PMS Draft - Bard

by SilentSoren

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Gridanian Bard

Nestled in the trees at the edge of the wood, a skilled bowmaster watches their mark wander the plains 100 yalms away. With a slight smile they let loose an arrow toppling the creature in a single shot.

In the thick of battle, a fearless singer's voice belows out above the clash of steel, their voice imbued with magic, ushering great power unto their allies, turning the tide of battle.

In preparation for an upcoming battle, a careful hunter crafts a series of poisons and douses their arrow heads. Though their attacks appear simple, the poison running through their future mark will ravage its body.

Gridanian Bards are a somewhat young profession in Eorzea, but one of great effect for the Black Shroud. Historically finding their beginnings as archers, these bards mix sword and song in order to protect themselves and their allies in the heat of battle.

Songs for the souls

One of the originators of the craft was a disgraced commander who travelled the land singing songs to soothe the spirits of their dead allies. In time this commemorative art would find great utility on the battle field and then go on to be widely practiced across the world.

Of Lyres and Lyrics

Bards make use of musical instruments and their own voice to weave beautiful musical pieces that have magical properties. Their ability to soothe wounds, fend off danger and weaken foes has made their presence invaluable on the battle field.

Creating a Bard

Bards traditionally are specially trained by some sort of mentor figure who assists them in unlocking the potential of spells through song. This is not always that case though as some are able to unlock these secrets for themselves. You must also consider how to treat these mystical arts, do you follow their purposes of the past where they served to soothe spirits and support military units, or have you taken music back as a free lance wanderer, weaving songs and stories for the masses. A bard at heart is a free spirit who can use their magical power how they see fit.

Quick Build

You can make a Gridanian Bard quickly by following these suggestions. First make Dexterity your highest ability score, following with Charisma. Second take the Entertainer background. Third, take the archery fighting style.

The Bard
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Bardic Inspiration (d6), Fighting Style
2nd +2 Minstrel's Music, Spellcasting 2 2
3rd +2 Bardic Focus 3 3
4th +2 Ability Score Improvement 3 3
5th +3 Bardic Inspiration (d8), Extra Attack 4 4 2
6th +3 Troubadour Training 4 4 2
7th +3 Bardic Focus Feature 5 4 3
8th +3 Ability Score Improvement 5 4 3
9th +4 6 4 3 2
10th +4 Bardic Inspiration (d10), Expertise, Unshakeable Performer 6 4 3 2
11th +4 Bardic Focus Feature 7 4 3 3
12th +4 Ability Score Improvement 7 4 3 3
13th +5 8 4 3 3 1
14th +5 Radiant Finale 8 4 3 3 1
15th +5 Bardic Inspiration (d12), Bardic Focus Feature 9 4 3 3 2
16th +5 Ability Score Improvement 9 4 3 3 2
17th +6 10 4 3 3 3 1
18th +6 Final Fantasia 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Minstrel's Coda 11 4 3 3 3 2

Class Features

As a Gridanian 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, longbows, longswords, rapiers, shortswords
  • Tools: Three musical instruments of your choice

  • Saving Throws: Dexterity, Charisma
  • Skills: Choose any three

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • A set of leather armor
  • (a) rapier or (b) two simple melee weapons
  • A longbow and a quiver of 20 arrows
  • (a) an explorer's pack or (b) a scholar's pack
  • a musical instrument of your choice

Bardic Inspiration

Beginning at 1st level, you can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear 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 DM 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 Charisma modifier + your proficiency bonus. You regain any expended uses when you finish a long rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Fighting Style

At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options.

You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Spellcasting

By the time you reach 2nd level, you have learned to use music to manipulate magical energy and cast spells.

Spell Slots

The bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast Charm Person using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the bard spell list.

The Spells Known column of the bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

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 also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells, since your magic draws on your presence and expression through music. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

At 2nd level, you can use an instrument as a spellcasting focus for your bard spells. You can use any instrument you are proficient with to assist you in weaving your spells.

Minstrel's Music

Beginning at 2nd level, your voice becomes imbued with magic power allowing you to sing songs that empower allies and weaken foes. As an action you can expend a use of your Bardic Inspiration and begin to sing, affecting you and creatures who can hear you within 30ft. of you. You must maintain concentration while singing as though you are casting a spell. You may perform for up to 1 minute. You know two songs:

The Warden's Paean. When an you or an allied creature takes damage they take reduced damage equal to your bardic inspiration die.

Foe's Requiem. When you or an allied creature who begins their turn within range of your song deals damage, as a reaction you may expend one bardic inspiration die. Roll the die and add the result as bonus damage.

Expertise

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 10th level, choose two more of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Gridanian Bard Archetype

At 3rd level, you select your bardic focus which will guide your progression as you expand your skill set. The God's Quiver is a self assured traditionalist who relies fully on their marksmanship, the Soul Voice focuses on the magical power of song and the Shadow Point who makes use of every advantage at their disposal to weaken their foes via poison and treachery.

Ability Score Improvement

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 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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Troubadour Training

Beginning at 6th level, you've developed further songs to assist your allies in the heat of battle.

Army's Paeon. When you or an allied creature within range of your song is targeted by an attack, you may use your reaction to expend one bardic inspiration die to magically protect the creature. Roll the die and add the result to the creature's AC for the attack.

Wanderer's Minuet. When you or an allied creature starts its turn within range of your song, its base speed is increased by 10ft. and they gain advantage on Dexterity saving throws until the start of their next turn.

Unshakeable Performer

Beginning at 10th level, you gain advantage on charisma saving throws.

Radiant Finale

Beginning at 14th level, while one of your minstrel's music songs are active, as an action you add a stylized ending to your song. You are able to choose how to end your performance:

Forte. A creature you can see within range of your song must make a Charisma saving throw against your Bard spell save DC, taking 2d8 psychic damage and having disadvantage on their next attack on a failure, and taking half as much damage without any other effects on a success.

Piano. A creature you can see within range of your song is healed by 2d8 hit points.

Final Fantasia

Beginning at 18th level, you are able to mix two song styles into an unforgettable performance. When you use your minstrel music feature you can choose two effects to apply to your song. You can only do this once. Use of this feature recovers when you complete a long rest.

Minstrel's Coda

Beginning at 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

Bard Archetypes

At their core, bards are lightly armored, well travelled warriors who mage use of song and spell to overcome any trouble they find themselves in. Each bard will focus on a different way of solving these problems, the God Quivers focusing on the reliability of bowarm, Soul Songs focusing on keeping their allies safe and empowered, and the Shadow Points who are happy to resort to under handed tactics to exhaust and soften their foes up. No matter the path they choose, a bard makes for a

God Quiver

God Quivers are skilled marksmen that rely on their sharp eyes and their certainty that they'll land their shots with vicious accuracy, only using the power of song to further empower themselves.

Straight Shot

Beginning at 3rd level, when you roll for an attack, you may expend one of your bardic inspiration die to improve the deadly accuracy of your shot. Roll the die and add the result to the attack roll, if the resulting sum is 20 or higher, the attack becomes a critical hit.

Hawkeye

Beginning at 7th level, you gain advantage when making perception skill checks that rely on sight. Additionally, the effective range of your ranged weapons are increased by 50ft.

Bardic Barrage

Beginning at 11th level, when you use the Attack action to make a ranged weapon attack, as a bonus action you may make one additional attack. You may do this a number of times equal to your Dexterity modifier. Uses of this feature are recovered when you complete a long rest.

Misery's End

Beginning at 15th level, when one of your attacks deals a critical hit, it deals bonus damage equal to twice the weapon's damage die.

Soul Voice

The Soul Voice bards are the skilled archers who've fully taken to their musical role on the battle field, mixing spell casting with music to empower their allies with peerless effectiveness.

Soothing Songs

Beginning at 3rd level, you have learned some new songs to support your allies during battle. When you use your Minstreal's Song feature you gain the following options.

Nature's Minne. At the start of your turn, you an all allied creatures recover 1d4 hit points.

Silent Nocturne. When a creature attempts to cast a spell with verbal components, you may use your reaction to attempt to drown out their words before they speak. They must succeed on a Charisma saving throw against your Bard spell save DC. On a failure, the creature becomes unable to speak.

Endless Performance

Beginning at 7th level, as a bonus action, you may spend one of your spell slots and regain uses of Bardic Inspiration equal to the spell level of the spell slot spent.

Mage's Ballad

Beginning at 11th level, you've learned to transform your magical music into raw magic power. During a short rest, you may spend a bardic inspiration die to recover spell slots. Roll the die and recover a number of spells slots whose total spell level is equal to or less than the result of the die. You may only do this once. Use of this feature refreshes when you complete a long rest.

Battle Voice

Beginning at 15th level, the effective range of your Minstrel's Song is increased to a 60ft. radius.

Shadowpoint

Shadowpoints are specialized bards who have excel at debilitating their foes with dangerous, homemade poisons which they deliver via their weapons.

Arrow Bites

Beginning at 3rd level, you gain proficiency with the poisoner's kit.

Additionally, you have learned how to create simple poisons called bites out of easily accessible materials. As a bonus action, one dose of can be applied to ten arrow heads or a single weapon and remain effective for one minute. When you complete a long rest, you create a fresh batch of bites which remain potent for 24 hours after their creation. You are able to create two types of poison at 3rd level and decide how many of each poison you make in a batch.

A creature struck with a weapon doused in this poison takes bonus 1d4 poison damage. The creature must succeed on a Constitution saving throw against your Bard spell save DC or suffer an additional effect based on the poison used.

Venomous Bite. The creature becomes poisoned and at the start of their turn they take 1d4 poison damage for 1 minute. The creature may use its action to reattempt the saving throw on its turn.

Wind Bite. The creature becomes poisoned and their speed is reduced by 10ft for 1 minute. The creature may use its action to reattempt the saving throw on its turn.

Degenerative Toxicity

Beginning at 7th level, you gain resistance to poison damage.

Additionally, when a creature makes a saving throw against your bite poisons, the save DC difficulty is increased by half your proficiency bonus rounded up.

Advanced Toxins

Beginning at 11th level, you have learned to concentrate your poisons. When creating a batch of bites, you may combine two dosages into a single dose to create new poisons. These bites have the following additional effects.

Caustic Bite. The on hit poison damage is increased to 2d4 poison damage. The creature becomes poisoned, taking 1d4 poison damage at the start of their turn and deals 1d4 less damage on their damage rolls. The creature may use its action to reattempt the saving throw on its turn.

Shadow Bite. The creature becomes poisoned and unable to speak for one minute. The creature is unable to reattempt the saving throw to overcome this poison.

Storm Bite. The creature becomes poisoned and paralyzed. The creature may use its action to reattempt the saving throw on its turn.

Fever Pitch

Beginning at 15th level, when a creature is poisoned by your caustic, shadow or storm bite, they become deliriously feverish. At the start of the creature's turn they must succeed on a Wisdom saving throw against your bard save DC, losing their turn on a failure. A creature who succeeds on this saving throw becomes immune to this effect for 1 hour.

Additionally, at the start of a poisoned creature's turn it takes 2d6 necrotic damage.

Bard Spells

1st Level
  • Absorb Elements
  • Alarm
  • Bane
  • Charm Person
  • Command
  • Cure Wounds
  • Detect Magic
  • Detect Poison and Disease
  • Disguise Self
  • Dissonant Whispers
  • Faerie Fire
  • Feather Fall
  • Hail of Thorns
  • Healing Word
  • Heroism
  • Identify
  • Hunter's Mark
  • Jump
  • Longstrider
  • Silvery Barbs
  • Snare
  • Tasha's Hideous Laughter
  • Thunderwave
  • Zephyr Strike
2nd Level
  • Aid
  • Air Bubble
  • Barkskin
  • Calm Emotions
  • Cordon of Arrows
  • Crown of Madness
  • Darkvision
  • Detect Thoughts
  • Enhance Ability
  • Enthral
  • Find Traps
  • Hold Person
  • Invisibility
  • Knock
  • Lesser Restoration
  • Locate Animals or Plants
  • Locate Object
  • Magic Mouth
  • Magic Weapon
  • Mirror Image
  • Pass Without Trace
  • Protection from Poison
  • Pyrotechnics
  • See Invisibility
  • Shatter
  • Silence
  • Skywrite
  • Suggestion
  • Zone of Truth
3rd Level
  • Ashardalon's Stride
  • Bestow Curse
  • Catnap
  • Conjure Barrage
  • Dispel Magic
  • Elemental Weapon
  • Enemies Abound
  • Fast Friends
  • Fear
  • Flame Arrows
  • Hypnotic Pattern
  • Lightning Arrow
  • Major Image
  • Mass Healing Word
  • Nondetection
  • Protection from Energy
  • Revivify
  • Sending
  • Slow
  • Tongues
  • Water Breathing
  • Water Walk
4th Level
  • Charm Monster
  • Compulsion
  • Confusion
  • Dimension Door
  • Freedom of Movement
  • Greater Invisibility
  • Hallucinatory Terrain
  • Locate Creature
  • Phantasmal Killer
  • Polymorph
  • Stoneskin
5th Level
  • Conjure Volley
  • Dominate Person
  • Dream
  • Geas
  • Greater Restoration
  • Hold Monster
  • Legend Lore
  • Mass Cure Wounds
  • Mislead
  • Modify Memory
  • Rary's Telepathic Bond
  • Scrying
  • Seeming
  • Skill Empowerment
  • Steel Wind Strike
  • Synaptic Static
  • Swift Quiver
  • Teleportation Circle
 

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