Bard in Verum | World Anvil

Bard

LevelProficiency BonusFeaturesCantrips KnownSpells Known1st2nd3rd4th5th6th7th8th9th
1st
+2
Bardic Inspiration, Spellcasting
2
4
2
-
-
-
-
-
-
-
-
2nd
+2
Jack of All Trades, Song of Rest (d6)
2
5
3
-
-
-
-
-
-
-
-
3rd
+2
Bard College, Expertise
2
6
4
2
-
-
-
-
-
-
-
4th
+2
Ability Score Improvement
3
7
4
3
-
-
-
-
-
-
-
5th
+3
Bardic Inspiration (d8), Font of Inspiration
3
8
4
3
2
-
-
-
-
-
-
6th
+3
Countercharm, Bard College feature
3
9
4
3
3
-
-
-
-
-
-
7th
+3
-
3
10
4
3
3
1
-
-
-
-
-
8th
+3
Ability Score Improvement
3
11
4
3
3
2
-
-
-
-
-
9th
+4
Song of Rest (d8)
3
12
4
3
3
3
1
-
-
-
-
10th
+4
Bardic Inspiration (d10), Expertise, Magical Secrets
4
14
4
3
3
3
2
-
-
-
-
11th
+4
-
4
15
4
3
3
3
2
1
-
-
-
12th
+4
Ability Score Improvement
4
15
4
3
3
3
2
1
-
-
-
13th
+5
Song of Rest (d10)
4
16
4
3
3
3
2
1
1
-
-
14th
+5
Magical Secrets, Bard College feature
4
18
4
3
3
3
2
1
1
-
-
15th
+5
Bardic Inspiration (d12)
4
19
4
3
3
3
2
1
1
1
-
16th
+5
Ability Score Improvement
4
19
4
3
3
3
2
1
1
1
-
17th
+6
Song of Rest (d12)
4
20
4
3
3
3
2
1
1
1
1
18th
+6
Magical Secrets
4
22
4
3
3
3
3
1
1
1
1
19th
+6
Ability Score Improvement
4
22
4
3
3
3
3
2
1
1
1
20th
+6
Superior Inspiration
4
22
4
3
3
3
3
2
2
1
1

Class Details

Hit Points
Hit Dice: 1d8
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 5 + your Constitution modifier per Bard level after 1st  
Proficiencies
Armor: light armor
Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: three musical instruments of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose any 3.  
Starting Equipment
You start with the following items, plus anything provided by your origin and your faction.
  • (a) a rapier, (b) a longsword, or (c) any simple weapon
  • (a) a diplomat's pack or (b) an entertainer's pack
  • (a) a lute or (b) any other musical instrument
  • Leather armor, and a dagger
 
Multiclassing
To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one.
Ability Score Minimum: Charisma 13   When you gain a level in a class other than your first, you gain only some of that class' starting proficiencies.
Armor: light armor
Tools: one musical instrument of your choice
Skills: Choose any skill.  

Bardic Inspiration

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

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 chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 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, learning a 3rd cantrip at 4th level and a 4th at 10th level.  

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.   You learn an additional bard spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. 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 (found in chapter 5) as a spellcasting focus for your bard spells.  

Jack of All Trades

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 (d6)

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 by spending Hit Dice at the end of the short rest, each of those creatures regains an extra 1d6 hit points.   The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.  

Bard College

At 3rd level, you delve into the advanced techniques of a bard college of your choice from the list of available colleges. Your choice grants you features at 3rd level and again at 6th and 14th level.   Note: The subclasses listed here are created for use in the Living World of Verum. Information on the official subclasses can be found in their respective books.   Jester

Jester

Scarring Mockery

Beginning at 3rd level, the Jester knows the true power of one's sense of self-worth. As such their mockery is deep cutting and destructive. The Vicious Mockery cantrip is empowered for you. The base damage die of the Vicious Mockery cantrip is now 1d8 and all scaling uses this die as well. This mockery can be empowered further by expending one use of your Bardic Inspiration to roll the die and add the number rolled as extra damage to the cantrip.  

Gallows Humor

Beginning at 3rd level, whenever you take damage from an attack roll, you can choose to mock yourself, adding 1d8 psychic damage to the damage roll. If you do, you can heal an ally within 30 feet for the total damage you take from the attack. This can be used a number of times equal to your charisma modifier and replenishes on a short rest.
 
 

Expertise

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.   At 10th level, you can choose another two skill proficiencies to gain this benefit.  

Ability Score Improvement

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   Alternatively, you may take a feat.  

Bardic Inspiration (d8)

At 5th level, your Bardic Inspiration die changes to a d8.  

Font of Inspiration

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

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. 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).  

Bard College feature

At 6th level, you gain a feature from your Bard College.   Jester

Jester

Taunting Mockery

At 6th level, whenever an enemy fails a saving throw against your Vicious Mockery cantrip, if that enemy's next attack before the end of its next turn is against an ally instead of you, it must make a saving throw against the Vicious Mockery cantrip again. If it fails, the target's attack deals half damage.
 
 

Ability Score Improvement

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   Alternatively, you may take a feat.  

Song of Rest (d8)

At 9th level, the extra hit points gained from Song of Rest increases to 1d8.  

Bardic Inspiration (d10)

At 10th level, your Bardic Inspiration die changes to a d10.  

Expertise

At 10th level, you can choose another two skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.  

Magical Secrets

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, as shown on the Bard table, or a cantrip.   The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.   You learn two additional spells from any classes at 14th level and again at 18th level.  

Ability Score Improvement

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   Alternatively, you may take a feat.  

Song of Rest (d10)

At 13th level, the extra hit points gained from Song of Rest increases to 1d10.  

Magical Secrets

At 14th level, choose two additional spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.   The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.  

Bard College feature

At 14th level, you gain a feature from your Bard College.   Jester

Jester

Last Laugh

At 14th level, whenever you are reduced to 0 hit points by an enemy, you can laugh as loud as you are able and expend all of your remaining uses of Bardic Inspiration. Roll the dice and add them together. If you have no Bardic Inspiration uses remaining, you can roll a number of d8's equal to your Charisma modifier instead. Whatever the total number is, it is added to the next damage roll for all of your allies that can see and hear you. If the enemy that defeated you is themselves defeated within 1 round of you using this ability, you are healed for an amount of hit points equal to the total rolled. Once you use this feature, you cannot use it again until you finish a long rest.
 
 

Bardic Inspiration (d12)

At 15th level, your Bardic Inspiration die changes to a d12.  

Ability Score Improvement

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   Alternatively, you may take a feat.  

Song of Rest (d12)

At 17th level, the extra hit points gained from Song of Rest increases to 1d12.  

Magical Secrets

At 18th level, choose two additional spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.   The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.  

Ability Score Improvement

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   Alternatively, you may take a feat.  

Superior Inspiration

At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

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