Base Class: Bard
These bards are found in many battles, whether it be alongside an adventuring part, a group of mercenaries, or an army, these bards make sure morale stays high. Whether they use the beat of their wardrums to intimidate the opposition or sing a ballad to instill courage in their allies they provide a unique role in any group they find themselves.
Bardic Music
The bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies (fa-la-la, and so forth), whistling, playing an instrument, or playing an instrument in combination with some spoken performance.
Starting a bardic music effect is an action. The bard must use their action each turn to maintain the bardic music effect, bardic music also requires concentration to maintain. Bardic music's duration depends on the effect, the bard cannot have more than one effect of bardic music active at a time and must expend another use of bardic music to use a different effect. The bard can use this feature a number of times per long rest equal to their Charisma modifier (minimum of one).
The bard starts with the Countersong, Fascinate, and Inspire Courage effects. The bard learns another effect at levels 6 and 14 . The bard may choose an additional effect at level 3, 6, and 14.
Bardic Songs
At 3rd level you gain Countersong, Fascinate, and Inspire Courage, plus one extra song of your choice, at 6th level you gain Inspire Greatness and another song of your choice, and at 14th level you gain Inspire Heroics and another extra song of your choice.
Deadly Performance
The bard can use their performance to inflict pain on a single creature of their choice. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target must make a Wisdom save against the bard's spell save DC. On a failed save, the bard causes 1d6 psychic damage to the target. On a successful save, the target takes half damage.
This abilities damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
This song lasts for up to 1 minute.
Frightening Tune
The bard can use their performance to cause fear in their enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range must make a Wisdom save against the bard's spell save DC. If successful, the creature is immune to this ability for 24 hours. If failed, the target becomes frightened and flees for as long as the target can hear the bard's performance.
This song lasts for a number of rounds equal to double the bard's Charisma modifier.
Influence
The bard can influence the actions of creatures that are already fascinated as with the bardic music effect, the bard makes a suggestion (as the spell). Using this ability does not allow a second saving throw against fascinate, nor does it count against the bard's uses of bardic music. This ability affects only a single creature at 3rd level, at 12th level this ability may affect all the creatures affected by fascinate (as if using mass suggestion).
Inspire Competence
The bard can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally. Depending on the task that the ally has at hand, the bard may use his bardic music to lift the ally’s spirits, to help him or her focus mentally, or in some other way.
The bard gives target allies a bonus to skill checks equal to the bard's Charisma modifier. The DM may rule that certain uses of this ability are infeasible—chanting to make a rogue move more quietly, for example, is self-defeating. The bard can't inspire competence in himself.
This song lasts for up to 2 minutes.
Soothing Performance
The bard can use their performance to weave healing magic through the air. Each turn this effect is active, including the turn the bard begins this song, the bard may choose one ally within 30 feet and may choose one of the following effects: heal the target an amount equal to the bard's Charisma modifier, remove one level of exhaustion (a target can only benefit from this option once per long rest), remove the poisoned condition, or remove the frightened condition. The number of targets this ability can affect each turn increases to 2 targets at 6th level, and 3 targets at 14th level. The bard must use the same option for all targets chosen in a turn.
This song lasts for up to 1 minute.
Countersong
Each round the bard makes a Performance check, any creature the bard chooses within 30 feet that can hear the bard may use the Performance check result in place of their saving throw if, after the saving throw is rolled, the Performance check result proves to be higher. If a creature within range is already under an effect that requires a saving throw when Countersong starts they may immediately make a saving throw against one effect affecting them.
This song lasts for up to 1 minute.
Fascinate
The bard can use their music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature.
The bard may choose a number of creatures up to their Charisma modifier to make a Wisdom save, the bard makes a Performance check, the result is the DC for the save. The distraction of a nearby combat or other dangers prevents the ability from working. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a successful save the creature is immune to this effect for 24 hours. On a failed save the creature sits quietly and listens to the song, taking no other actions. Creatures that are fascinated have disadvantage on Perception checks while they can hear the song. If there are any potential threats within sight of the fascinated target the bard must make another Performance check and the targets must make another Wisdom save against this new DC.
This song lasts for up to 1 minute.
Inspire Courage
The bard can use their music to inspire courage in his allies (including himself ), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard's music. The effect lasts for as long as the ally hears the bard and for 1 minute thereafter.
Affected allies have advantage on saves against being charmed or frightened and have a +1 bonus to attack and damage rolls, this bonus increases to +2 at 8th level, +3 at 14th level, and +4 at 20th level.
This song lasts for up to 1 minute.
Inspire Greatness
The bard can use music or poetics to inspire greatness in a number of allies equal to the bard's Charisma modifier within 30 feet, granting him or her extra fighting capability. The effect lasts for as long as the ally hears the bard sing and for 1 minute thereafter. A creature inspired with greatness gains 2d10 + the bard's Charisma modifier temporary hit points, a +2 bonus to attack rolls, and advantage on Constitution saving throws.
This song lasts for up to 1 minute.
Inspire Heroics
can use music or poetics to inspire tremendous heroism in a number of allies equal to the bard's Charisma modifier within 30 feet, allowing that creature to fight bravely even against overwhelming odds. The effects of this ability do not begin until the beginning of the bard's next turn. All creatures affected by this ability gain a bonus to saving throws and their AC equal to the bard's Charisma modifier, these effects last as long as the ally can hear the bard and for 1 minute thereafter.
This song lasts for up to 1 minute.
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