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'''Bard''' is one of several possible [[Opportunist#Subclass|subclass]]es you can undertake as an [[opportunist]]. | '''Bard''' is one of several possible [[Opportunist#Subclass|subclass]]es you can undertake as an [[opportunist]]. | ||
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[[Category:Opportunist Subclasses]] | [[Category:Opportunist Subclasses]] | ||
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Latest revision as of 12:30, 28 November 2020
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Player's Guide |
System Reference |
Compendium |
Classes→ Opportunist→ Bard
Kass
by hax
Contents
Bard is one of several possible subclasses you can undertake as an opportunist.
Your subclass enacts features at 3rd level and every three levels thereafter: 6th, 9th, 12th, 15th, and 18th. See Opportunist#Bard for an integrated list that combines bard features with those of the base opportunist class.
Bardic Performance
At 3rd level, you become an expert in the Performance skill and in three musical instruments of your choice. (You can become an expert even if you are not already proficient.) When you make an ability check in which you are an expert, add double your proficiency bonus.
Bardic Songs
At 3rd level, your bardic music becomes so enrapturing and powerful that it begins to influence the world like magic. You cast spells by playing music. Unlike normal spellcasting, you need not expend magic points to cast these spells.
Music Limit
Although you need not expend magic points to cast your bardic spells, you still cannot learn a bard spell that exceeds your music limit. This limit is initially 2, and increases by 1 every three opportunist levels hereafter—as shown in the bard table.
If you have levels in multiple spellcasting classes, your music limit does not combine with your magic limit.
Spellcasting Ability
Charisma is your spellcasting ability for your bard spells, as the power of your magic depends on your ability to evoke powerful music and performances. You use 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 bard spell you cast and when making an attack roll with one.
Your spell saving throw DC is 8 + your proficiency bonus + your Charisma modifier.
When you make a spell attack roll, you roll a d20 and add both your proficiency bonus and your Charisma modifier.
Cantrips
When you gain this feature at 3rd level, you learn two cantrips (or "unpowered spells") of your choice from the bard song list. You learn a third cantrip at 12th level.
Songs Known
At 3rd level, you learn two 2-point (1st-level) spells from the bard song list. You learn one more from this list every three levels hereafter: 6th, 9th, 12th, 15th, and 18th. Each spell you learn cannot have points exceeding your music limit at the level you learn it.
Each time you gain the Improvement feature, you can replace one bard song you know with one of equal or fewer points, or replace one bard cantrip you know with another one.
Playing a Song
Playing a song is practically the same as casting a spell, but with three differences:
- Playing a song other than a cantrip always costs 1 stamina point, regardless of the spell's normal point value.
- To play a song, you must use both of your hands to play music using a musical instrument with which you are proficient. The music must be at a clear and audible volume, and if played at a significantly diminished volume there will be no effect to the spell. If you are unable to produce sound or music, you cannot play a song.
- To maintain concentration on a song, you must continuously play music using both hands. If you use your hands for anything other than playing a song, your concentration ends immediately. You cannot make any attack roll while maintaining concentration on a song, unless it is a spell attack roll caused by a song or an improvised weapon attack. You can vocally communicate while maintaining concentration on a song, for example, as this does not use your hands.
Overpowering a Song
Any spell you cast with this feature is always overpowered to the highest extent. It is cast as though you expended a number of magic points equal to your music limit, unless you wish otherwise.
Bardic Knowledge
At 6th level, you become an expert on all Intelligence ability checks made to recall lore.
Helping Hand
You're always ready to encourage your friends and aid your allies. At 9th level, you gain the Helping Hand talent. If you already have this talent, you can instead gain another clever or amazing talent of your choice.
Catchy Tune
At 9th level, you can pick up a song even if it drops. If your concentration on a bard song is challenged, you add a bonus to the Constitution saving throw made to maintain your concentration. This bonus equals your Charisma modifier.
Orchestra
Music flows from your fingertips so naturally that you can play songs from any instrument. From 12th level onward, you have proficiency with all musical instruments.
Swift Song
Starting from 15th level, you can use your cunning action to cast a bard song that normally has a cast time of 1 action. Doing so requires you to expend 2 stamina points instead of the normal 1. On a turn you use this feature, you can't use your action to cast a spell or play a song, other than a cantrip.
Harmony
At 18th level, you learn to blend two musical songs into a new melody, carrying the power of both. You can maintain concentration on two bard songs simultaneously. If your concentration is challenged, you make one saving throw for both songs, and on a failure lose concentration on both.
Bard Song List
Name | MP | Lv | School | Summary |
---|---|---|---|---|
Animal Friendship | 2 | 1st | enchantment | Charm an animal for up to 24 hours. |
Calm Emotions | 3 | 2nd | enchantment | You attempt to suppress strong emotions of a group of creatures. |
Din's Power | 7 | 5th | enchantment | Nearby friendly creatures have advantage on Str checks and saves, and can add a d6 to damage rolls. |
Farore's Courage | 2 | 1st | enchantment | For the duration, you and any friendly creatures within 30 feet of you have advantage on every saving throw against being charmed or frightened. |
Gust of Wind | 3 | 2nd | evocation | You create a sustained blast of wind in a line at least 60 feet long and 10 feet wide for up to 1 minute. |
Identify | 2 | 1st | divination | You identify what spells are affecting a creature or object, or learn a magic item's properties. |
Lullaby | 2 | 1st | enchantment | Up to 4d12 heart points' worth of creatures within 30 feet of you fall unconscious for 1 minute. |
Marvelous Melody | 0 | enchantment | Your melody damages adjacent creatures, and potentially charms them. | |
Message | 0 | transmutation | You whisper a message that can be heard only by one creature you designate within 120 feet, who can respond similarly. | |
Nayru's Wisdom | 5 | 3rd | enchantment | Friendly creatures within 30 feet of you have advantage on Int checks, Wis (Insight) checks, and saving throws against jinxes. |
Piercing Note | 0 | evocation | Your note pierces reality as an arrow-like attack. A hit creature takes force damage has suffers temporary disadvantage on Wisdom checks. | |
Sage Hand | 0 | conjuration | Conjure a translucent, floating hand that can manipulate objects at range. | |
Silence | 3 | 2nd | illusion | For up to 10 minutes, no sound can be created in a 20-foot-radius sphere within 120 feet. |
Song of Visibility | 4 | 3rd | divination | Creatures within 30 feet of you that listen to your song can see what is otherwise invisible and have advantage on checks to find hiding creatures. |
Speak with Animals | 2 | 1st | divination | You gain the ability to comprehend and verbally communicate with beasts for the duration. |
Spike Growth | 3 | 2nd | transmutation | A 20-foot radius of ground grows spikes, dealing 2d4 piercing damage for every 5 feet of movement a creature travels through it. |
Summon Instrument | 0 | conjuration | You summon a musical instrument into your hands out of thin air. | |
Thaumaturgy | 0 | transmutation | You manifest a minor wonder, a sign of supernatural power, within range. |