Difference between revisions of "Bard"
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:'''Hit Die''': d8 (8 HP per Level) | :'''Hit Die''': d8 (8 HP per Level) | ||
:'''Proficiencies''': Armor (Light, Medium), Shields, Weapons (Simple, [[Rogue#Rogue Weapons|Rogue]]) | :'''Proficiencies''': Armor (Light, Medium), Shields, Weapons (Simple, [[Rogue#Rogue Weapons|Rogue]]) | ||
− | :'''Skill Points per level''': 8 | + | :'''Skill Points per level (*4 at 1st level)''': 8 |
:'''Skills''': All | :'''Skills''': All | ||
:'''Primary Saving Throw(s)''': Reflex, Will | :'''Primary Saving Throw(s)''': Reflex, Will | ||
− | :'''Spellcasting Ability''': Charisma | + | :'''Spellcasting Ability''': Charisma (10 + Spell Level to be able to cast a spell) |
:'''Spellcasting Type''': Arcane/Primal Hybrid. Spontaneous. Spontaneous spellcasters know a limited selection of spells, and may cast any of these spells at any time so long as they have slots available for the given spell level. | :'''Spellcasting Type''': Arcane/Primal Hybrid. Spontaneous. Spontaneous spellcasters know a limited selection of spells, and may cast any of these spells at any time so long as they have slots available for the given spell level. | ||
:'''Spellbook''': Bards learn two spells each level. | :'''Spellbook''': Bards learn two spells each level. | ||
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|4 | |4 | ||
|'''Call to Adventure''' | |'''Call to Adventure''' | ||
− | | You gain a pool of ''Call to Adventure'' charges with a maximum capacity equal to the number of allied characters within your [[#Inspiration Aura|''Inspiration Aura'']] multiplied by 10, or your Bard level multiplied by 5, whichever is lower. On targeting an ally with this feat, all charges are expended to create an effect granting +1 per 10 charges to AB, AC, Damage, Spell DCs, and an equal number of their highest Hit Dice worth of temporary hitpoints. ''Call to Adventure'' gains a charge when an ally attacks or casts a spell within your [[#Inspiration Aura|''Inspiration Aura'']]. Each ally may only contribute one charge once per round. Summons, companions, and similar allies do not charge this pool or increase its capacity. Only one ''Call to Adventure'' may be active at a time, may only be used once per round, and may only ever grant a +1 bonus to yourself. ''Call to Adventure'' gains full charges on rest. | + | | You gain a pool of ''Call to Adventure'' charges with a maximum capacity equal to the number of allied characters within your [[#Inspiration Aura|''Inspiration Aura'']] multiplied by 10, or your Bard level multiplied by 5, whichever is lower.<br><br>On targeting an ally with this feat, all charges are expended to create an effect granting +1 per 10 charges to AB, AC, Damage, Spell DCs, and an equal number of their highest Hit Dice worth of temporary hitpoints for 1 minute.<br><br>''Call to Adventure'' gains a charge when an ally attacks or casts a spell within your [[#Inspiration Aura|''Inspiration Aura'']]. Each ally may only contribute one charge once per round. Summons, companions, and similar allies do not charge this pool or increase its capacity. Only one ''Call to Adventure'' may be active at a time, may only be used once per round, and may only ever grant a +1 bonus to yourself. ''Call to Adventure'' gains full charges on rest. |
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Latest revision as of 05:04, 10 January 2021
Bards draw Power from a mixture of the arcane and primal energies within the emotions of themselves and others. They possess the most innate support abilities of any class, and are able to tailor their spell selections to a variety of playstyles. While all the bard archetypes further enhance their support role, their focus lies in general ally enhancement, damage, or spellcasting boons.
- Maximizing Strength or Dexterity is recommended for attacking with weapons and using Maneuvers like Knockdown. It also provides bonuses to your Fortitude or Reflex save.
- A medium/high Charisma contributes to your spellcasting ability (Offensive DCs, Spells/day, and Metamagic Pool) and support Maneuvers such as "Commander Strike".
- A medium/high Dexterity allows you to maximize Armor Class from light armors and improves your Reflex save.
- Constitution increases your survivability in raw hit points and contributing to your Fortitude save.
- Intelligence contributes to your maximum Maneuver pool and Reflex save.
- Wisdom contributes to your Will save.
Vitals
- Hit Die: d8 (8 HP per Level)
- Proficiencies: Armor (Light, Medium), Shields, Weapons (Simple, Rogue)
- Skill Points per level (*4 at 1st level): 8
- Skills: All
- Primary Saving Throw(s): Reflex, Will
- Spellcasting Ability: Charisma (10 + Spell Level to be able to cast a spell)
- Spellcasting Type: Arcane/Primal Hybrid. Spontaneous. Spontaneous spellcasters know a limited selection of spells, and may cast any of these spells at any time so long as they have slots available for the given spell level.
- Spellbook: Bards learn two spells each level.
Bard Core Mechanics
Bardic Knowledge
The Bard receives a Knowledge bonus equal to their class level.
Inspiration Aura
The Bard's harmony enhances the damage of themselves and nearby allies. This consists of a 10m radius aura with the following magnitude according to Bard level:
Class Level | Inspiration Bonus |
1 | +1 |
5 | +2 |
10 | +3 |
Metamagic: Conversion
The character receives the Conversion feat for free.
Spell List
Archetypes
Storyteller
"Who doesn't like a good story?"
Class Level | Feature | Details |
4 | Call to Adventure | You gain a pool of Call to Adventure charges with a maximum capacity equal to the number of allied characters within your Inspiration Aura multiplied by 10, or your Bard level multiplied by 5, whichever is lower. On targeting an ally with this feat, all charges are expended to create an effect granting +1 per 10 charges to AB, AC, Damage, Spell DCs, and an equal number of their highest Hit Dice worth of temporary hitpoints for 1 minute. Call to Adventure gains a charge when an ally attacks or casts a spell within your Inspiration Aura. Each ally may only contribute one charge once per round. Summons, companions, and similar allies do not charge this pool or increase its capacity. Only one Call to Adventure may be active at a time, may only be used once per round, and may only ever grant a +1 bonus to yourself. Call to Adventure gains full charges on rest. |
7 | Hero's Journey | You may use Call to Adventure a second time on the recipient of your Call to Adventure, consuming a level 2 spell slot. The target receives the effects of the Haste and Freedom of Movement spells. In addition, the target gains +10 Athletics for one minute. |
10 | Thrilling Conclusion | You may use Call of Adventure again on a target currently under the effects of Call of Adventure and Hero's Journey to consume one level 3 spell slot and grant the target the effects of Death Ward, Wounding Whispers, Clarity, and one extra attack per round. When this effect is applied, a burst of energy strikes all enemies within your Inspiration Aura for 10d6 Sonic damage, with a Fortitude save for half damage. |
Skald
"Revel in the glory of combat!"
Class Level | Feature | Details |
4 | Striking a Chord | When an ally strikes a critical hit within your Inspiration Aura, half of their total damage is struck again as Sonic damage. |
7 | Great Deeds | When an ally scores a critical hit within your Inspiration Aura, all allies within it gain the effects of Haste for 3 rounds as an Extraordinary effect. The duration of Great Deeds stacks if an ally should already be under its effects. |
10 | Retelling | When an ally scores a critical hit within your Inspiration Aura, any Sonic damage that was a part of that attack is reapplied to the nearest enemy to you within your Inspiration Aura. The triggering ally then receives temporary hitpoints equal to this Sonic damage total, which last for one minute. |
Lorekeeper
"There are some things man was never meant to know; and others that he must."
Class Level | Feature | Details |
4 | Everyday Mysteries | Allies in your Inspiration Aura receive a bonus to dodge AC and saving throws equal to your Inspiration Bonus. |
7 | Magical Secrets | Use this feat to target a spell scroll of up to third level. This consumes the scroll to create a Scroll of Secrets, a charged magical item capable of casting the spell contained within the target scroll. The Scroll of Secrets has 3 charges upon each rest, with the target spell consuming 1 charge per use. Using this feat on yourself or the Scroll of Secrets will replenish 1 charge at a cost of twice the spell's level in Metamagic. You may only have one spell from this feature at a time - using it on another spell scroll will replace the spell in your Scroll of Secrets, and reduce charges to 0. Spells cast from the Scroll of Secrets do not damage your Stability score. |
10 | Deep Lore | When using an equipped magical item or your Scroll of Secrets to cast a spell, any Metamagic used to enhance that spell is refunded. Your Magical Secrets feature may also now consume up to 5th level spells. |