Bard

Bards are iconic to a "Grecian" setting like Iroa. It is said that the primordial titans accomplished the great work of building and shaping the first world by literally singing it into existence. Whether or not that is true, there is still a primal rhythm underlying much of reality, and many people find some subconscious attunement to it. In most any polis, wherever you go you can typically hear the sounds of music or poetry in the distance - especially in the markets, or as the day starts to wind down and workers finish with their labors. A bard is as far above these simple performers as a fighter is above a common soldier, but benefits from this widely ingrained aspect of the culture - there is always more to pick up for your repertoire, always more audiences for you to find.  

Errata

  TCoE lists the following changes to Bards.   Additional Bard Spells are allowed. Note that you do not automatically know these; they are simply added to the Bard spell list.   Magical Inspiration is actually pretty useless, and a bardic inspiration die should usually be saved for more important things unless backed into a corner and hoping for the dice to save you. But sure, it's allowed and you have it.   Bardic Versatility is just expanded retraining, so it is allowed and you have it.  
 

Bard Changes

  Several changes and additions are made to the Bard. It otherwise functions as published.  

Proficiencies

Bards get Performance as a bonus skill at 1st level. If it is granted by your origin, you are granted Expertise in it instead.  

Bardic Inspiration

Bardic Inspiration sees a change because of the new unified Inspiration rules in the House Rules document. The inspiration die increases automatically based on the level of the recipient. So at each level where the bard would normally increase the size of their inspiration die (5th, 10th, and 15th), instead when they use their bonus action to hand out Inspiration, they can target up to one additional creature.   Any class or subclass features that modify Bardic Inspiration still operate as normal, and apply when a character has Inspiration that was granted by you.  

Performance Arete

A bard may manifest their powers in different ways depending on the kind of performance art in which they are specialized. At 1st level, choose one of the following options, which represents how you use your Bardic Inspiration, cast your spells, and use similar abilities. You may reflavor it to something reasonably similar, such as Oratory to the patter of a drill sergeant if you were trained as a war marshal, for instance.   If you choose any option other than Musical Instrument, you do not get the three free instrument proficiencies at 1st level specified by the PHB bard entry. What you get is specified by your specialty.   Acting and Mimicry
Targets of your nonspell bard abilities must be able to see you.   Once per turn, you can spend a spell slot to copy any spell you have seen used by someone other than you within 30 feet since the beginning of your last turn, if the spell was a spell level equal to or less than the spell slot expended, using the same casting time as the original spell.   At 4th level, once per turn and mutually exclusive with the base Mime ability (which you still have but can't use in the same turn as this version), you can spend a spell slot to copy any ability you have seen used by someone other than you within 30 feet since the beginning of your last turn, if that ability was available as a class feature or monster ability at the same level or CR or less as the class level you had to be to get access to that spell level. You must use the same type of action to do so. For example, you can copy a second tier martial maneuver (available to a 5th level martial character), or the Uncanny Dodge reaction (available to a 5th level rogue), with a third level spell slot (also available starting at 5th level). You cannot copy legendary abilities or lair actions in this way.   At 11th level, the once per turn and mutually exclusive restrictions are removed. All of your actions and reactions can be copying others to replicate their abilities, provided you have the spell slots to spend.   Dance and Kata
Targets of your nonspell bard abilities must be able to see you.   You gain one of Athletics, Acrobatics, or Sleight of Hand as a bonus skill. You lose your armor proficiency and gain the Unarmored Defense feature.   At 4th level, your speed increases by 5 feet. As a bonus action, until the end of your turn you don't apply weight or pressure to the ground beneath you and can water walk and leave no tracks. You must end your turn on solid ground or you fall.   At 11th level, your speed increases by 5 feet. As a bonus action, until the end of your turn you can fly at your walking speed. You must end your turn on solid ground or you fall.   Jest and Slapstick
Targets of your nonspell bard abilities must be able to see and hear you.   You gain proficiency in one game set. You also gain the Improvisario fighting style (see the Fighter class), allowing you to effectively use improvised weapons, and also gain proficiency in all thrown weapons.   Additionally, you get one of Prestidigitation or Vicious Mockery (not both) as a bonus cantrip, and add one of the two options presented (not both) as a bonus spell known at each of the following class levels:  
  • 1st: Catapult or Tasha's Hideous Laughter
  • 3rd: Cloud of Daggers or Crown of Madness
  • 5th: Conjure Barrage or Counterspell
  • 7th: Confusion or Staggering Smite
  • 9th: Conjure Volley or Mislead
  At 4th level, you gain proficiency in either Acrobatics or Sleight of Hand, or increase any proficiency you already have in one of those skills to Expertise. Additionally, as a bonus action, you can tumble to both Disengage and safely move up to 5 feet.   At 11th level, when a creature within 30 feet of you fails an attack roll, save or ability check, or casts a spell which fails or against which every target successfully saves, this provokes an opportunity attack from you, which you may take with a melee or ranged weapon or with a cantrip, if the target is in range of your weapon or cantrip.   Musical Instrument
Targets of your nonspell bard abilities must be able to hear you.   As presented in the PHB, you get three instrument proficiencies at 1st level. You use playing on your instrument, requiring only one hand for you if your instrument is slung on a strap or mounted in place, to replace all verbal, somatic, and material components of your spells and other bard abilities, except costly components of 100 gp value or more.   At 4th level, you can sustain a note on your instrument to Concentrate on an additional spell without the usual costs or restrictions from Concentrating on two abilities as noted in the House Rules chapter. This requires you to spend a bonus action each round, including the round in which you cast the spell. While your instrument is sustaining a spell in this way, you cannot cast any other noncantrip spells without letting the sustained spell lapse.   At 11th level, this ability to hold an additional Concentration with your instrument does not consume your bonus actions, but you still must keep a free hand, must be free to interact with your instrument, and cannot be incapacitated. asting any other noncantrip spell still causes the sustained spell to lapse.   Oratory and Rhetoric
Targets of your nonspell bard abilities must be able to hear you.   You gain one language and one of Deception, Intimidation or Persuasion as a bonus skill. Additionally, you can use the Help action to benefit targets up to 30 feet away from you, just by talking them up or talking them through the action they are attempting, and do not have to have any personal competence at the task being assisted.   Additionally, you get one of Guidance or Message (not both) as a bonus cantrip, and add one of the two options presented (not both) as a bonus spell known at each of the following class levels:  
  • 1st: Bane or Bless
  • 3rd: Calm Emotions or Enthrall
  • 5th: Beacon of Hope or Fear
  • 7th: Aura of Life or Charm Monster
  • 9th: Circle of Power or Modify Memory
  At 4th level, you can use the Help action as a bonus action.   At 11th level, you can use the Help action as a reaction.   Song and Poetry
Targets of your nonspell bard abilities must be able to hear you.   You gain one language, one instrument proficiency, and singing proficiency. Additionally, you double the range (not radius or area) of spells and cantrips with a verbal component and with a range greater than Self.   At 4th level, as a bonus action, you can cast a standard action cantrip with a verbal component, if you used your standard action this turn to cast a spell or cantrip with a verbal component.   At 11th level, as a bonus action, you can cast a standard action spell with a verbal component, if you used your standard action this turn to cast a spell or cantrip with a verbal component, provided that the sum of the spell levels of the two spells does not exceed the highest spell level you can cast. (Cantrips are 0th level.)  

Countercharm

Countercharm, still gained at 6th level as per core, is a bonus action rather than an action.  

Subclasses

  All subclasses from the PHB, XGtE, and TCoE are allowed.   The College of Epic Poetry is also added as a subclass you can choose.

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