Bard
Base Class: Bard

A bard whose singing channels the celestial majesty of the seraphim, inspiring allies and debilitating foes through radiant melodies and awe-inspiring hymns.

Level 3: Heavenly Hymns

Your celestial singing bolsters allies and disrupts enemies.

  • Hymn of Radiance:
    As a bonus action, you sing a radiant melody. Choose a creature within 30 feet that can hear you:

    • Ally: They gain temporary hit points equal to your Bardic Inspiration die and are freed from the charmed or frightened condition.
    • Enemy: They must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failure, they take radiant damage equal to your Bardic Inspiration die and have disadvantage on their next saving throw before the end of your next turn.
  • Reverberating Voice:
    When you cast a spell with verbal components, you can use your bonus action to unleash a wave of celestial resonance. Choose one of the following effects to target creatures of your choice within 10 feet who can hear you:

    1. Dissonant Echo: The target must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or have disadvantage on attack rolls and saving throws against spells until the start of your next turn.
    2. Resonating Smite: The next time the target takes damage before the start of your next turn, it takes additional radiant damage equal to your Bardic Inspiration die.
    3. Lulling Harmony: The target must succeed on a Constitution saving throw or have its movement speed halved until the start of your next turn.
      You can use this feature a number of times equal to your Charisma modifier (minimum of 1) per long rest.

Level 6: Aria of Judgment

Your voice resonates with divine authority, punishing the wicked and uplifting the virtuous.

  • Sustained Aria:
    As an action, you begin singing a celestial aria that lasts for up to 1 minute (concentration). Each round, you can choose one effect to emanate from your song. Creatures within 30 feet that can hear you are affected:

    • Hymn of Weakness: Enemies must succeed on a Constitution saving throw or have disadvantage on all Strength and Dexterity ability checks and saving throws until the start of your next turn.
    • Hymn of Awe: Enemies must succeed on a Wisdom saving throw or become frightened until the start of your next turn.
    • Hymn of Renewal: Allies regain hit points equal to your Bardic Inspiration die + your Charisma modifier and have advantage on their next saving throw.
  • Echoing Voice:
    Once per turn, when you deal radiant damage, one additional enemy within 10 feet of the original target also takes radiant damage equal to your Charisma modifier.

Level 6: Harmonic Ward

The celestial tones of your singing create a protective resonance that shields you and your allies.

  • When you use Bardic Inspiration, the recipient also gains a Harmonic Ward for 1 minute. This ward absorbs a small amount of damage. The ward's strength equals your Charisma modifier (minimum of 1).

  • If the ward is depleted, it shatters in a burst of sound, forcing all enemies within 5 feet of the warded creature to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failure, they take radiant damage equal to your Charisma modifier and are deafened until the start of their next turn.

Level 14: Ascendant Canticle

You channel the full, majestic power of the seraphim into a grand performance, harmonizing divine judgment and salvation.

  • Canticle of Judgment:
    As an action, you sing an exalted hymn that lasts for 1 minute (concentration). All creatures within 60 feet that can hear you are affected:

    • Allies: Gain temporary hit points equal to your Bardic Inspiration die + your Charisma modifier at the start of each of their turns. They also have advantage on attack rolls and saving throws for the duration.
    • Enemies: Must make a Wisdom saving throw at the start of their turns (DC = 8 + your proficiency bonus + your Charisma modifier):
      • On a failure, they are blinded, frightened, and take radiant damage equal to your Bardic Inspiration die.
      • On a success, they take half the radiant damage and are not blinded or frightened.
  • Finale (Triggered Effect):
    When the Canticle ends (due to your choice, losing concentration, or completing its full duration), you unleash a radiant crescendo. Each enemy within 30 feet takes radiant damage equal to 2 × your Bardic Inspiration die + your Charisma modifier. Allies in the same area regain hit points equal to the same amount.

Previous Versions

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1/7/2025 1:32:28 PM
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