Bard
Base Class: Bard

Trained in the art of wrestling and spectacle fights, the crowd cheers for your named moves and feats of ingenuity. Whether its your pristine muscles, your extravagant costume or your character's charm, you will take the spotlight and defend your reign. 

Level 3: Honing Body and Charm

From level 3, muscles and physical prowess become your instrument, pen and muse. You trained your body to its peak performance to aid you in your trade.

Add your Charisma modifier to your unarmored AC, unarmed and improvised weapon attack rolls, and to your Grapple save DC.

Gain proficiency in Athletics and Strength saving throws. 

Level 3: Mucho Bardo

At level 3, you unleash the power of the spectacle and power moves fueled by your passion and resolve.

You gain proficiency with improvised weapons. Your unarmed attacks and improvised weapon attacks deal d6 psychic damage.

As a bonus action, spend a Bardic Inspiration use to make your body shine like diamonds for one minute, gaining the following benefits:

  • Gain resistance to bludgeoning, piercing, slashing and psychic damage.
  • Double your jumping distance.
  • Increase your speed by 15ft.
  • Your ranged spell attacks can be treated as melee spell attacks.

Level 6: Bulking Inspiration

At level 6 you discover the power hidden within bulking. You know were to find the best sources of protein and creatine to help your allies gain strength.

Add double your Strength modifier to your Bardic Inspirations.

When an ally uses your Bardic Inspiration, they gain the temporary hit points equal to the result. While those hit points last their AC is increased by 2 and speed is increased by 10ft.

Special Moves

After reaching level 6, your training and experience allow you to mix powerful effects with your attacks, turning them into Special Moves.

You learn Vicious Mockery and can cast it as a bonus action.

When you cast a spell using your action, you can make one unarmed or improvised weapon attack as a bonus action. That attack gains an attack and damage bonus equal to your Strength Modifier + the spell's level (cantrips count as level 0).

Ring Master

From level 14, you set the flow of battle, each place is a ring and you are its master.

Add your Charisma modifier to your Strength, Constitution and Dexterity saving throws.

Increase the damage of your unarmed and improvised weapon attacks to a d10.

When a creature within 30ft of you attempts to cast a spell or make an attack, as a reaction: spend a Bardic Inspiration to force them to make a Strength Saving throw against your spell DC. They take 2d10 psychic damage and get the prone condition, taking only half the damage on a success. Regardless of success or fail, you teleport within 5ft of them. 

Previous Versions

Name Date Modified Views Adds Version Actions
11/13/2025 4:31:38 AM
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0.5
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11/13/2025 5:03:51 AM
9
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0.6
Coming Soon

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