BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Bard

Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds. The bard is a master of song, speech, and the magic they contain. A special characteristic of the bard is that their magic depends on their charisma rather than their wisdom.

Career

Qualifications

You must have a charisma score of 13 or higher to enroll in this class.   Humans cannot become this class as they have no magical abilities

Career Progression

Level 1 - Bards know 4 level 1 spells at the beginning. The spells that you can learn depend on your level (for levels 1-2 you can only learn level 1 spells but at level 3 you can learn 1 level 2 spell and at level 4 you can learn 1 level 3 spell). You can also use bardic inspiration: once during your turn you can use this skill on any creature within a 60 foot radius. For the next 10 minutes that creature gains 1d6 bardic inspiration. They can choose to roll this dice and add that score to their roll for any ability check, attack, or saving throw.   Level 2 - Bards can use song of rest: 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 spend one or more Hit Dice to regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.   Level 3 - You can choose to specialize in one of the advanced classes: glamour, lore, swords, valor, or whispers

Operations

Tools

As a bard, you gain the following 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   Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords   Tools: Three musical instruments of your choice   Saving Throws: Dexterity, Charisma Skills: Choose any three

Materials

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
Type
Artisan

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!