UPDATE: spell table
Bard Class Features
| Level | Features | Cantrips | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1st | Spellcasting, Performing Arts, Bardic Lore, | 5 | 2 | ||||
| 2nd | 5 | 3 | |||||
| 3rd | 5 | 4 | 2 | ||||
| 4th | 5 | 4 | 3 | ||||
| 5th | General feat | 5 | 4 | 3 | 2 | ||
| 6th | 5 | 4 | 3 | 3 | |||
| 7th | 5 | 4 | 3 | 3 | 2 | ||
| 8th | 5 | 4 | 3 | 3 | 3 | ||
| 9th | 5 | 4 | 3 | 3 | 3 | 2 | |
| 10th | 5 | 4 | 3 | 3 | 3 | 3 |
- Key Ability: Charisma
- When you choose this class at 1st level, you gain an attribute boost to Charisma.
Maximum Health
- Hit Dice: 1d8 per Bard level
- Hit Points: 8 + your Constitution modifier
- You increase your maximum Hit Points by this number at 1st level and every level thereafter.
- Stamina: 3 + your Dexterity modifier (Minimum of 1).
- You increase your Stamina by this number at 1st level and every level thereafter.
Proficiencies
- Armor: Trained in Light Armor
- Weapons: Trained in simple and martial weapons.
- Tools: None
- Saving Throws: Expert in Dexterity and Charisma and trained in the other ones.
- Perception: Expert in Perception
- Skills: Trained in Occultism and Performance
- Trained in one skill determined by your Motif
- Trained in a number of additional skills equal to 4 plus your Intelligence modifier
Key Words
- Inspired: Commonly given with the Bards Performing Arts feature. Creatures that have the inspired condition gain the benefits of whatever performance granted the condition. A creature cannot have more than one instance of inspired and if inspired would be applied, it replaces the old inspired condition
- Wording bad, fix.
Equipment
Bard Sources
At level 1, Bards gain access to the Bard list of sources, gaining access to more powerful sources as listed in their class table.
Spellcasting
Spells
You learn 4 spells. You learn new spells based on your level in this class.
Mana
Your maximum Mana is equal to 4 x your Bard Level and the highest amount of Mana you can spend when casting a spell is equal to your Charisma modifier + half your Bard level rounded up). You regain all spent Mana on a Long Rest.
Performing Arts
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Type: RudimentaryFeat
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At 1st level, you use your artistic medium to aid your allies in battle.
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2 actions
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You start a performance, choosing from Favored Performance or a performance given by your subclass or a feat. These performances will have the PerformingArt tag. Unless otherwise stated by the feat, this performance lasts a minute And costs 2 actions. If you are unable to perform any actions, the performance ends early.
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Performance Targets.
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Depending on who is affected by your performance (an ally or an enemy) determines how many creatures can be affected.
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Allies: The amount of creatures that can be Inspired by you at once is equal to your Charisma modifier.
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Enemies: 1 creature
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You can use Performing Arts a number of times equal to your Charisma modifier.
Favored Performance.
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Tag: PerformingArt
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Range: 30 foot aura
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Type: FlexibleFeat
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Trained: Choose an ally that you can see or hear you within 30 feet of you. That ally gains the Inspired condition. While Inspired, when the ally fails or critically fails a d20 roll within the next 10 minutes, they can choose to gain Favored on that roll. Once they use Favored in this way, they are no longer Inspired. You can spend 1 action on subsequent turns to grant a new ally the Inspired condition in this way. If a creature is already Inspired, they cannot be Inspired again.
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Expert: Increase the range to 60 feet.
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Master: Allies gain 2 stacks of Favored on the roll instead of 1.
Up the Ante Ability
Roll 2d20, taking the higher of the two rolls. These rolls can not be changed or modified in any way. If the result is a 1, treat it as a 2 and if the result is a 20, treat it as a 19. All Inspired creatures can use the result of this d20 if they fail or critically fail a d20 roll within the next 10 minutes.
maybe have it be you select a creature to gain the benefits, and then on subsequent turns you can spend 1 action to give it someone within range. The maximum amount of people that can be affected is till equal to charisma.
Bardic Lore
At 1st level, choose an area of expertise:
- Spells and Magics
- The Dead and Undead
- Grand Histories of the Known World
- A Bestiary of Creatures Unusual
- The Planar Spheres
- Legends of Heroes Past
- Gods and Their Servants
You gain the Bardic Lore skill And you use Charisma instead of intelligence for its rolls. When you encounter a creature, location, or item covered by your Bardic Lore, you can make a recall knowledge check with Bardic Lore.
Critical Success: you can ask the GM any one question about the creature, location or item; the GM will answer truthfully. Success: Creature: You learn a well known feature of this monster. Location: You learn of a well known room, place or feature of the this location as well as common monster (if any) that might in habit it. Item: You learn if the item is magical, as well as what school of magic the item has. You also learn a bit about the items history.
You gain access to additional Bardic Lore areas of expertise as you reach higher levels in this class at 5th and 9th level.
Motif
At 1st level, you choose a Motif shaped by your artistic passion. Your choice grants you spells within that Motif and other features when you choose it at 1st level.
- Vagabond
- Creation
Note
Not super sold on the name
Jack of All Trades
Starting at 2nd level, you can add half your level (rounded down) to any skill you aren’t trained in.
Arcane Art
Reworking the level 4 versatile feats to be put into the base arcane art feature. You choose one of the three options to gains a focus in. The effects of that specific focus gain additional effects based on your training
At 2nd level, you weave your performance into the spells you cast. When you cast a spell, you can choose an ally you can see and select an effect.
Your training in performance determines the effects potency. Make a performance check against the DC of the effect you chose. You can attempt a harder DC if you have training equal to that DC in your performance skill. On a success, your target gains the effects, double the bonus on a crit. Arcane Arts effects resolve before the effects of your spell.
You also select one of the three arts to be your Emphasis. That art counts as a trained feats for when you gain training as you level up. You unlock new features for that arcane art as you gain training.
You can use Arcane Art a number of times equal to your Charisma modifier, regaining spent uses on a Long Rest.
Restoring Art
The target receives xd8 amount of Greater Healing.
| Proficiency | DC | Success | Critical Success |
|---|---|---|---|
| Trained | 15 | 1d8 | 8 +1d8 |
| Expert | 20 | 2d8 | 16 +2d8 |
| Master | 30 | 4d8 | 32 +4d8 |
Emphasis
When you use Restoring Art, you can either heal an additional amount of Greater Healing to the target, or heal a second target within 30 feet of the first.
- Trained: heal 1d8 Greater Healing
- Expert: Roll a d10 on Restoring Art instead of a d8. Its critical success becomes 10+1d10 at trained, 20+2d10 at expert, and 40 + 4d10 at Master.
- Master: Once per scene, you can forgo rolling your performance check and get a guaranteed crit instead.
Retaliating Art
The targets next damaging roll deals an additional xd4 of that weapon or spells damage.
| Proficiency | DC | Success | Critical Success |
|---|---|---|---|
| Trained | 15 | 1d4 | 4 +1d4 |
| Expert | 20 | 2d4 | 8 +2d4 |
| Master | 30 | 4d4 | 16 +4d4 |
Emphasis
When you use Retaliating Art, increase its damage by your training and the damage gains an additional effect.
- Trained: Roll 1d6 instead of 1d4. Its critical success becomes 6+1d6 at trained, 12+2d6 at expert, and 24 + 4d6 at Master.
- Expert: Roll 1d8. If the creature has weakness to a damage type, the damage rolled is that type. Its critical success becomes 8+1d8 at trained, 16+2d8 at expert, and 32+ 4d8 at Master.
- Master: Once per scene, you can forgo rolling your performance check and get a guaranteed crit instead.
Cleansing Art
The target can immediately repeat a saving throw on a condition afflicting them. They gain a bonus to the roll determined by the DC rolled.
| Proficiency | DC | Success | Critical Success |
|---|---|---|---|
| Trained | 15 | +2 | +4 |
| Expert | 20 | +4 | +8 |
| Master | 30 | +6 | +12 |
Up the Ante
At 3rd level, you up the ante on your performance, allowing Inspired creatures to gain additional effects. Only creatures that have the Inspired condition when you use Up the Ante gains its effects. If a new creature would be Inspired after Up the Ante’s effects are applied, they do not gain its benefits. Each performance will list the effects of Up the Ante on that performance.
Prerequisite: You are using one of your Performing Arts performances Range: 60 feet Target: all creatures with the Inspired condition. Cost: 1 action
You use your current performances Up the Ante feature.
5th - more lore
Choose an additional area of expertise for your Bardic Lore.
6th - Feat Expertise
Your training in your class feats increases to expert.
6th - better performance
The range for your PerformingArt performances increases to 60 feet.
9th - morer lore
Choose an additional area of expertise for your Bardic Lore