Class: Bard. The Bard is considered a 15th Level Bard.
Expertise. The Bard possesses Expertise in an Additional skill.
Jack of All Trade. The Bard adds +2 to All ability Checks that Don't Include it's Proficiency bonus.
Song of Rest. When the Bard Takes a Short Rest and it or Any Creatures with it Regain any Hitpoints During this Rest they gain an additional 1d10 hitpoints.
Special Equipment. The Bard Possesses one Rare Magic Item of its Choice, and one Very Rare Magic Item of its Choice.
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. Or (20/60)., one target. Hit: 4 (1d4+2) Piercing damage.
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) Piercing damage.
Countercharm. The Bard Initiates a Performance until the End of its Next turn, during this Performance all Friendly Creatures within 30 ft of them have Advantage on Saving Throws against being Charmed, or Frightened.
Magical Secrets (4/Day). The Bard casts a Spell of 8th level or Lower.
Spellcasting. The Bard is a 15th Level Spellcaster, Charisma is it's Spellcasting Ability (DC 18, +10 to hit with Spell Attacks) They have the Following Bard Spells Prepared:
Cantrips (At Will): Dancing Lights, Mending, Minor Illusion, Vicious Mockery
1st Level (4 Slots): Charm Person, Detect Magic, Healing word, Thunderwave
2nd Level (3 slots): Enthrall, Lesser Restoration, Silence
3rd Level (3 Slots): Bestow Curse, Sending
4th Level (3 Slots): Confusion, Hallucinatory Terrain, Polymorph
5th Level (2 Slots): Hold Monster, Geas, Greater Restoration, Legend Lore
6th Level (1 Slot): Mass Suggestion
7th Level (1 Slot): Mirage Arcane
8th Level (1 Slot): Dominate Monster
Bardic Inspiration (Recharge 6). The Bard can Choose one Creature within 60 ft of them (other than themself) within the Next 10 minutes the Target Creature can add a d12 to one Ability Check, attack roll, or saving Throw it Makes, a Creature can wait until after it rolls the d20 before Deciding to Use their Bardic Inspiration. Once the Die is Used the Creature no longer has this Inspiration, a Creature can Only possess one Bardic Inspiration at any Given time.
Description
Music and Magic
In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of bards is an attempt to snatch and harness those echoes, subtly woven into their spells and powers.
The greatest strength of bards is their sheer versatility. Many bards prefer to stick to the sidelines in combat, using their magic to inspire their allies and hinder their foes from a distance. But bards are capable of defending themselves in melee if necessary, using their magic to bolster their swords and armor. Their spells lean toward charms and illusions rather than blatantly destructive spells. They have a wide-ranging knowledge of many subjects and a natural aptitude that lets them do almost anything well. Bards become masters of the talents they set their minds to perfecting, from musical performance to esoteric knowledge.
A Bard College Professor is where Many Bards Achieve their Magnum opus (Typically in the Form of a Very Rare Magic Item), Retiring from their Artistic Career and Typically choosing to Foster a New Generation of Artists, having already Mastered all of the Talents their College has to Offer.
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