Bard

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ClassesOpportunistBard

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Kass
by hax

This art is presented without the explicit permission of its creator.

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

At 3rd level, your bardic music becomes so enrapturing and powerful that it begins to influence the world like magic. For all intents, you are casting 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 always costs 1 stamina point, regardless of its 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 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. 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 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.

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 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.