Bard
Base Class: Bard

The ancient order of seers, the völv, examines the children of the raiding clans in search of individuals with the nascent ability to read the runes and connect with the primal forces of the world. Unfortunately, only a few have sufficient gifts to become seers. The others are sent back to their clans after being trained to compose music, sing songs, collect stories, and watch. Many become bards of the College of the Seers.

This bard is both a storyteller and a manipulator, capable of playing off both sides in a conflict and coming out the winner. Though skilled in the martial arts, they also know how to navigate the complexities of clan politics. And with a touch of the prescient, they can both understand what is to come and influence it.

The latter they do in the form of curses that weigh heavily on the minds of the afflicted, bending them to the skald's will (or by invoking blessings to benefit allies). Never entirely trusted, even by one's friends, this bard is always respected.

Level 3: Bonus Proficiencies

Starting when you swear your oath to the völv to join the College of the Seers, you embark on a lifelong journey, committed to the völv above all. You learn to protect the seers and have enhanced your ability to function as an effective agent for them. You gain proficiency with martial weapons and medium armor.

Martial weapons proficiency

You gain proficiency with martial weapons.

Medium armor proficiency

You gain proficiency with medium armor.

Level 3: Bestow Fate

You can mark individuals with fate-altering curses or blessings. As an action, you can target a creature you can see within 60 feet and expend one use of your Bardic Inspiration to mark them with fate. The target must make a Charisma saving throw against your spell save DC. On a failed save, they are marked by one fate effect of your choice for 1 minute:

Clumsy. You will reduce the first attack roll the mark makes each round by the result of a bardic die roll.

Feeble. You will reduce the first saving throw the mark makes each round by the result of a bardic die roll.

Slow. You will reduce the mark's movement speed by 5 feet multiplied by the result of a bardic die roll (a target's movement can never be reduced lower than 5 feet). You will reroll this result at the end of each of the mark's turns while the effect is active.

The effect ends early if you mark a new target, if you or the target becomes unconscious, or if you use this feature to mark the same target again. When you mark a new target, any previous targets are no longer marked.

Level 6: Combat Inspiration: Extra Attack

You can attack twice instead of once whenever you take the Attack action on your turn.

In addition, you can cast one of your cantrips that has a casting time of an action in place of one of those attacks.

Level 6: Enduring Inspiration

Your mastery of fate allows you to bestow blessings as well as curses. You can select two new fate effects when using your Bestow Fate feature:

Bold. You will increase the first ability check the mark makes each round by the result of a bardic die roll.

Sturdy. You will increase the first saving throw the mark makes each round by the result of a bardic die roll.

Additionally, you can now maintain your Bestow Fate effect on multiple creatures simultaneously, as long as no two creatures have the same fate effect.

Level 14: Potent Fate

Your control over fate becomes more precise and powerful. You gain the following benefits:

Twist of Fate. Once per turn, when you roll a Bardic Inspiration die for your Bestow Fate feature, you can reroll the die and must use the new result.

Fate's Intervention. When a creature affected by your Bestow Fate makes an attack roll, saving throw, or ability check, you can use your reaction to force them to reroll that roll. This reroll occurs in addition to the ongoing fate effect. You must use this reaction after the roll is made but before the DM declares the result. Once you use this feature, you can't use it again until you finish a short or long rest.

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