Bard
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Classes→ Opportunist→ Bard
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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 one musical instrument of your choice.
As an expert, you add a bonus die to relevant ability checks. The size of this die depends on your proficiency bonus: d6 for +3, d8 for +4, d10 for +5, and d12 for +6.
Bardic Songs
This page or section is incomplete, and will eventually be expanded with more information. |
At 3rd level, your bardic music becomes so enrapturing and powerful that it begins to influence the world like magic. You learn up to X spells from the bard spell list, which you call songs. You play a bard song (cast a bard spell) by playing music using both hands, using a musical instrument with which you are proficient, and can only continue to concentrate while you use both hands to continue playing. If at any point your hand becomes otherwise occupied, your concentration on a bard song ends.
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You can learn two more bard songs every three opportunist levels hereafter. At 6th level you can learn two 3-point songs, at 9th level you can learn two 4-point songs, at 12th level you can learn two 5-point songs, at 15th level you can learn two 6-point songs, and at 18th level you can learn two 7-point songs. At these levels you may opt for a song of lower points if you wish.
Each time you gain the Improvement feature, you can replace one bard song you know with one of equal points, or replace one bard cantrip you know with another one.
Spellcasting Ability
Cantrips
You initially know two cantrips (or "unpowered spells") of your choice from the bard song list. You learn a third cantrip from this list at 9th level.
Bardic Knowledge
At 6th level, you become an expert on all Intelligence ability checks made to recall lore.
Swift Aid
You're always ready to encourage and aid your allies. Starting from 9th level you can use your cunning action to Help if you don't also use your primary action to Help.
Orchestra
Music flows from your fingertips so naturally, you can can play songs from any instrument. At 12th level, you become proficient 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 start 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. |