ClassName Description filled with Flowery Text
Playing a ClassName
Roleplay
Mechanical Talk
How to play, etc etc.
Key Attribute(s):
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Key Terms
BONUS/PENALTY DICE): Bonus and Penalty die are important to all characters. For the Bard, your kit will give you bonus die on fear effects...
PROFICIENCY: Proficiency and Proficiency Bonus is an important term for all classes. For the Bard, your proficiency will your usual kit (Attacks, Save DC, Skills, etc), as well as...
Name them all.
Class Level |
Class Features |
1 |
- Initial Character Additions
- Ancestry (and Heritage), Background (and Skill Talent), 1st Feat(s), etc
- Multiclass Additions
- Class Hit Dice
- Added Proficiencies
- Class Features
Class Features Here
|
2 |
X (Subclass), |
3 |
Class Feature, Subclass Feature |
4 |
+Y: Y, 1st Class Mastery Choices |
5 |
Token Class Feature (PS, AA, etc), Class Features |
6 |
Subclass Feature |
7 |
+Y: Y, 2nd Class Mastery Choices |
8 |
Class Feature |
9 |
Subclass Feature |
10 |
+Y:Y, 3rd Class Mastery Choices |
11 |
Class Feature/td]
|
12 |
Subclass Feature |
13 |
+Y: Y, 4th Class Mastery Choices |
14 |
Build on Class Feature |
15 |
Subclass Feature |
16 |
+Y: Y, 5th ClassMastery Choices |
17 |
Named Class Feature |
18 |
Subclass Feature |
19 |
+Y: Y, Last Class Mastery Choices |
20 |
Class Capstone |
Initial Character Additions
If the Bard is your starting Class, you gain the following features and proficiencies:
Ancestry, Background, etc |
You gain the benefits of your selected Ancestry, Heritage (be they Ancestral Heritages or Versatile Heritages, your Background and it's Skill Talent, your 1st level Feat Choice, etc.
You gain two Attribute Boosts. One of which must be used on Intelligence, and the other must be used on Charisma.
Starting / Leveled Health: 6 (4 or
1d6 )
Gear Profs
Armor:
Light Armor and
Bucklers
Weapons: All
Simple Weapons, the
Stabbing and
Sword weapon groups.
Saving Throws: Reflex (Str/Dex) or Will (Int/Wis)
Skill Profs
Choice of 4 primary skills from the following list:
Choice of 4 secondary skill from the following list:
Finally, choose any 1 skill talent you qualify for, gaining it at level 1.
Note A: For each additional
Intelligence attribute point above 0, you do not gain additional Skills. Instead, you gain
Skill Talents of your choice that you qualify for.
Note B: For each Skill listed abovet that is also given by your Ancestry or Background, you may pick any skill from the full list of Primary and Secondary skills (depending on which choice is given already), as per the
Origin Customization Rule.
Starting Gear
You gain either
3d6 times 10 sp (or 105 sp / 10 gp 5 sp) as starting gold to spend on gear, OR gear from any one of the following starter packs:
Bard Class,
Expert Group,
Burglar's Pack, or
Explorer's Pack.
Minimum Requirements: CHA +3 or more
If you are multiclassing into the Engineer, you gain the following proficiencies:
Proficiencies
+2 Primary and Secondary Skills of your choice
Class Hit Die: D6
Class Group(s): Specialist
Favorite Class Bonus:WIP.
As a(n) ClassName, you gain Class Features associated with your class at certain class levels.
At levels 1, 2, 3, 5, 8, 11, 14, and 17 you gain Your main Features, or semi-unique features that establish your class and your role in the game with such.
At class levels 4, 7, 10, 13, 16, and 19 you will gain Class Mastery Features, or features that that improve on your main features; and a mini-feat called a Mastery Talent (1 out of 3+ preset choices). (Note: You can forgo taking Mastery Features and Talent(s) to gain or advance a Dedication Template instead).
You gain the following class features:
The first Act of your supernaturally charged passion takes the form of special powers only those like you can use. You gain the Power Point Pool common feature, and two versatile abilities to use them with. Those abilities are Boastful Inspiration and Healing Inspiration.
The Bard is a rather uniquely gifted spellcaster, able to do so through their crafts and art. Bards are traditionally known for their musical aptitude enabling their magic, but it can take any form, to the benefit of all. You gain the following features pertaining to your ability to cast spells.
- The Bard is a Full Caster, whose Bard level equates and builds into their Spellcaster Level Table and uses Spell Slots.
- You gain the Spell Library / Prepared Spells and the Spell List Collection common features, with their leveled spells being kept in a Log Book called a Lyric Book. The spell lists available to the Bard are the Arcane Spell list or the Occult Spell List (their choice), as well as any spells on the Bard Class Spell List. As Full Casters, the tier of spell ranks they can learn will increase at class levels 1st, 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th.
- You gain the Cantrips, Known common feature, with more zeroth abilities becoming available to Bards from their features.
- You gain the Spell Complexity: Simple common feature. you will gain the ability to cast more complex spells at later level, depending on your subclass.
The Bard's spellcasting Attribute is Charisma, and you may add your proficiency bonus to your spell's attacks or Save DC (your default ability save DC is 10 + your proficiency bonus + your ability modifier + other modifiers, should they exist).
You can use generic casting focuses to cast spells. You can also use your Instruments, Implements, and/or items associated with your Perform - X skill to cast spells, including magic items that act as substitutes.
(2nd) Bardic College (Subclass Choice) |
[quote]At class lvl 2, all Bards choose, or finish, their artistic College, allowing them to hone their art adn their magic.. This College is their, and your, subclass. Your subclass gives you features at class levels 2, 3, 6, 9, 12, 15, and 18. It also gives you a unique capstone choice at class level 20, as well as separate Mastery Talent choices (the C choice) when they come up (at 4, 7, 10, 13, 16, 19).
Your inspiration has manifested in ways beyond other casters, even. Your Muse, be they a deity, a creature, and/or some unknown entity or ideal; no matter what you've learned to hone this into a set of abilities. have learned how to use the performance arts to heal wounds and maladies.
These are Unique Spell Lists, and are always know and prepared for you. They do not count toward your maximum list of spells known or Prepared.
You've an idea of how to follow a lead, even with skills you wouldn't otherwise know.
You gain the Untrained Improvisation if you don't have it already. If you do, you gain the Bonus Feat Choice common feature instead, granting you a feat of your choice.
Additionally, you gain additional skill talents every odd class level except for the 1st. At those levels (3rd, 5th, 7th, etc), you gain a Skill Talent.
(3rd) Subclass Feature(s) |
At 3rd class level, and every 3rd level after until 18th class level (6th, 9th, 12th, 15th, and 18th), you will get features from your subclass.
(4th) MF: Ecclectic Skillset, Jack of All Trades |
Your Ecclectic Skillset improves with your mastery. Choose any two of your primary or Secondary skill proficiencies. Your proficiency bonus is doubled for any skill check you make that uses those skills (i.e. you gain Expertise in them both). If you gain Expertise from another source for those skills, you add a bonus dice (base d4) to the checks instead.
You also gain your choice of the following below.
- A:.
- B: :.
- C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
These choices are also listed in the Classname Mastery Array, and will also be presented with every Mastery Feature. You will gain similar Mastery features and talents at class levels 7th, 10th, 13th, 16th, and 19th.
At 5th class level, you gain the ability to use your knowledge to disrupt mind-influencing effects. As a reaction, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 60 feet of you have advantage on saving throws against the Compelled and Frightened conditions. While you are performing, your base movement speed becomes 0 5ft.
A creature must be able to hear you to gain this benefit. The performance ends early if you are Staggered, Stunned, Silenced, or if you voluntarily end it (no action required).
(5th) Minor Magical Secrets |
Choose two abilities from any Universal Spell list. An ability you choose must be 3rd spell level or lower, but can be of any spell Complexity.
You learn the Chosen abilities. They count as Bard spells (making them Magical if they were not before). and are not included in your maximum number of spells known. If you wish, you can retrain one of these spells every even Bard class level. You cannot retrain your normal Bard spells for that level if you do.
[(5th) Font of Versatility |
When you reach 5th level, you regain all of your expended Power Points when you finish a Swift Rest, rather than a Short Rest.
Additionally, choose any of your primary or Secondary skill proficiencies. Your proficiency bonus is doubled for any skill check you make that uses that skill (i.e. you gain Expertise in them both). If you gain Expertise from another source for that skill, you add a bonus dice (base d4) to the checks instead.
Your X feature improves with your mastery.
:y
- A:.
- B: :.
- C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
By 8th level, you have plundered magical knowledge from a wide spectrum of magical disciplines.
Choose two spells from any Universal or Class spell list. The spells you choose must be of a level you can cast them as a full caster equal to your Bard class level and must be on the same spell list. Their Complexity can be anything (including Exotic). This spells can only be changed when you retrain.
(10th) MF: Font of Versatility, Jack of All Trades 2 |
Your Font of Versatility improves with your mastery. Choose any two of your primary or Secondary skill proficiencies. Your proficiency bonus is doubled for any skill check you make that uses those skills (i.e. you gain Expertise in them both). If you gain Expertise from another source for those skills, you add a bonus dice (base d4) to the checks instead.
- A:.
- B: :.
- C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
[ (11th) Greater Spell Complexity |
Your ability to cast spells has reached a new tier.
If you have the Spell Complexity: Simple common feature when you gain this one, you gain the Spell Complexity: Complex common feature, giving you a wider variety of spells to cast, and allowing you to ⤵/Augment Down your spells.
If you already had the Spell Complexity: Complex feature, you gain the Spell Complexity: Exotic common feature, allowing you to cast virtually any spell.
Finally, this level, you may add 5 spells from your spell list(s) of your choice to your Spell Library.
(13th) MF: Magical Secrets, Additional Spells |
Your Magical Secrets improves with your mastery. You've more plundered magical secrets lying around, waiting to be obtained.
You gain additional spells to add to your Magical Secrets feature, using the same rules, equal to your Half-Proficiency.
- A:.
- B: :.
- C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
(14th) Deep Magical Secrets |
Your ability to pull and use knowledge has taken you places beyond what others can percieve. Short of becoming a master of arcane arts, your supernatural charisma has granted you power and wit beyond measure. All, for your great works.
Choose any ability from any Tradition, Fighting Style, or Spell list that's not a Unique Ability. The chosen ability must be of a rank you access to using your Bard level as your character level (for Maneuvers) or caster level (for spells). This ability are added to your Library, and is considered a Bard spell to you (it gains the Magical trait if it didn't already have it.
Additionally, the rest of the spells in your Library that were gained from Magical Secret features follow the same criteria as this ability, and you may retrain them all when you obtain this feature, to gain abilities that better suit your vision.
Finally, you gain the Truecaster Mastery Talent, giving you the ability to read spells backwards.
Your X feature improves with your mastery.
:y
- A:.
- B: :.
- C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
Everything you've worked for has been building to this grand finale. Something so simple, yet so effective, it changes how you do anything in your work..
Once per round, any skill check or ability you use or that costs ◈◈ or less you can use as a ◇.
(19th) MF: Y, Last Class Talents |
Your X feature improves with your mastery.
Something Big, and usually something that does something cool or pinnacle-like.
- A:.
- B: :.
- C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
When you reach the 20th class level in this class you may pick a capstone from this class's Class Group(s), it's subclass/dedication(s)/template(s), or from one below.
3-4 choices. 1-2 from the class, 1 from the Class Group, and 1 from the Subclass.
Capstone 1
X
Capstone 2 / Class Group
X
Class Level |
Feature Enhanced |
Choice A |
Choice B |
Choice C |
4th |
+4: 4 |
A: |
B: |
Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead). |
7th |
+4:4 |
A: |
B: |
Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead). |
10th |
+10: 10 |
A: |
B: |
Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead). |
13th |
+13: 13 |
A: |
B: |
Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead). |
16th |
+16: 16 |
A: |
B: |
Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead). |
19th |
+19: 19 |
A: |
B: |
Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead). |
Subclasses and Archetypes |
Subclass, manually color |
Short Description |
Good At |
Mechanically Grants |
X (Classic Subclass) |
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Variant Subclass 1 |
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Variant Subclass 2 |
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Weird Subclass (if applicable) |
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Archetypes |
Short Description |
Good At |
Mechanically Grants/Replaces |
TBD |
TBD |
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To come.