Bard
| Level | Proficiency Bonus | Features |
|---|---|---|
| 1st | +2 | Bowman of Eld, Repelling Shot |
| 2nd | +2 | Captivating Storyteller, Bloodletter |
| 3rd | +2 | Bardic Tradition |
| 5th | +3 | Extra Attack |
| 6th | +3 | Nature's Minnet |
| 7th | +3 | Tradition's Feature |
| 8th | +3 | Ability Score Improvement |
| 9th | +4 | Pitch Perfect |
| 10th | +4 | Improved Captivating Storyteller |
| 11th | +4 | Tradition's Feature |
| 12th | +4 | Ability Score Improvement |
| 13th | +5 | Rain of Death |
| 14th | +5 | Graze |
| 15th | +5 | Tradition's Feature |
| 16th | +5 | Ability Score Improvement |
| 17th | +6 | Focused Mind |
| 18th | +6 | Songs Improvement |
| 19th | +6 | Ability Score Improvement |
| 20th | +6 | Apex Arrow |
Class Features
As a Bard, you gain the following job features
Hit Points
- Hit Dice: 1d8 per bard level
- Hit Points at 1st Level: 8 + your Constitution Modifier
- Hit Points at Higher Levels: 1d8(5) + your Constitution Modifier after 1st.
Proficiencies
- Armor: Light Armor
- Weapons: Simple Weapons, Longbow, Shortsword, Longsword, Rapier
- Tools: Three instruments
- Saving Throws: Dexterity, Charisma
- Skills: Choose four from Acrobatics, Arcana, History, Religion, Insight, Medicine, Perception, Deception, Performance, or Persuasion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier, (b) short sword, or (c) two simple weapons
- (a) an entertainer's Pack or (b) an explorer's Pack
- any musical instrument
- leather armor, longbow, and 20 arrows
Bowman of Eld
Beginning at first level you have experience studying the teachings of Bards of the past. This grants you the following benefits
- +2 to all ranged attacks
- You gain the ability to freely swap between your instruments and Bows, allowing you to perform your class actions alongside making your attacks
Repelling Shot
Starting at 1st level you know how to keep your distance from foes. As a reaction to being hit with a melee attack you may move up to 10ft in a straight line away from the attacker.
Captivating Storyteller
Bards are known along Eorzia to be able to not only entertain the toughest of crowds, but also strung out any emotions they want from their listeners. At 2nd level, provided you perform for the duration of a Short Rest your party regains 1d6 additional hitpoints alongside whatever hit dice they choose to roll. Furthermore, you and up to three members of your party can secure free lodging in most non outright hostile locals, provided you perform for at least for an hour every night you stay.
This feature improves at level 10, changing the hit dice to a d10, and allowing two additional people to benefit from your free lodging.
Bloodletter
Starting at 2nd level, you gain enough experience wielding a bow to stretch the limits of your nimbleness. After taking the ranged attack action, you may immediately spend your bonus action to attack again with the same weapon. You may do so twice every short or long rest, but you also regain one use of Bloodletter any time you score a critical hit, up to a cap of two.
Bardic Tradition
At 3rd level you delve deeper into the traditions of bards of eld of your choosing.
- Wardens focus on dealing damage from a far,
- Troubadours focus on supporting and buffing their allies,
- Wanderers focus on knowledge and defense.
The tradition grants you features at levels 3, 7, 11, and 15.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Song- Nature’s Minnet
At 6th level you gain the power to embolden people that may hear your music, giving them the power to shrug off damage. As an action you weave a song or tale which makes everyone within 20ft of you that can hear you gain 1d8+your bard level temporary hit points. You may do so once per short or long rest. The song's range extends to 40ft at lvl 18.
Pitch Perfect
Beginning from level 9 you achieve an amazing level of excellence and consistency in your performances. Be it storytelling, music, or dance, if you roll a 9 or below on a performance check, you may treat that roll as a 10 instead.
Rain of Death
Starting at lvl 13, you gain the ability to push beyond what's normally possible. You may forgo your normal attack action and instead you make a seperate ranged attack against any number of creatures you can see within 10ft of a point within your range. This ability resets after any long rest, or on a critical hit.
Graze
From level 14, you learn where exactly to aim your bow to achieve effects you desire. Instead of your normal attack action you can take aim at the target's vitals. If the attack hits the target suffers the arrows normal effects, additionally they must succeed on a Constitution Saving Throw against 8+proficiency+dexterity or suffer one of the following effects, depending where you have aimed, and that the following body parts apply, or have equivalents:
- Head - Stunned for 1 turn
- Leg - Ground movement speed is halved. Target may make their saves at the end of each of their following turns until they succeed or the wound is healed.
- Weapon - Disarm the target
Focused Mind
Starting from level 17th level, as long as you are in the process of performing one of your Songs, you are immune to fear or charmed effects. Starting one of your songs while under the effect stops it immediately.
Improved Songs
At lvl 18, each of your class or archetype features that is a Song has it’s range expanded to 40ft.
Apex Arrow
From level 20, as an action you may fire off a special arrow.
You choose a target, if the attack hits the target suffers the normal effects of your attack. Hit or miss, starting from that point, the arrow bursts forward, expanding into a burst of light, 5ft wide, 30ft long. Everyone in its path must make a dexterity saving throw against 8+proficiency+dexterity or suffer 4d10 damage, or half that on a save.
You may do so once per long rest.
Bardic Tradition - Warden
Wardens are the bards that focus on refining and perfecting their offensive, deathly expertise with the bow.
Expertise
At 3rd level, gain expertise at one of: Performance, Perception, or Acrobatics.
Song- Mage’s Ballad
Starting at 3rd level, as a bonus action you may start a performance of a Mage’s Ballad.
It lasts for one minute, or until you are incapacitated. Being silenced stops the effects, but doesn’t stop the performance. You may do so once a long rest.
During the duration, you gain one stack of Bloodletter at the end of each of your turns. You may stop the performance as a free action.
The song's range extends to 40ft at lvl 18.
Magic Arrow
From 7th level onwards, whenever you fire a non magical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to non magical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.
Enhanced Mage’s Ballad
At level 11 your Mage’s Ballad improves. When a creature within your song’s range makes an attack action, you may use your reaction to take a single attack against them, an amount of times equal to your Charisma modifier (minimum of 1).
You may use your Ballad twice a day now.
Warden’s Minuet
From level 15, each time you hit a ranged attack, you add a stack of Repertoire. The maximum amount of stacks is six.
They expire after a minute, and at any point you may as a bonus action expend all of them in order to enhance your next arrow to deal more damage.
- At 1 stack, you add 1d6 damage,
- At 3 stacks, you add 2d6 damage,
- At 6 stacks you add 4d6 damage.
Bardic Tradition - Troubadour
Troubadours focus on the magic of their art, enhancing their allies, both in and out of combat.
Expertise
At 3rd level, gain expertise at one of: Performance, Persuasion, or Medicine.
Song- Army’s Paeon
Starting at 3rd level, as a bonus action you may start a performance of an Army’s Paeon.
It lasts for one minute, or until you are incapacitated. Being silenced stops the effects, but doesn’t stop the performance. You may do so once a long rest.
During the duration, every ally that can hear you within 20ft of you, you included, crits on 19s and 20s. You may stop the performance as a free action.
The song's range extends to 40ft at lvl 18.
Song- Peloton
From level 7 onwards you add your charisma modifier to your initiative roll.
Furthermore, once per short or long rest, as an action, each ally that can hear you within 20ft of you gains 10ft of base movement speed for 1 minute.
The song's range extends to 40ft at lvl 18.
Enhanced Army’s Paeon
At lvl 11, your songs enhance your allies deadliness.
As a reaction, when a creature within your song’s range scores a hit on an attack roll, you may add 2d6 to their normal damage roll.
You may use your Paeon twice a day now.
Troubadour’s Paean
From lvl 15, as an action you may cleanse an ally that can hear you and is within 20ft of you of one condition. The condition can be blinded, paralyzed, or poisoned.
Bardic Tradition - Wanderer
Wanderers focus on what keeping their bardic traditions, retaining and spreading accumulated knowledge through song and story.
Bonus Proficiencies
At 3rd level you become proficient at two of: Arcana, History, Religion, or Investigation.
Expertise
At 3rd level, gain expertise at one of: Performance, History, or Arcana.
Song- Wanderer’s Minuet
Starting at 3rd level, as a bonus action you may start a performance of an Army’s Paeon.
It lasts for one minute, or until you are incapacitated. Being silenced stops the effects, but doesn’t stop the performance. You may do so once a long rest.
During the duration, if a creature is making an attack, you may impose disadvantage on said attack roll, given that it can hear you and is within the range of your song. You may do so an amount of times equal to your charisma modifier, which resets every short or long rest. You may stop the performance as a free action.
The song's range extends to 40ft at lvl 18.
Wanderer’s Insight
At 7th level, you may add your charisma modifier to any Arcana, History, or Religion roll.
Furthermore, as a reaction, you may assist an ally making an intelligence based skill check, which adds your charisma modifier to whatever they have rolled.
You may do so an amount of times equal to your charisma modifier, resets every long rest.
Enhanced Wanderer’s Minuet
At lvl 11, if you use your Minuet’s feature to impose disadvantage, but the attack still hits, the target gains resistance to the attack's damage type.
You may use your Minuet twice a day now.
Refulgent Arrow
Starting at lvl 15, any time you hit an arrow and deal the maximum amount of damage on it’s damage die you gain a proc of Refulgent arrow.
Within one minute you may spend it as a bonus action, making the next attack you hit deal an additional die of your weapon’s damage.