Bard
Bard
Req. CHA to be your highest stat or 30 CHA.
1. Signature Song: Passive
Craft a signature song (DM approved). It becomes an At-Will Action (S). When you play your signature song in a town for the first time, roll 1d20 + your level of Reputation. On 1-5 you get some food, on 6-10 you get offered a place to stay, on 11-15 you get paid, on 16-19 you make some new groupies or fans, and on a 20+ you get a level of Reputation. You can have up to ten levels of Reputation.
2. It’s a Gift: Passive
You can spend Feat Points to learn songs from the Bard Song List or to learn how to use a new instrument. You have -2 to checks made with instruments you are not proficient in. Taking this ability grants proficiency in one instrument of your choice if you were not already proficient in using one.
3. Reputation: Passive
As a bard you build a name for yourself over time. When you bear witness to feats of greatness or others bear witness to your greatness (as dictated by the DM) or every 6 levels, you gain a level of Reputation. When you gain a level of Reputation, you gain a Stat Point. You can have up to ten levels of Reputation.
4. Flourishing Aspects: EOT Shift (S)
Channel your soul into a musical note that visually represents your bardic magic. It floats around you until willingly applied (pick an effect below) on one of your songs, which consumes the note.
Note effects: Melody: Your next attack deals bonus damage equal to your charisma
Rhythm: Your next Shift (movement or ability) grants you temporary HP equal to your charisma stat (cannot stack with itself).
Harmony: Sacrifice your Action and pick a teammate to grant advantage to on their next roll.
5. Nimblest Fingers: Encounter Interrupt
Play one song you know as an Interrupt.
6. Encore: Daily Interrupt (S)
Refresh the cooldown of a song you know, or make a target that can hear you immediately repeat the last Action they made regardless of cooldown.
Nimblest Fingers can also be used immediately following Encore.
7. Going All Out: Daily Interrupt
Smash your instrument over an opponent dealing 3x your CHA stat + instrument's weapon damage. Roll luck, on an 18+ your instrument is spared destruction.
8. Tales of Triumph: Daily Action (S)
Deliver a riveting song about an epic event or occurrence (DM approved). You may then choose to either give the main character of your song a Feat Point, 3 EXP and a Stat Point, or learn the song as a feat with new effects.
9. Maximum Distortion: Daily Shift (S)
Reverse the effect of the next song played by you or a visible target. (If it would target allies it targets enemies, if it would damage it heals, if it gives temp HP it deals damage, if it would inflict a status effect that removes an Action or Attack it grants an extra one instead, if it would raise stats or add to checks or rolls it lowers them instead.)
1. Signature Song: Passive
Craft a signature song (DM approved). It becomes an At-Will Action (S). When you play your signature song in a town for the first time, roll 1d20 + your level of Reputation. On 1-5 you get some food, on 6-10 you get offered a place to stay, on 11-15 you get paid, on 16-19 you make some new groupies or fans, and on a 20+ you get a level of Reputation. You can have up to ten levels of Reputation.
2. It’s a Gift: Passive
You can spend Feat Points to learn songs from the Bard Song List or to learn how to use a new instrument. You have -2 to checks made with instruments you are not proficient in. Taking this ability grants proficiency in one instrument of your choice if you were not already proficient in using one.
3. Reputation: Passive
As a bard you build a name for yourself over time. When you bear witness to feats of greatness or others bear witness to your greatness (as dictated by the DM) or every 6 levels, you gain a level of Reputation. When you gain a level of Reputation, you gain a Stat Point. You can have up to ten levels of Reputation.
4. Flourishing Aspects: EOT Shift (S)
Channel your soul into a musical note that visually represents your bardic magic. It floats around you until willingly applied (pick an effect below) on one of your songs, which consumes the note.
Note effects: Melody: Your next attack deals bonus damage equal to your charisma
Rhythm: Your next Shift (movement or ability) grants you temporary HP equal to your charisma stat (cannot stack with itself).
Harmony: Sacrifice your Action and pick a teammate to grant advantage to on their next roll.
5. Nimblest Fingers: Encounter Interrupt
Play one song you know as an Interrupt.
6. Encore: Daily Interrupt (S)
Refresh the cooldown of a song you know, or make a target that can hear you immediately repeat the last Action they made regardless of cooldown.
Nimblest Fingers can also be used immediately following Encore.
7. Going All Out: Daily Interrupt
Smash your instrument over an opponent dealing 3x your CHA stat + instrument's weapon damage. Roll luck, on an 18+ your instrument is spared destruction.
8. Tales of Triumph: Daily Action (S)
Deliver a riveting song about an epic event or occurrence (DM approved). You may then choose to either give the main character of your song a Feat Point, 3 EXP and a Stat Point, or learn the song as a feat with new effects.
9. Maximum Distortion: Daily Shift (S)
Reverse the effect of the next song played by you or a visible target. (If it would target allies it targets enemies, if it would damage it heals, if it gives temp HP it deals damage, if it would inflict a status effect that removes an Action or Attack it grants an extra one instead, if it would raise stats or add to checks or rolls it lowers them instead.)
Comments