Class: Bard

Invoking magic through music, dance, and verse, Bards are expert at inspiring others, soothing hurts, disheartening foes, and creating illusions. Bardic magic attempts to harness those words, which transcend any language.   Anything can inspire a new song or tale, so Bards are fascinated by almost everything. They become masters of many things, including performing music, working magic, and making jests.   A Bard’s life is spent traveling, gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer. But Bards’ depth of knowledge and mastery of magic sets them apart.

Class overview

 
Typicaly : Flamboyant minstrels, silver-tongued diplomats, lorekeepers, or wandering poets with a dagger up their sleeve.
Abilities : They blend support magic, distraction tactics, and inspiration. Some sway emotions, others bolster morale or confuse enemies. A few delve into forbidden tales and arcane riddles best left unsung.
Advancement : With time, Bards grow into masterful performers, influential leaders, or chroniclers of ancient truths.
Aptitudes : High aura and dexterity, but low strength and constitution.
Weapons and Armour : Light weapons and armor only. Instruments take priority over heavy gear.

Speed & Abilities

Speed : Average  
Available Spells

Rank 0 :

  1. Blade Ward (Abjuration)
  2. Mage Hand (Conjuration)
  3. Spiritual Message (Divination)
  4. True Strike (Divination)
  5. Light (Enchantment)
  6. Dancing Lights (Evocation)
  7. Thunderclap (Evocation)
  8. Minor Illusion (Illusion)
  9. Friends (Influence)
  10. Mind Sliver (Influence)
  11. Vicious Mockery (Influence)
  12. Omen of death (Necromancy)
  13. Sapping Sting (Necromancy)
  14. Spare the Dying (Necromancy)
  15. Control Flames (Transmutation)
  16. Gust (Transmutation)
  17. Mending (Transmutation)
  18. Mold Earth (Transmutation)
  19. Prestidigitation (Transmutation)
  20. Shape Water (Transmutation)

Rank 1 :

  1. Todo...

Rank 2 :

  1. Todo...

Rank 3 :

  1. Todo...

 
  Starting abilities (Pick 3) :
You start with 3 abilities from the following.
  1. Bardic Inspiration
    With a flourish of words, a snatch of song, or a subtle gesture, you awaken courage in your allies. Your presence reminds them of who they are — or who they could be — just when they need it most.  
    • Lvl 1 : The Bardic Inspiration dice is a d6.
    • Lvl 3 : The Bardic Inspiration dice is a d8.
    • Lvl 6 : The Bardic Inspiration dice is a d10.
    • Lvl 10 : The Bardic Inspiration dice is a d12.
    As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one Bardic Inspiration dice.
    • Once within the next hour, the creature can roll the Bardic Inspiration dice at the same time as a d20 dice to add the result to the d20 result.
    • A creature can have only one Bardic Inspiration dice at a time.
    • Dosn't apply for a roll involving a long duration in time, like a Downtime or Crafting roll.
      Number of uses :
    • You can confer a Bardic Inspiration dice a number of time equal to half your Aura Aptitude (rounded down).
    • You regain all expended uses when you sleep.

     
  2. Musical Spellcasting
    You have learned to cast spells through your bardic arts.  
    • Lvl 1 : Learn two Rank 0 spell of your choice from the Bard spell list.
    • Lvl 4 : Learn another Rank 0 spell of your choice from the Bard spell list.
    • Lvl 8 : Learn another Rank 0 spell of your choice from the Bard spell list.
    If you use a musical instrument to cast your spell, you can use your Aura instead of your Insight to cast it.   Everytime you learn a spell with Musical Spellcasting, you gain one Spell Slot (Rank 0).   Whenever you gain a Lvl, you can replace one of your Musical Spellcasting Rank 0 spell with another one of your choice from the Bard spell list.

     
  3. Expanding Repertoire
    As you journey through the world, your performances grow deeper and more complex. Every triumph, every sorrow, every fleeting moment becomes a verse in your unfolding symphony. What once was a simple tune now carries the weight of experience and the spark of inspiration.  
    When you Lvl-up, as you learn a new ability, you also learn a new spell of your choice from the Bard spell list depending of the new ability you unlocked.
    • Starting abilities -> Also learn one Rank 0 spell.
    • Standard abilities -> Also learn one Rank 1 spell.
    • Advanced abilities -> Also learn one Rank 2 spell.

     
  4. Distracting Verse
    With a well-placed jest, a mocking rhyme, or a sudden burst of melody, you twist their focus and throw them off balance — all while keeping your rhythm steady.  
    • Lvl 1 : The reduction is a d6.
    • Lvl 3 : The reduction is a d8.
    • Lvl 6 : The reduction is a d10.
    • Lvl 10 : The reduction is a d12.
    As a Bonus Reaction, you can distract another creature within 60 feet of yourself who can see or hear you. That creature have a reduction to his roll result.
    • When a creature is about to roll a d20, you can force them to roll the penalty with it. You subtract the result of the penalty die from the d20 roll.
    • A creature can have only one penalty dice at a time.
    • Dosn't apply for a roll involving a long duration in time, like a Downtime or Crafting roll.
      Number of uses :
    • You can confer a reduction a number of time equal to half your Aura Aptitude (rounded down).
    • You regain all expended uses when you sleep.

     
  Standard abilities :
(See Advancement table down below)
  1. Superior Inspiration
    Your voice carries more weight, your words strike deeper. Whether lifting an ally’s spirit or unraveling an enemy’s focus, your performances now echo with undeniable power — each note sharper, each phrase more potent than before.  
    Your Starting Abilities Bardic Inspiration and Distracting Verse get a +2 bonus on their dice results.

     
  2. Magical Secrets
    Your mastery of the Psy unlocks deeper wells of power within you. Through focused rest and meditation, you draw more Psy from within yourself — and in doing so, gain the clarity to shape spells of every rank with ease.  
    You gain one Spell Slot for each Spell Rank (except Rank 3).   You regain Psy more easily.

     
  3. Alcohol tolerance
    Whether by practice, heritage, or sheer stubbornness, you can hold your drink far better than most. While others sway or stumble, you remain sharp and steady.  

     
  4. Fashionista
    Needle and thread are as familiar to you as lute and lyre. You can mend, modify, or create garments with care and precision — whether it’s stitching a hidden pocket, adjusting a disguise, or crafting stage-worthy attire that turns heads before you even speak.  
     
  5. Countercharm
    With a defiant chord or a sharp phrase, you unravel the grip of fear and doubt. Your voice cuts through enchantments and illusions, reminding your allies of who they are — and silencing the whispers that would sway their minds.  
    You and allies within 30 feet of you have Advantage on rolls to resist the Ailment (Terrified) or any other power that attempts to influence.

     
  6. Weaponized Instrument
    Your instrument isn’t just for music — it’s a weapon or even a shield. Whether strumming with force, using its weight in a brawl.  
    Your Musical Instrument can now be used as a Weapon and a Shield (the type depend of the Musical Instrument itself).

     
  7. Jack of All Trades
    You’ve dabbled in everything — and it shows. Rather than excel in one field, you’ve balanced your talents across the board. From blade to book, stage to saddle, you never struggle.  
    Select some Traits again.
    • You must lower your highest Aptitudes by 1, and increase your three lowest Aptitude by 1, to even as much as possible your Aptitude.

     
  8. Center of Attention
    You’re the spark in the room, the voice in every ear, the name on everyone’s lips. Crowds gravitate to you, and silence feels like defeat. In any social setting, you don’t just participate — you dominate.  
     
  Advanced abilities :
(See Advancement table down below)
  1. Font of Inspiration
    Inspiration flows through you like a never-ending stream. Your words uplift, your presence invigorates — and when others falter, you’re always ready with a spark to reignite their fire. You don’t run out of inspiration; you are the source.  
    Your maximum number of uses to your Starting Abilities Bardic Inspiration AND Distracting Verse is increased by 1.   You can expend one Spell Slot (no Action required) to recover some usage of your Starting Abilities Bardic Inspiration OR Distracting Verse.

     
  2. Versed in the Arcane
    Magic isn’t just something you perform — it’s part of your craft, woven into every note and gesture. Where others strain to cast, you make it look effortless. With practice and flair, you’ve unlocked ways to draw deeper from the arcane, granting you more spells to call upon.  
    You gain two Spell Slot for each Spell Rank (except Rank 3).

     
  3. Mastered Song
    Through endless practice and perfect recall, one spell has become second nature — a melody etched into your soul. You no longer need effort or energy to call upon it; the moment you will it, it flows forth, as natural as breath.  
    Select one of your Rank 0 spell, it will cost 0 Psy to use from now on.

     
  4. Magic School Acceptation
    Your talents have earned recognition from a formal arcane institution. With access to its teachings and resources, you gain the right to study among dedicated mages — and the freedom to explore spells beyond the bounds of bardic tradition. The doors of deeper magic now stand open to you.  
    You can choose one Magic School to be part off.

     
  5. Influential Leader
    Your presence alone steadies hearts and sharpens resolve. Those who share a bond with you feel it — a quiet confidence, a sense of purpose, a reason to stand taller. In your orbit, allies don’t just follow — they thrive.  
    All creature you have a Social bond with within 30 feet of you gain a +1 bonus to all their dice rolls.

     
  6. Alter Ego
    You’ve crafted a second self — a convincing persona with its own voice, mannerisms, and history. It’s more than a disguise; it’s a fully realized identity that you can slip into as easily as a favorite cloak. To others, it is you — and sometimes, it almost feels that way to you too.  
    You can act as one of your two Alter Ego at any time.

     
  7. Tales Knowledge
    You've heard the stories — the whispered legends, the half-true songs, the myths tucked between lines of ancient verse. Whether drawn from tavern tales or dusty tomes, you can recall just the right tale at the right moment, offering insight, warning... or inspiration.  

     
  8. Being Famous
    You’re never alone — because everyone knows your name. Whether it’s adoration, envy, or curiosity, you draw attention wherever you go. Doors open, crowds part, and strangers act like old friends. In every room, you're the conversation before it starts.  
    You can define a passive Reputation linked to your music or performance that will apply almost everywhere.   You have Advantage on your Aura Check and Contest if you socialise with a fan of your music or performance.
    • Some people that consider themself as a fan of you will be incline to go above and beyond to help you.
      Those that have heard of you may have they own personal Social bond with you.

     

Combat gear allowance



Class BARD - Melee weapons

Class BARD - Missile weapons


* Small Species restriction still applies. ** Large Species restriction still applies.
 

Advancement table


Bold value indicates the number has increased from the previous Lvl.  
* You can choose a Subclass at Lvl 3. If you take a Subclass, you gain that Subclass Starting Ability instead of the last one of the primary Class. You can alway choose a class abilities with a lower requirment instead (Standard instead of Advanced). You can choose a Maturative Species Ability instead of an Advanced Class Ability.
 
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