Barbarian
Base Class: Barbarian

Bards have told tales for generations of the mighty heavy metal warriors known as the Bardian, but few have achieved this power. The mighty Bardian is a barbarian's clan answer to how do we drown out the cries of our victims. Bardians rush into the fray with lute in one hand and their axe in the other. Bardians support their allies with their rockin' tunes.

Spellcasting

3rd-level Path of Bardian feature

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

You learn two cantrips of your choice from the bard spell list. You learn an additional bard cantrip of your choice at 10th level.

Spell Slots

The Bardian Spellcasting 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 healing word and have a 1st-level and a 2nd-level spell slot available, you can cast healing word using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level bard spells of your choice.

The Spells Known column of the Bardian Spellcasting table shows when you learn more bard spells of 1st level or higher.

Whenever you gain a level in this class, you can replace one of the bard spells you know with another spell of your choice from the bard spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells, since you learn your spells through rockin’ tunes. 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

Whenever you gain a level in this class, you can replace one of the bard spells you know with another spell of your choice from the bard spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells, since you learn your spells through rockin’ tunes. 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

Bardian Spellcasting

Barbarian LEVEL

CANTRIPS

KNOWN

SPELLS

KNOWN

— SPELL SLOTS PER SPELL LEVEL —

1ST

2ND

3RD

4TH

3rd

2

3

2

—

—

—

4th

2

4

3

—

—

—

5th

2

4

3

—

—

—

6th

2

4

3

—

—

—

7th

2

5

4

2

—

—

8th

2

6

4

2

—

—

9th

2

6

4

2

—

—

10th

3

7

4

3

—

—

11th

3

8

4

3

—

—

12th

3

8

4

3

—

—

13th

3

9

4

3

2

—

14th

3

10

4

3

2

—

15th

3

10

4

3

2

—

16th

3

11

4

3

3

—

17th

3

11

4

3

3

—

18th

3

11

4

3

3

—

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

 

Vicious Instruments

3rd-level Path of Bardian feature

Upon choosing this path, you learn how to put on a performance.

Starting at level 3, you gain proficiency with 2 instruments of your choice and performance skill, if you don't already have it. Further more you can craft a unique vicious instrument. This instrument is a hybrid of an instrument you are proficient with and a melee weapon you are proficient with. This new instrument counts as an arcane focus, instrument and a weapon.

Crafting a vicious instrument takes 1 hr to make. The process can be done during a short rest. The process itself is you jamming out and focusing your magical energy into a melee weapon, within 5ft of you, and the instrument you are currently playing. At the end of this ritual the two fuse together to make a vicious instrument.

Example: Torg the Half-Orc Bardian is proficient with a lute and battleaxe. Torg decides to make a battleaxe lute, he can now go from rockin' on his sick lute to decapitating haters.

Bardic Rage

3rd-level Path of Bardian feature

Starting at 3rd level, your raging performance can inspire those around you. Whenever you start your rage, you can choose a number of creatures (excluding yourself) equal to your proficiency bonus to give a rage die. This rage die is a d8 and can be used (no action required) for attack rolls, saving throws or ability checks. At level 10, this ability can activate when you reduce a creature to 0 hp.

While in your Bardic Rage you gain the ability to cast your Bardian spells. You are still unable to concentrate on spells while raging, so if a concentration spell is cast it immediately ends.

Crank it to Eleven

6th-level Path of Bardian feature

Your bardic magic begins to enhance your vicious instruments. Starting at 6th level, once a turn when you deal damage with a spell or melee attack you can add your barbarian level, in thunder damage, to the damage roll. This bonus damage can only be applied to while your vicious instrument is the arcane focus of a spell or the weapon used in the attack. Furthermore the vicious instrument now counts as magical to overcome resistance.

Partial Forcus

10th-level Path of Bardian feature

Starting at level 10, your bardic rage has given you some focus. This newfound focus now allows your to concentrate on spells. Whenever you cast a concentration spell it now lasts half the normal time.

Killer Performance

14th-level Path of Bardian feature

Your dedication to the music has finally payed off. As an action, you can start a performance with your vicious instrument. This performance distracts all creatures, of your choice, within 30ft. Each creature must make a Wisdom saving throw against your spell save dc, if the creature fails it must use its reaction to move towards you in the shortest path. On a successful save, the creatures have disadvantage on attack rolls against creatures other than you. This action can be used a number of times a day equal to your proficiency bonus, and you regain all uses after a long rest.

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