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Bard

Rogue/Influencer

The bard, similar to its namesake in the olden DnD, it a class that does it all. In combat tricks, out of combat skill checks, a deceptive amount of power that it provides to the party. I just always felt like it was always lacking in several departments. It lacked the extremely high skill checks provided by rogues, as well as the powerful support provided by clerics and other spellcasters. No more. Now they have everything a rogue has and more. The ultimate in untouchable battlefield control. Huge amounts of burst damage, bonus actions out the ass.

LevelFeaturesConcentration Spells MaintainedInspiration DieSpell Slots gained Tier 1 / 2
6thDancing Blades, Dancing Quiver+0+0+1 4th Level+1 6th Level
7thTake the Stage, Cunning action: Concentrate+0+0nonenone
8thCunning Inspiration, Cunning Action: Vicious Mockery +1+1nonenone
9thSong of Steel and Scarlet, Essence of the Conductor+0+0+1 5th Level+1 7th Level
10thCunning Climax, Cunning Action: Decoy+1+1nonenone

1st Level

Dancing Blades… Whenever you cast a spell that requires concentration, you may animate a weapon from your inventory. During your turns, as a free action, you may move any number of these animated weapons up to 30ft, these weapons float and are immune to status effects and magic that doesn't specifically damage weapons. As a bonus action, you may have each of these weapons attack once. These weapons can benefit from your sneak attack bonus, and can take attacks of opportunity (This still uses your reaction.). These weapons remain floating and under your control as long as you do not lose concentration on your spells. They use the attack rolls and damage die that you would use while wielding the weapon. You may perform weapon arts with these weapons, so long as they meet the requirements. You may control a number of floating weapons up to the number of spells you can concentrate on.

Dancing Quiver… Whenever you cast a spell that requires concentration, you may animate an arrow, bolt, or piece of ammunition. These objects float nearby until you use a bonus action to launch each of them at a viable target, making a ranged attack roll for all of them at once. Each of these objects benefit from the damage and attack bonuses of a ranged weapon in your inventory. These objects may benefit from your sneak attack bonus. (When launched at multiple targets, apply the sneak attack bonus for each target that it is applicable.)

2nd Level

Take the stage… You may forgo your movement in order to gain an additional bonus action this turn.

Cunning Action: Concentrate… As a bonus action, you may concentrate. Without using a spellslot, increase the number of spells you are concentrating on by one, this counts as casting a concentration spell for the sake of your extra effects. When you lose concentration, you may still maintain this ability. If casting a number of spells would put you over your concentration limit, you may choose to dispel this effect instead of the first spell you concentrated on.

3rd Level

Cunning Inspiration… Whenever a creature expends your inspiration die, they gain an extra bonus action that they can use until the end of their turn. They may use any of your cunning actions as that bonus action if they so choose.

Cunning Action: Vicious Mockery… You may cast vicious mockery using a bonus action. Vicious Mockery is always considered to be part of your spell list.

4th Level…

Song of Steel and Scarlet… Dealing damage with a spell or attack increases the damage of your following attacks this turn by +2.

Great Essence of the Conductor… While this Great Essence is active, you may use your reaction to move a willing target up to 15ft. You cannot use this reaction to avoid an already rolled attack. You can use it to move the target outside the area of a spell, or before an enemy makes their attack rolls.

5th Level…

Cunning Climax… Once during your turn, as a free action, you may stop concentrating on any number of spells to gain that many bonus actions. Your attack rolls and spell save DC are increased by 1 for each spell that you ended concentration on.

Cunning Action: Decoy… As a bonus action, you create a decoy of yourself in a 5ft square up to 60ft away and immediately take the Hide action. While this decoy is active, any sound you would create originates from the decoy instead, allowing you to stay hidden. The decoy cannot move and has 1 HP. It automatically succeeds any saving throw and cannot take damage from area effect spells or abilities. You may have 1 decoy active at a time. When the decoy is destroyed, you are revealed.


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