Bard
Base Class: Bard

 

Among adventuring parties, the Bard is in a league of its own. Fighters and Barbarians accomplish extraordinary feats, Wizards and Warlocks bend reality in the palm of their hand, and Rogues and Rangers thrive in the subtle hunt of either prize or surprise, but it is the Bard that tells these stories and makes more of their own, all with an air of charm, wit, and seduction. The Bard brings lightheartedness, beauty, and joy to a party that can quickly find itself burdened with sorrow. Simply put, their words makes the world more beautiful.

But not all words are pretty, and not all bards are beautiful. In the dark, hidden corners of the world, unspoken discontent grows. Monsters and creatures of all shapes and sizes are held back and their voices grow louder by the second. It's only been a matter of time till someone speaks for them. 

Fearsome Presence

Beginning at Level 3, you gain proficiency in Intimidation and Performance. If you are already proficient in these, double your proficiency bonus for any ability checks that use them.

Monstrous Visage

Also at Level 3, you can expand a point of Bardic Inspiration to cast an illusion on yourself that will grant you some monstrous or bestial aspect. The spell lasts for 1 minute.

  • On a 1, nothing happens and the Bardic Inspiration is wasted
  • On a 2 - 5, you grow a long devilish tail that moves at your will. It is not prehensile and cannot be used in combat. Enemies you are engaged with or in 5 feet of you are stunned for their turn.
  • On a 6 - 10, your teeth and nails look suddenly razor-sharp. Enemies you are engaged with or in 5 feet of you are stunned until an action is taken against them.
  • On a 11-15, your eyes change to reflect a creature of your choosing. Enemies you are engaged with or in 5 feet of you are paralyzed until an action is taken against them.
  • On a 16-19, you seem to sprout large bat-like wings from your back. Though they do not grant you the power of flight, enemies you are engaged with or in 30 feet of you become frightened and move to Dashat least 60 feet away from you before the effect ends.
  • On a 20, you take on the appearance of a Fiend, and everyone in sight must make a constitution saving roll. If they fail, they fall unconscious. If they succeed, they see through the illusion.

Afraid Of The Dark

At Level 6, you instantly learn how to cast Fear. It is added without expanding your spell limit and can be cast without using a spell slot.

Hidden in Plain Sight

Also at Level 6, when first starting combat, the DM will roll a perception check for the enemy to see if they recognize you as a foe. If they fail, then the enemy completely ignores you until you engage in combat against them or help your allies. If they succeed, then their first attack against you is at a disadvantage. Only the first roll is at disadvantage, after that all enemies roll normal attacks against you.

Enemy Of My Enemy

At Level 14, you can use a point of Bardic Inspiration to try and convince an enemy creature to join your side in combat. The creature must then make a charisma saving throw in order to contest this. If it succeeds, then the creature shrugs off the effect and focuses it's attacks solely on the player. If it fails, then the creature is Charmed into being your pet or companion, either until it dies or the charm is dispelled. If the attempted target is humanoid or intelligent, then the creature must make a wisdom saving throw instead of charisma. The choice will be left up to the DM. Also, if the creature is more than one size level larger than the caster, then the caster rolls at disadvantage. Similarly, if the creature is more than one size level smaller than the caster, then the creature rolls at disadvantage.

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