Base Class: Rogue
Tools of the Trade
New job, new tools.
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.
Cantrips
You learn three cantrips: Vicious mockery and two other cantrips of your choice from the bard spell list. You learn another bard cantrip of your choice at 10th level.
Spell Slots
The Nightingale 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 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 three 1st-level bard spells of your choice, two of which you must choose from the enchantment and illusion spells on the bard spell list.
The Spells Known column of the Nightingale Spellcasting table shows when you learn more bard spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
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
Counter intuitively Intelligence is your spellcasting ability for your bard spells, since you learn your spells through dedicated study and memorization of culture rather than self expression. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence 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 Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Nightingale Spellcasting
Insult to Injury
Starting at 3rd level, your keen understanding of culture and society grants you greater utility when you cast vicious mockery :
- The insulted creature is made visibly insecure by the humiliation and hesitates in combat, granting the caster advantage attack rolls until the end of its next turn.
- The insulted creature is emotionally and literally disarmed by such disrespect. The creature drops any weapons held at the time and/or all of their natural weapon's damage die size is reduced by one until the end of its next turn.
- The insulted creature is cowed and struck dumb by the incivility of the caster. Until the end of its next turn the creature is considered silenced and cannot use their voice, this includes cast spells that require verbal components.
You can inflict one of these conditions per casting of the spell and only one may effect a creature at a time.
Additionally, at level 5 creatures effected by vicious mockery are also charmed or frightened by the caster. This effect is chosen at the time a target fails it's Wisdom saving throw, and ends when the spell ends.
Inspire Asset
Bardic Inspiration
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 d8. Unlike a true bard this feature is Intelligence based and the die size doesn't increase.
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 Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Magical Secrets
By 13th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.
The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.
You learn three additional spells from any classes at 17th level
Magical Secrets
By 17th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose three spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.
The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.
You learn three additional spells from any class.
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