Hit Points at 1st level: 9 + Constitution Score
Hit points per level: 4
Hit Dice amount: Prof + constitution modifier (minimum 1) + 1
Hit Dice Size: 1d8
Saving Throws: Sanity, Reflexes
Skill pts at 1st level: 6
Skill pts per level: 1, +1 à chaque niveau pair
Proficiencies: Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
There is much more magic to be found in sound than simple words of power. Bards dedicate their studies in the colleges to the influence of sounds on magic. As such, no bard is complete without their instrument. Be it a flute, a lute, or even your own voice, you learn how to make art your greatest weapon for influencing the world. Starting at 1st level, choose one of the following specialties:
Percussion (Casabas, Castanets, Drums, Maracas).
Any instrument played by being struck or scraped (either by other instruments or against each other) qualifies as a percussion instrument. When using this musical art as a spell focus, you double the ranges of bard spells from the sound school. A sound spell that has a range of Touch increases its range to 30 feet.
String Instruments (Dulcimer, Harp, Lute, Lyre, Violin).
String instruments are played by plucking and twanging strings. When using this musical art as a spell focus, whenever you cast a bard spell from the movement or teleportation school you can target an additional creature within 15 feet of you.
Visual (Calligraphy, Dance, Light Manipulation, Shapes).
While some would claim your art as silent, you know that those who lay eyes upon your work hear the whispers of the world. When using this art as a spell focus, whenever you cast a bard spell you may choose to make an ally able to see you the point of origin of that spell. You must be able to see any targets of the spell.
Voice (Humming, Insults, Oration, Singing).
When using this musical art as a spell focus, you have advantage on checks made to maintain concentration on a bard spell.
Wind Instruments (Bagpipes, Flute, Horn, Ocarina, Trombone).
Any instrument played by passing air through it qualifies as a wind instrument. When using this musical art as a spell focus, whenever you cast a bard spell you can make a Deception or Performance check. Any observers with a passive Insight score equal to or less than the result of your check do not see or hear you cast the spell. Once you have used this feature three times, you cannot do so again until you finish a long rest.
You have a preternatural ability to inspire those around you. You can use a bonus action to choose one creature other than yourself within 60 feet of you who can hear or see 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 Narrator 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 Proficiency Bonus. You regain any expended uses when you finish a long rest.
At 5th level your Bardic Inspiration die increases to d8, at 10th level it increases to d10, and at 15th level it increases to d12.
You have developed a talent for creating magic through artistic expression, whether that be a melody made enchanted or a dance that unlocks power from beyond the mortal realms. Your spellcasting Ability is Charisma.
You start knowing four 1st-level spells of your choice from the bard spell list. Every level, you learn a new spell known, which must be of a level for which you have spell slots. 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 must be of a level for which you have spell slots.
You use and instrument based on your art specialty as a spellcasting focus for your Bard spells.
Like music, battle can be wild and chaotic, and through the sensible use of formula and talent order can be brought with a dedicated change of tune. At 1st level, you learn a battle hymn. It can be expressed in any way you like — a special leitmotif in your music, a change in pitch, or even a more advanced version of your favorite art. Once at the start of your turn, you can activate a battle hymn by expending a use of Bardic Inspiration (no action is required). Performing a battle hymn requires your concentration, as though you were casting a spell. Once activated, a battle hymn continues until you lose concentration or the start of your turn after next turn. The number of battle hymns you know are listed in the Battle Hymns Known column of the Bard table. Whenever you gain a bard level, you may swap one battle hymn you know for a new battle hymn.
Audience. Unless stated otherwise a battle hymn does not have a target until you choose one, and each targets a single creature within 30 feet. You may choose to target a creature at any point, but after targeting a battle hymn its target cannot be changed.
Sustained Song. When you have an activated battle hymn but have not chosen a creature to benefit from it yet, at the start of your turn when it would end you can instead choose to sustain the battle hymn until the start of your next turn without expending a use of Bardic Inspiration.
Even when abroad you are most at home when surrounded by those who love you — or at least tolerate you. At 2nd level, you learn one adventuring trick of your choice. Adventuring tricks are detailed at the end of the class description. The Tricks Known column of the Bard table shows when you learn more adventuring tricks.
Starting at 2nd Level, whenever you make an ability check with a skill in which you have less ranks than half your proficiency bonus, you add half your proficiency bonus to the roll.
Also at 2nd level, choose one skill in which you have at least as many ranks as your proficiency bonus or a tool you are proficient with. You gain an expertise die on checks made using the chosen skill or tool.
At 6th level, and again at 10th, 14th, and 18th level, choose an additional skill or tool
At 3rd level you choose exactly what kind of bard you want to be, what have your collegiate studies and your adventures brought you to. Choose an archetype (from in-print books or from the ones available here, recommended in-print archetypes : College of Creation, College of Spirits, College of Whispers) Your choice grants you features at 3rd level and again at 6th and 14th level.
No one is a true artist until others appreciate their work. Through the course of your career as a bard your talent can attract to your doorstep both the most curious of fans and also the vilest of enemies. At 4th level you write a bardic tale of your adventures. Your bardic legend takes whatever form you like. When you enter a settlement and spend a day playing or recounting the tale, the reputation of you and your allies starts to grow. In addition to receiving local quests suited to the exploits detailed in your bardic legend, when you rest in a settlement that knows your bardic legend you and your allies regain all spent hit dice over the course of a long rest. In addition, you gain an expertise die on Prestige checks made in the settlement.
Starting at 7th level, you craft a second bardic legend. Commoners are either more amenable or afraid of you depending on the type of bardic legend you create. Choose one of the following skills: Deception, Insight, Intimidation, or Persuasion. You gain advantage on checks made using the chosen skill against any commoner that has heard your bardic legend.
Beginning at 11th level, you craft a third bardic legend that is able to spawn other tales. Whenever you enter a settlement, you can name a new bardic legend of your choice. Allies that are part of the tale gain inspiration when they finish a long rest in that settlement. Any other creatures that are part of that tale have their reputations ruined— either they confront you directly to stop the rumor, or they are unable to hide or deal in that town for the length of time you are in it. Once you have used this feature in a settlement, you cannot do so again until you finish a long rest.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or increase two ability scores of your choice 1. As normal, you can’t increase an ability score above 20 using this feature.
Also at 4th level, as soon as battle commences your mind focuses on inspiring your allies. At the end of another creature’s turn, you can use your reaction to activate a battle hymn. This battle hymn replaces any currently activated battle hymns. Replacing an activated battle hymn does not require expending a use of Bardic Inspiration if it has no target yet. In addition, choose one of the following.
You can maintain concentration on a spell in addition to a battle hymn (if you lose your concentration, you lose both the spell and the hymn).
Your battle hymns can affect a number of additional creatures equal to half your proficiency bonus.
You learn an additional battle hymn that does not count against the number of battle hymns you can know. When choosing this battle hymn, you are treated as having 4 more bard levels for the purpose of meeting its prerequisites. If you change this Battle Hymn Focus, you forget the additional battle hymn.
Whenever you gain a bard level, you may change your Battle Hymn Focus
Starting at 5th level, you regain all expended uses of Bardic Inspiration whenever you finish a short rest.
Also at 5th level, you can use a bonus action to switch instruments and change your Art Speciality for up to 24 hours. Once you have used this feature, you cannot do so again until you finish a long rest.
Beginning at 6th level, you cannot help but draw attention and spread your reputation. Your Prestige rating increases by an amount equal to half your proficiency bonus. When you reach 11th level, your Prestige rating instead increases by an amount equal to your proficiency bonus
At 7th level you become so perfect in your craft that your style begins to bleed over into other workings. Choose an additional Art Speciality. Both of your specialties can be used with an instrument from your main Speciality.
At 8th level, the energy and focus you bring to battle make your presence in combat a crucial factor for victory. The range of your battle hymns increases to 60 feet. In addition, choose one of the following.
You can expend 2 uses of Bardic Inspiration to activate two Battle Hymns at the same time. Losing concentration or changing battle hymns deactivates both.
Pick three spells of 4th-level or lower that have only vocalized components. These spells may be from any class spell list. You may spend 2 uses of Bardic Inspiration to cast one of the chosen spells at the start of your turn with no action required (instead of activating a battle hymn).
When you expend a use of Bardic Inspiration to activate a battle hymn, you may also grant a Bardic Inspiration die to a creature within 60 feet.
Whenever you gain a bard level, you may change your Battle Hymn Specialization.
At 11th level, the use of your art specialty has transcended into something beyond majestic. You gain the corresponding art mastery to your first Speciality. At 17th level, you gain the art mastery to your second Speciality.
Percussion: Rolling Rhythm. You can throw a spell’s magic, rebounding it from one place to another. When using this musical art as a spell focus, if you cast a spell that targets only one creature, you can target an additional creature within range of the first (as if it were casting the spell). Once you have used this feature a number of times equal to half your proficiency bonus, you can’t do so again until you finish a short rest.
String Instruments: Melody for All. The melodies you pluck spread like gusts of wind. You gain a number of melody charges equal to your Charisma modifier, which you regain whenever you finish a long rest. When using this musical art as a spell focus, if you cast a spell that targets only one creature you can spend a melody charge to target an additional creature within the spell’s range.
Visual: Dual Masterpiece. Your magic resonates through the air. When using this musical art as a spell focus, after casting a bard spell that used an ally as its point of origin on your last turn, if you cast the same spell normally its spell level increases by 2. Once you have used this feature a number of times equal to your proficiency bonus, you can’t do so again until you finish a long rest.
Voice: Everlasting Song. The spells you cast resound upon themselves. When concentrating on a bard spell, you automatically succeed on checks made to maintain concentration while you are using this musical art as a spell focus.
Wind Instruments: Perfect Pitch. While using this musical art as a spell focus, you gain advantage on Deception and Performance checks to conceal the casting of bard spells
Whether from watching your fellow adventurers work, from tales of your predecessors, or simply because you are just that talented, you have taken to adopting the techniques of your peers. At 13th level, and again at 16th and 19th level, you learn a developed talent from the berserker class, a sign of faith from the cleric class, a soldiering knack from the fighter class, or an elective study from the wizard class. You may only learn one Universal Trick from any individual class.
At 17th level, you master one of three grand battle hymns that can shake the firmament with arcane power. Choose one of the following grand battle hymns.
Beyond the Grave. All allies within 60 feet of you that are bloodied or unconscious are restored to half their maximum hit points. In addition, each is healed of up to 3 levels of fatigue.
Magic Never Dies. Allies within 30 feet of you regain up to 5 levels of spell slots, or if they have no spell slots, gain 30 temporary hit points.
Taste of Victory. Allies within 30 feet of you gain a blessing of victory that remains for up to 24 hours or until it is expended. A blessing of victory can be expended while rolling a d20 to reroll, before the Narrator says whether the roll succeeds or fails.
Once you have used your grand battle hymn, you can’t do so again until you finish a long rest.
At 20th level, your capacity for drawing a crowd reaches dizzying new heights. As an action, you can expend a use of Bardic Inspiration to start an epic performance that lasts for 1d4 rounds. During that time, you can choose up to 50 creatures that are within 120 feet of you. Each creature able to hear or see your Epic Performance makes a Sanity saving throw against your bard spell save DC. If a creature fails its saving throw, it is charmed by you for the duration plus 6 days, or until you or your companions do anything harmful to it. A charmed creature regards you as a friendly acquaintance.
The performance ends early if you are incapacitated or silenced, or if you voluntarily end it (no action required). At the end of the duration, you can expend an additional use of Bardic Inspiration to extend the duration by 1d4 rounds.
When your Epic Performance lasts at least 1 minute, at the end of the duration you can target each charmed creature as if using the mass suggestion spell cast at 9th-level. Creatures do not make saving throws to resist this effect. The commands you give a charmed creature are not obvious, and other creatures must make a Wisdom (Insight) check opposed by your Charisma (Deception) check to understand that you are doing anything more than giving a performance. You can give each creature its own set of commands, but can only give out 6 different sets of commands.
Once you use this feature, you can’t use it again until you finish a long rest.
When you gain access to a new adventuring trick, choose one of the following.
Choose one skill you have at least 2 ranks in. You gain an expertise die on checks made using the chosen skill. In addition, you gain an expertise die on checks made to influence anyone accompanying you on a journey.
Choose one skill you have at least 2 ranks in. You gain an expertise die on checks made using the chosen skill. In addition, you gain advantage on ability checks made to prepare an ambush.
You gain 2 skill points in Tactics and Logistics. If you can't, you instead gain an expertise die. In addition, you gain advantage on Tactics and Logistics checks made to build a temporary construction (such as a bridge or ladder) and shore up existing structures (like the wall of a collapsing building).
You know how to inspire and motivate your companions as they travel. Allies within 30 feet of you travel 1 mile per hour faster than normal. Your party cannot use Stealth while traveling in this manner.
When you perform the work downtime action, you gain an expertise die and you gain twice as much coin as normal.
Choose one skill you have at least 2 ranks in. You gain an expertise die on checks made using the chosen skill. In addition, when either you or a companion casts a ritual spell, its duration is doubled and it affects twice the usual number of targets.
Choose one skill you have at least 2 ranks in. You gain an expertise die on checks made using the chosen skill. In addition, when you succeed on an opposed Intelligence, Wisdom, or Charisma check, you gain advantage on your next opposed Intelligence, Wisdom, or Charisma check against the same creature.
Any creatures able to perceive you performing your art while taking a short rest and rolling hit dice regain an additional hit points equal to your bardic inspiration die.
Choose one skill you have at least 2 ranks in. You gain an expertise die on checks made using the chosen skill. In addition, when you succeed on an Acrobatics or Climb check to climb, balance, leap over danger, or otherwise physically overcome an obstacle, a number of allies equal to your proficiency bonus gain advantage on the same check made to overcome the same obstacle.
Choose one skill you have at least 2 ranks in. You gain an expertise die on checks made using the chosen skill. As long as you have a positive reputation in a town or city area, all basic goods and spellcasting components cost 1/3rd less.
You do not have disadvantage on Prestige checks made outside the area described by your Prestige rating.