Bard
Base Class: Bard

The Bard is Born
With his body battered but his spirit unbroken, Randel found a new path—not in fighting, but in entertaining. He took up music (badly at first), storytelling (loudly), and performance (naturally). What he lacked in refinement, he made up for in sheer presence.
He didn’t stop wrestling.
He just changed the stage.
Now, in taverns, festivals, and city squares, Randel performs tales of his own exaggerated exploits—half-truth, half nonsense, all unforgettable. He grapples volunteers (gently… mostly), composes songs about his own legend, and inspires crowds not with fear—but with laughter and awe.
His bardic magic doesn’t come from delicate melodies—it comes from rhythm, stomps, chest-beating, and booming declarations that shake mugs off tables.
“LISTEN HERE, SWEET AUDIENCE OF DESTINY—THE TOWER OF POWER HAS SPOKEN, AND THE FLOOR IS ABOUT TO FEEL IT!”

These Bards travel the world as a larger-than-life figure—part warrior, part fool, part legend-in-progress. Beneath the bravado lies a Goliath still seeking something his tribe never gave him:
Recognition not just for strength… but for spirit.
He fears becoming that silent gladiator—empty, joyless, forgotten.
So he never stops talking.
Never stops performing.
Never stops being Randel “The Tower of Power” Savage.
Because as long as the crowd is laughing, cheering, or even just confused…
He knows he’s alive.

Here is the table extracted from the PDF:

Level
Proficiency Bonus
Class Features
Bardic Die
Cantrips
Prepared Spells
1
2
3
4
5
6
7
8
9
1
2
Bardic Inspiration, Spellcasting ​
D6
2
4
2
2
2
Expertise, Jack of All Trades ​
D6
2
5
3
3
2
Bard Subclass/Tower Lock/Earthquake Slam/Skydrop Elbow ​
D6
2
6
4
2
4
2
Ability Score Improvement ​
D6
3
7
4
3
5
3
Font of Inspiration ​
D8
3
9
4
3
2
6
3
Iron Vice Clinch/Dazing Headbutt ​
D8
3
10
4
3
3
7
3
Countercharm
D8
3
11
4
3
3
1
8
3
Ability Score Improvement ​
D8
3
12
4
3
3
2
9
4
Expertise
D8
3
14
4
3
3
3
1
10
4
Magical Secrets
D10
4
15
4
3
3
3
2
11
4
D10
4
16
4
3
3
3
2
1
12
4
Ability Score Improvement ​
D10
4
16
4
3
3
3
2
1
13
5
D10
4
17
4
3
3
3
2
1
1
14
5
Gravel Roar/Flex Of Glory ​
D10
4
17
4
3
3
3
2
1
1
15
5
D12
4
18
4
3
3
3
2
1
1
1
16
5
Ability Score Improvement ​
D12
4
18
4
3
3
3
2
1
1
1
17
6
D12
4
19
4
3
3
3
2
1
1
1
1
18
6
Superior Inspiration
D12
4
20
4
3
3
3
3
1
1
1
1
19
6
Epic Boon
D12
4
21
4
3
3
3
3
2
1
1
1
20
6
Words of Creation/Tower of Power Driver ​
D12
4
22
4
3
3
3
3
2
2
1
1

 

Level 14: GRAVEL ROAR (Crowd Control)

Bonus Action – 1/Short Rest

* One creature within 30 ft must make WIS save  (DC = 8 + Prof. Bonus + WIS Mod.)

* On fail:

    * Has disadvantage on attacks against anyone but you

    * Lasts 1 round

👉 Tank move. You become the center of attention.

Level 6: Extra Attack

As the Bardic Wraslter progresses in his craft, he or she learns how to utilize two different moves as a flowing attack going seamlessly from one move to the next.  This results in the combination requiring two attacks to complete during a round.

Level 6: IRON VICE CLINCH

Bonus Action (while grappling)

* Target takes 1d4 + STR bludgeoning

* Target has disadvantage on escaping grapple until your next turn

Level 3: Bonus Proficiencies

You gain proficiency with three skills of your choice.

Level 3: TOWER LOCK (Core Grapple)

* Make a grapple check (Athletics)

* On success:

    * Target is grappled

    * You gain advantage on checks to maintain the grapple

👉 This is your bread-and-butter control move.

Fast Wrestler. You don't have to spend extra movement to move a creature Grappled by you if the creature is your size or smaller.

Attack Advantage. You have Advantage on attack rolls against a creature Grappled by you.

Tower Lock

* Make a grapple check (Athletics)

* On success:                                      

    * Target is grappled

    * You gain advantage on checks to maintain the grapple

👉 This is your bread-and-butter control move.

Tower Lock

* Make a grapple check (Athletics)

* On success:                                      

    * Target is grappled

    * You gain advantage on checks to maintain the grapple

👉 This is your bread-and-butter control move.

Level 3: EARTHQUAKE SLAM

Requirement: Target is grappled
Action

* Make a Shove attempt to knock prone

* On success:

    * Target takes 1d6 + STR bludgeoning

    * Target is prone

    * Creatures within 5 ft must make a DEX save (DC = 8 + Prof. Bonus + DEX Mod) or fall prone

Level 6: DAZING HEADBUTT

* Make melee attack

* On hit:

    * Deal 1d6 + STR

    * Target has disadvantage on next attack roll

Level 3: Cutting Words

You learn to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of yourself makes a damage roll or succeeds on an ability check or attack roll, you can take a Reaction to expend one use of your Bardic Inspiration; roll your Bardic Inspiration die, and subtract the number rolled from the creature’s roll, reducing the damage or potentially turning the success into a failure.

Level 3: SKYDROP ELBOW

Requirement: You move at least 10 ft or drop from height
Action

* Make a melee attack

* On hit:

    * Deal weapon damage + +1d6+ STR Bonus

    *  Target must make STR saving throw (DC = 8 + Prof. Bonus + Str.) or fall prone

Previous Versions

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