Difference between revisions of "Template:Opportunist/18th/Bard"

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(Created page with "== 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 simultan...")
 
 
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Latest revision as of 12:24, 28 November 2020

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.