Your natural good luck can easily rub off onto others around you. To do so, you use a bonus action on your turn to choose one creature, including yourself, within 60 feet of you who can hear you. That creature gains one Bardic Luck 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 Luck die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Luck die is rolled, it is lost. A creature can have only one Bardic Luck die at a time.
You can use this feature a number of times equal to your Personality modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Luck die changes when you reach certain levels in the class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Song of Rest
Beginning at 2nd level, you can use your soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one ore more Hit Dice, each of those creatures regains an extra 1d6 hit points.
The extra hit points increase when you reach certain levels in the class to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
Quick Learner
As a bard, you quickly learn the ways of other spellcasters. Starting at 2nd level, you learn 2 cantrips from any school of magic of your choice. You can cast any spells learned this way as though you are proficient in the school of magic, even if you aren't. You use your Personality attribute instead of the school of magic's governing attribute.
You learn one spell from any school of magic of your choice at 6th level, 10th level, 14th level, and at 18th level. A spell you choose must be of a level you can cast, as shown on the Bard table.
Bardic College
At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore, or the College of Valor, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level.
Expertise
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 10th level, you can choose another two skill proficiencies to gain this benefit.
Attribute Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one attribute score of your choice by 2, or you can increase two attribute scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Jack of all Trades
Starting at 4th level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesnt already include your proficiency bonus.
Boundless Luck
Beginning when you reach 5th level, you regain all of your expended uses of Bardic Luck when you finish a short or long rest.
Countercharm
At 7th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain the benefit, The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).
Allure
Starting at 8th level, you gain advantage on Speechcraft checks against people who are attracted to you, admire you, or can be easily influenced by your charisma.
Disarming Charisma
When you reach 11th level, you gain the ability to use your charisma to cause your enemies to falter. As a reaction, when a creature attacks you with a melee strike, you gain +1 to your AC until the start of your next turn.
You can use this ability an amount of times equal to your personality modifier. You must finish a long rest to be restore your expended uses.
Beginning at 17th level, this ability increases your AC by +2.
Battle Anthem
At 20th level, you gain the ability to use your instruments or voice to inspire your allies in the heat of battle. As an action, all allies that can see and hear you gain one effect of your choice for the duration of the anthem. The effect lasts up to 1 minute, and the ability acts as though you are using concentration on a spell.
Anthem of War. Each ally that can see and hear you gains advantage on attack rolls for the duration.
Anthem of Protection. Each ally that can see and hear you gains +2 AC for the duration.
Anthem of Intimidation. Every hostile creature that can see and hear you has disadvantage on saving throws for the duration.
Once you have used this ability, you must finish a long rest to be able to use it again.
BARD COLLEGES
COLLEGE OF LORE
Song of Rest: Arcane Renewal
Beginning at 3rd level, you can choose to use your song of rest to tap into a well of magical energy. You can use your song of rest to restore 1d6 magicka points instead of their hit points.
The extra magicka points increase when you reach certain levels in the class to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
Jinx
Also at 3rd level, you learn how to twist your good luck to sap the luck from others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Luck, rolling a Bardic Luck die and subtracting it from the number rolled form the creature's roll. You can choose to use this feature after a creature makes a roll, but before the DM determines whether the attack roll or ability roll succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you if it's immune to being charmed.
Rapid Learning
At 6th level, you learn 2 additional cantrips from any school of magic of your choice. You can cast any spells learned this way as though you are proficient in the school of magic, even if you aren't. You use your Personality attribute instead of the school of magic's governing attribute.
You learn one additional spell from any school of magic of your choice at 6th level, 10th level, 14th level, and at 18th level. A spell you choose must be of a level you can cast, as shown on the Bard table.
Serendipity
At 14th level, when you roll initiative and have no uses of Bardic Luck left, you regain one use.
COLLEGE OF VALOR
Bonus Proficiencies
When you join the college of Valor at 3rd level, you gain proficiency with medium armor, shields, axes, blunt, and marksman weapons.
Song of Rest: Fortification
Beginning at 3rd level, you can choose to use your song of rest to strengthen your allies with a mystical aegis. You can use your song of rest to create 1d6 temporary points to each ally instead of increasing their hit points.
The temporary hit points increase when you reach certain levels in the class to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Battle Magic
At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a spell, you can make one weapon attack as a bonus action.