Bard Profession in Novence Eternal | World Anvil

Bard

Hit Dice: 1d8
HP Bonus: Ld4+L*CON
TP: 100
Feat Slots: 5

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
Tools: Three musical instruments of your choice
Saving Throws: DEX, CHA
Skills: Choose any three

Abilities

Ultimate Ability: Song of Life

Rarity: Rare | UP: 50 | ZP: 2 | ZL: 0 | Cost: 3 TP
All non-KO allies are healed to full, and gain advantage on all ability stat rolls for 1 turn.

Bardic Inspiration

Level 1 | CC: Bard | Rarity: Uncommon | Cost: 0 TP
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Spellcasting (Bard)

Level 1 | CC: Bard | Rarity: Uncommon | Cost: 10 TP
You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.
Cantrips
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.
Spell Slots
The Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the bard spell list.
The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. 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.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Ritual Casting
You can cast any bard spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus
You can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells.

Jack of All Trades

Level 2 | CC: Bard | Rarity: Rare | Cost: 3 TP
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

Song of Rest

Level 2 | Rarity: Uncommon | Cost: 1 TP
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1HD hit points.
The extra hit points increase when you reach certain levels in this class: to 2HD at 3HD level, to 4HD at 13th level, and to 5HD at 17th level.

Expertise I

Level 3 | Rarity: Uncommon | Cost: 2 TP
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

College of Lore: Bonus Proficiencies

Level 3 | Rarity: Basic | Cost: 0 TP
Gain proficiency with three skills of your choice.

College of Lore: Cutting Words

Level 3 | REQ: Bardic Inspiration | Rarity: Uncommon | Cost: 2 TP
Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.

Class Feat Slot I

Level 4 | CC: Bard

Font of Inspiration

Level 5 | REQ: Bardic Inspiration | Rarity: Uncommon | Cost: 1 TP
Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest

Countercharm

Level 6 | Rarity: Legendary | Cost: 4 TP
At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed, and lose 1d2 stacks of Charm and Frightened at the start of their turn while you are performing. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

College of Lore: Additional Magical Secrets

Level 6 | Rarity: Rare | Cost: 2 TP
At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on your class table, or a cantrip. The chosen spells count as class spells for you but don’t count against the number of class spells you know.

Class Feat Slot II

Level 8 | CC: Bard

Expertise II

Level 10 | REQ: Expertise I | Rarity: Uncommon | Cost: 2 TP
At 10th level, choose two more of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Magical Secrets I

Level 10 | REQ: Spellcasting | Rarity: Uncommon | Cost: 3 TP
By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast or a cantrip.
The chosen spells count as spells for your class and are included in the number in the Spells Known column of the your class table.

Class Feat Slot III

Level 12 | CC: Bard

Magical Secrets II

Level 14 | REQ: Magical Secrets I | Rarity: Uncommon | Cost: 3 TP
By 14th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast or a cantrip.
The chosen spells count as spells for your class and are included in the number in the Spells Known column of the your class table.

College of Lore: Peerless Skill

Level 14 | REQ: Bardic Inspiration | Rarity: Uncommon | Cost: 2 TP
Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.

Class Feat Slot IV

Level 16 | CC: Bard

Magical Secrets III

Level 18 | REQ: Magical Secrets II | Rarity: Uncommon | Cost: 3 TP
By 18th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast or a cantrip.
The chosen spells count as spells for your class and are included in the number in the Spells Known column of the your class table.

Class Feat Slot V

Level 19 | CC: Bard

Superior Inspiration

Level 20 | REQ: Bardic Inspiration | Rarity: Rare | Cost: 1 TP
At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

Comments

Please Login in order to comment!