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Published by goroiamanuci, 2023-05-09 08:15:17

Alternate Bard - The Homebrewery

Alternate Bard - The Homebrewery

The Bard Level Proficiency Bonus Feature Bardic Performances Cantrips Known 1st 2nd 3rd 4th 5th 1st +2 Inspiration, Spellcasting - 2 2 - - - - 2nd +2 Bardic Revelations 2 2 2 - - - - 3rd +2 Bard Tradition, Expertice 2 2 3 - - - - 4th +2 Feat 2 2 3 - - - - 5th +3 Inspiration (d8), Font of Inspiration, Extra attack 3 2 4 2 - - - 6th +3 Bardic Revelations Improvement, Tradition Feature 3 2 4 2 - - - 7th +3 Magical Secrets 4 2 4 3 - - - 8th +3 Feat, Inspiration Improvement 4 2 4 3 - - - 9th +4 Experienced Performer 4 2 4 3 2 - - 10th +4 Inspiration (d10), Magical Secrets 4 3 4 3 2 - - 11th +4 Expertice 4 3 4 3 3 - - 12th +4 Feat 4 3 4 3 3 - - 13th +5 Magical Secrets 4 3 4 3 3 1 - 14th +5 Tradition Feature 4 4 4 3 3 1 - 15th +5 Inspiration (d12), Inspiration Improvement 4 4 4 3 3 2 - 16th +5 Feat 4 4 4 3 3 2 - 17th +6 Perfect Performer 4 4 4 3 3 3 1 18th +6 Magical Secrets 4 4 4 3 3 3 1 19th +6 Superior Inspiration 4 4 4 3 3 3 2 20th +6 Feat 4 4 4 3 3 3 2 Class Features Hit Points Hit Dice: 1d8 per Bard level Hit Points at 1st Level: 8 + your Constitution Modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Bard level after 1st. Proficiencies Armor: Light armor, Shields Weapons: simple weapons, versatile and light martial weapons Tools: three musical instruments of your choice, one gaming set of your choice Saving Throws: Wisdom or Dexterity, Charisma Skills: Any three Equipment You start with the following equipment, in addition to the equipment granted by your background: (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 Alternatively, you may start with 5d4 × 10 gp to buy your own equipment. Multiclassing Ability Score Minimum: Charisma 13 When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies. Armor: light armor Tools: one musical instrument of your choice Skills: Choose any skill.


Inspiration Your arts can inspire others. On your turn, you cam use your Bonus Action and give a creature that can either hear or see you within 60 feet of you an Inspiration die, which starts off as a d6 and goes up as shown in the Bard table. Once you give this Inspiration to a creature, it can roll the Inspiration die and add it to any d20 check it makes within the next 10 minutes. A creature can't have more than one Inspiration at a time. If the creature rolls a 1 on the inspiration die, the roll is still added to the d20 check, but the inspiration is not consumed. You can also give a creature an Inspiration as a reaction to it failing a Saving throw. When given this way, the Inspiration die is expended even if the creature rolls a 1. You can use this feature a number of times equal to your Charisma modifier, and regain all expended uses when you finish a long rest. Spellcasting Different people have different ways to channel magic; Bards focus on art and their connections with the deep weave of arcane energy. Cantrips At 1st level you know two cantrips of your choice from the Bard spell list. At higher levels, you learn additional Bard cantrips of your choice, as shown in the Bard table. Whenever you gain a level in this class, you can replace one of the cantrips you know from another from the Bard spell list. Known Spellcasting You can check how many spell slots you have to cast your Bard spells in the Bard table. To cast a Bard spell of 1st level or higher, you must spend a spell slot of the spell's level or higer, and you regain all expended spell slots at the end of a long rest. As a Known spellcaster, you start knowing 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. 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. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Spellcasting Ability Charisma is your Spellcasting ability for Bard spells; as it connects with your artistic and performative skills. Whenever a spell refers to your Spellcasting ability, you use your Charisma modifier; You also use your Charisma when determining the DC for an Bard spell and when you are 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 Bardic Revelations Starting at 2nd level, your artistic nature grants you direct access to the raw arcana of the universe through acting, singing, reciting poems, dancing or doing whatever it was that awakened your magic potential. Bardic Performances You Start with two Bardic Performances, and you learn additional Performances as you level up, as shown in the Bard table. As a Bonus action, you can start one of the Performances you know, which grants you (and in some cases your allies) a passive benefit. Once you start a Performance, you need to use your Bonus action every round in order to "Hold" it; if you don't Hold a Performance, the benefits are supressed until you use your Bonus action to pick it up again. A song ends early if you are knocked unconscious, and you may choose to end it early (no action required). You can only hold one Performance at a time and, once you finish one, it disconects from its magic font and you must finish a long rest before you can Perform it again. The Bardic Performances list can be found at the end of the class description. Magical Abilities Your Bardic Performances use the same Save DC as your Spells. Bard Tradition At 3rd level, you choose a tradition from the ones presented on the DnD books. This document provides with one Tradition, The Glamour Tradition. Expertice 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. Feat At 4th level, you gain the Ability Score Improvement Feat or another Feat of your choice. You make this choice again at 8th, 12th, 16th and 20th level. Font of Inspiration Starting at 5th level, yu now regain the uses of your Inspiration feature when you finish a Short or Long rest. Bardic Revelations Improvement At 6th level, choose one performance from the ones you know: you can now play it twice before you finish a long rest. You choose one additional Performance to gain this benefit at 10th, 13th and 17th level.


Magical Secrets At 7th level, your special form of access to the font of arcane magic allows you to tap into different wavelengths of it. 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, but they do count as part of the spells you can know as a Bard. You get to choose two additional spells at 10th, 13th and 17th level, with the same restrictions. Inspiration Improvement Starting at 8th level, whenever you give one of your Inspirations, you don't need to use your Bonus action in order to hold a Bardic Performance until the end of your next turn. Experienced Performer At 9th level, you have started to show glimpses of perfection in your forms of artistic expression. Choose one of the next features to refelct this development: Lyricism You learn an additional spell from the Enchantment school of magic of up to 3rd level. This spell doesn't count against the number of spells you know, and you can cast it once per day without spending a spell slot. Illustration You learn an additional spell from the Illusion shcool of magic of up to 3rd level. This spell doesn't count against the number of spells you know, and you can cast it once per day without spending a spell slot. Sway You learn an additional spell from the Transmitation school of magic of up to 3rd level. This spell doesn't count against the number of spells you know, and you can cast it once per day without spending a spell slot. Bardic Expertise Your connection with magic passively empowers your skills. At 11th level, choose two other skills; your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. Inspiration Improvement From 15th level forwards, you can draw on the power from your Performances in order to empower your Inspiration. Once per Short rest when you start a Performance, spend one Inspiration die; all creatures within 15 feet of you, including yourself, gain a bonus to d20 checks equal to the number rolled until the end of your next turn. If you roll a 1 or a 2 on the die, you can reroll it. Perfect Performer Starting at 17th level, choose the respective improvement to your Experienced Performer feature: Lyrical Genius You learn a spell from the Evocation or Enchantment schools of magic of up to 6th level. This spell doesn't count against the number of spells you know, and you can cast it once per day without spending a spell slot. Expert Illustrator You learn a spell from the Conjuration or Illusion schools of magic of up to 6th level. This spell doesn't count against the number of spells you know, and you can cast it once per day without spending a spell slot. Master of the Sway You learn a spell from the Abjuration or Transmutation schools of magic of up to 6th level. This spell doesn't count against the number of spells you know, and you can cast it once per day without spending a spell slot. Superior Inspiration At 19th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.


T Glamour Tradition he College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others. The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. These bards are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, misusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors. Mantle of Inspiration When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed. You may learn †one of the next Bardic Performances: Fey Melody Duration: 10 minutes When you start this Performance, choose a number of creatures within 60 feet of you that can either hear or see you up to your Proficiency Bonus. These creatures gain temporary Hit points equal to half your Bard level (rounded up) and, while you Hold the Performance, the creatures you chose don't provoke opportunity attacks for the duration. Faerie Seduction Duration: 1 hour (Special) When you start this Performance, choose a number of creatures within 60 feet that can either hear or see you up to your Charisma modifier. After one minute of holding this Performance, all creatures you chose must succeed on a Wisdom Saving throw, on a failure, the creatures become Charmed by you so long as you Hold the Performance. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. Your Perofrmance ends early if you or any of your companions attack the Charmed creatures or do anything harmful to them. † You can learn one of the two performances without it counting against the number of Performances you know; the Performance you don't choose becomes a part of your aviable Bardic Performances but you must pick it, and it does count as part of the Performances you can know as a Bard. Mantle of Majesty At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a Bonus action, you can enter a State of unearthly beauty for one minute. While you are in this state, you can cast Command once per round as a Bonus action without expending a spell slot. You must mantain concentration on this effect for the minute, as if you were concentrating on a spell. If you use this feature on a creature Charmed by you, it automatically fails the Saving throw against Command. Once you use this feature, you can't use it again until you finish a long rest. Unbreakable Majesty At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce. Your Mantle of Magesty feature gains the next benefit: While you have your Mantle of Majesty active, the first time on a round that you are targeted with an attack roll, the creature that atrgets you mustsucceed on a Charisma saving throw. On a failed save, the attack fails regardless of the roll. On a successfull save, it can target you, but it has disadvantage on all the next Saving throw ir makes.


Bardic Performances Ballad of the Vermin Duration: 1 minute While you Hold this Performance, choose a number of creatures you can see within 30 feet of you that can either see or hear you up to your Proficiency bonus. When the creatures make an attack roll, you can use your reaction to give it a pennalty to the roll equal to your Proficiency bonus. Requiem Duration: 1 minute While you Hold this Performance, choose a creature you can see within 30 feet of you that can either see or hear you. When the creature takes damage, you can use your reactuin to make it take extra psychic damage equal to your Charisma modifier. Tongues of Silver Duration: 10 minutes While you Hold this Performance, choose a number of creatures you can see within 30 feet of you that can either see or hear you up to your Charisma modifier. Whenever you make a Charisma check against the chosen creatures, you have advantage on the roll. All Eyes on Me Duration: 10 minutes While you Hold this Performance, choose a number of creatures you can see within 30 feet of you that can either see or hear you up to your Proficiency bonus. The creatures have a pennalty to Perception and Insight checks made against creatures other than you equal to your Charisma modifier. This pennalty also applies to a creature's passive Perception. That Funny Feeling Duration: 1 minute While you Hold this Performance, choose a number of creatures you can see within 30 feet of you that can either see or hear you up to half your Proficiency bonus (rounded up). The creatures have disadvantage on Concentration Saving throws. Slow Dancer Duration: 10 minutes While you Hold this Performance, you and all creatures within 10 feet of you are subjected to the effects of the Calm emotions spell without you needing to concentrate on it. This effect ends if you move, attack or cast a spell. Peaceful Rest Duration: 1 hour While you Hold this Performance, choose a number of creatures you can see within 30 feet of you that can either see or hear you up to your Charisma modifier. If the creatures are taking a short rest, they can reroll any1 or 2 they roll on a hit die. Moreover, they gain temporary Hit points equal to your Charisma modifier once the Performance ends. Ears to the Ground Duration: 10 minutes While you Hold this Performance, you walk throught a city or town and gather people around you in order to call their attention. You gain advantage on Performance and Persuassion checks made against the crowd. This is not mental control so the people will agree to small favours, be friendly towards you and your companions, grant you discounts and other small gests of friendliness, but will not put themselves at risk for you unless they were already prone doing so. Sounds of Battle (Prerequisite: 7th level Bard) Duration: 1 minute While you Hold this Performance, a creature of your choice (you can pick yourself) gains a bonus to its AC equal to your Charisma modifier. Hypnotic Visage (Prerequisite: 7th level Bard) Duration: 1 minute While you hold this performance, choose a creature you can see within 30 feet of you, it must succeed on a Wisdom saving throw. On a failure, if it moves, it must ends its movement closer to you than it starter. Spooky Specters (Prerequisite: 7th level Bard) Duration: 1 minute While you hold this performance, choose a creature you can see within 30 feet of you, it must succeed on a Wisdom saving throw. On a failure, if it moves, it must ends its movement further away from you than it starter. Tale of the Brave (Prerequisite: 7th level Bard) Duration: 10 minutes While you Hold this Performance, choose a number of creatures you can see within 30 feet of you that can either see or hear you up to half your Charisma modifier. The creatures gain a bonus to Saving throws equal to your Proficiency bonus.


The Hummingbird (Prerequisite: 7th level Bard) Duration: 10 minutes While you Hold this Performance, choose a number of creatures you can see within 30 feet of you that can either see or hear you up to half your Charisma modifier. The creatures can move through other creature's spaces without expending extra movement and can stand from prone spending only 5 feet of movement. Banished Monsters (Prerequisite: 7th level Bard) Duration: 10 minutes While you Hold this Performance, creatures of a type you choose (except for humanoids), such as aberrations, fiends, etc take psychic damage equal to your Charisma modifier at the start of their turns if they are within 30 feet of you. Can't Stop This Feeling (Prerequisite: 7th level Bard) Duration: 5 minutes While you Hold this Performance, choose a number of creatures you can see within 30 feet of you that can either see or hear you up to your Proficiency Bonus. The creature's speed is reduced by 20 feet, as it dances in place. Heist (Prerequisite: 11th level Bard) Duration: 5 minutes While you Hold this Performance, choose a number of creatures you can see within 30 feet of you that can either see or hear you up to half your Proficiency Bonus. The creatures gain 15 feet of movement, advantage on Acrobatics checks and count as Heavily obscured for any other creature other than the ones affected by this Performance. Chants of Victory (Prerequisite: 11th level Bard) Duration: 5 minutes While you Hold this Performance, choose a number of creatures you can see within 30 feet of you that can either see or hear you up to half your Proficiency Bonus.The creatures gain a bonus to AC equal to your Proficiency Bonus. Additionally, whenever a creature affected by this Performance takes damage, you can use your reaction to reduce the damage taken by an amount equal to a roll of your Inspiration die + your Charisma modifier. Can't Touch This (Prerequisite: 11th level Bard) Duration: 1 minute While you Hold this Performance, choose a number of allies within 30 feet of you that can either see or hear you up to your Charisma modifier. When the creatures affected by this performance move, they can choose to instantly teleport as if they had casted the Misty Step spell. Rumble (Prerequisite: 11th level Bard) Duration: 1 minute While you Hold this Performance, all space in a 20 foot radius around you counts as difficult terrain for all creatures except for a number of allies you choose up to your Charisma modifier. Additionally, a creature that enters this radius suffers psychic damage equal to youe Charisma modifier. Angry at the World (Prerequisite: 11th level Bard) Duration: 1 minute While you Hold this Performance, all allies within 15 feet of you that can hear you have advantage on attack rolls.


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