Base Class: Bard
On the frontiers of Khorvaire, there's legends of roaming wandslingers and the epic duels they've fought against one another. You know these stories well, and whether it's for money, glory, or love of the sport, you aspire to one day be amongst those legends. To a wandslinger, pride is everything. Losing a duel may leave you dead, but to refuse and be known as a coward is a far worse fate than death.
Level 3: Bonus Cantrip
You know one cantrip from the Sorcerer spell list. The cantrip counts as a Bard cantrip for you, but it doesn’t count against the number of Bard cantrips you know. Additionally, you may use a Wand, Rod, or Orb as a Spellcasting Focus for your Bard spells.
Level 3: Quickdraw
You've got a twitchy wand hand, and your steely gaze gives trepidation to your enemies. When you roll Initiative, you can add your Charisma modifier to the roll. Additionally, when a creature you can see that's in combat with you rolls for initiative, you may expend a use of your bardic inspiration to impose disadvantage on the roll. You may use this ability after you know the result of their roll but before combat begins.
Level 3: At Your Fingertips
When you hit a creature with a Bard cantrip or when a creature fails a saving throw against one of your Bard cantrips, you can expend one use of your Bardic Inspiration to deal an extra 2d6 damage to that creature. You can do so only once per round, on your turn. The extra damage increases when you reach Bard levels 5 (3d6), 10 (5d6) and 15 (8d6).
Level 6: Panache
Your stylish wandslinging strikes awe in onlookers. Whenever you reduce a creature to 0 HP with one of your cantrips, you may give another creature you can see one of your Bardic Inspiration dice without expending a use of your Bardic Inspiration.
Level 14: Fastest Wand in the West
If you take a Magic action to use a magic item property that expends charges, you may cast your next cantrip as a bonus action until the end of your turn.







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