Base Class: Bard
Skalds roam the lands of Shattered Plains, trying to learn every tale there is about old heroes, dragons and gods. To meet one is a rarity and it is believed that they can wield the tales their know to inspire allies or make foes regret opposing them. To become one is to forsake all connections with your family and home, dedicating yourself to collect stories and inspire courage where hope is lost and darkness reigns.
Inspire Courage
Upon choosing this feature at level 3, your songs and chants inspire not just one ally but all those that fight alongside you. Whenever you use your bardic inspiration, instead of targeting just one ally, all friendly creatures that can hear or see you within 30 feet radius of you gain half its efficiency, so at starting level, everyone gets 1d2 Bardic Inspiration. 1d2 and further upgrades are considered your bardic inspiration dice for further references
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 Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a 1d3 at level 10 and 1d4 at level 20
Marching Order
You spend a lot of time on the road, travelling from place to place in search of venues to perform at. That made you grew accustomed to the harsh lands of Shattered Plains, giving you proficiency in survival and you gain an advantage on Navigation (Travel) checks when using Survival ability. Upon reaching level 3 you also gain the option to wear Medium Armour
Warchants
You know tales of old heroes and gods and are able to weave them into your songs to inspire your allies even further or harm your foes. Once you reach level 6 in your class you learn 2 Warchants of your choice and then one every 3 levels in this class. Warchants happen every time you use your bardic inspiration. You may choose which one you will play. If a warchant calls for a saving throw it is equal to your spell save DC. You may use a Warchant the number of times equal to proficiency modifier before having to finish a long rest.
Tale of Courage
- Whenever you use your bardic inspiration, each ally gains temporary hit points equal to twice your bardic inspiration dice. Those temporary hit points are renewed when creatures will use a bardic inspiration granted to them by you. Should you use a different tale before that, this effect won't happen.
Tale of Dragons
- Whenever you use your bardic inspiration you let out a ferocious roar of a dragon. All enemies within 15 feet of you must make a Charisma saving throw or be frightened by you for 1 minute. They may attempt to heart themselves and overcome their fear by a successful Charisma saving throw at the start of theirs turn. A frightened creature has disadvantages on ability checks and attack rolls while the source of its fear is in line of sight. The frightened creature can´t move closer to you.
Tale of Valkyrie
- Whenever you use your bardic inspiration all downed ally, you may use this Tale are brought back with 1 Hit Point and are prone. In addition to healing, whenever a creature would be to spend their bardic inspiration, they may choose to heal themselves instead. This heal is again equal to your bardic inspiration dice.
Tale of Wars
- Whenever you use your bardic inspiration, all allies gain 10 feet of extra movement on their next turn.
Tale of Friendship
- Whenever you use your bardic inspiration, you may choose up to amount of targets equal to twice your proficiency bonus. You cast either Calm Emotions or Friends on them. Charisma is your casting modifier and casting those spells this way will not consume a spell slot.
Tale of Beasts
- Whenever you use your bardic inspiration, all allies are blessed with the savagery of the beasts, making so that their next attack will critically strike on 19 and allow then to add bardic inspiration dice to their damage roll even if they don't crit.
Beacon of Hope
Your words, your tales and your actions inspire others to fight on, to stand up and face whatever might stand before them. Starting at level 14, Whenever you use your bardic inspiration you will allow all your allies to try and break from any condition or status effect that requires saving throw to break free immidietly.
Previous Versions
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8/25/2021 5:27:22 PM
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2
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0.5
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Coming Soon
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