Bard

halfelf_bard_class_iray_1200bSystem: D&D5e

Though still linked to the traditional traveling musician, they are more spies and courtesans and are not the magic users as they are in other realms. However, what they lack in magic they make up for in poison use and skullduggery. Additionally, at third level, you will need to choose to either be a Rocker or a Journalist: the Rocker (one who plays an instrument to influence the actions of people and the closest to the original Bard) or the Journalist (one who uses the written word to influence the actions of people. You can be either a print, blog/online, or TV Journalist)

Role: ???

Class Features

As a bard, you gain the following class features.

Hit Points

Hit Dice: 1d8 per bard level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, long/broad swords, rapiers, shortswords, pistols, and sub-machine guns
Tools: Three musical instruments of your choice or poisoner’s kit
Saving Throws: Dexterity, Charisma
Skills: Choose any three including Computer Use

Level Proficiency Bonus Features Talents
1st +2 Talents, Bardic Inspiration (d6) 2
2nd +2 Jack of All Trades, Song of Rest (d6) 2
3rd +2 Bard Career, Expertise 2
4th +2 Ability Score Improvement 3
5th +3 Bardic Inspiration (d8), Font of Inspiration 3
6th +3 Countercharm, Bard Career feature 3
7th +3 4
8th +3 Ability Score Improvement 4
9th +4 Song of Rest (d8) 4
10th +4 Bardic Inspiration (d10), Expertise 4
11th +4 4
12th +4 Ability Score Improvement 4
13th +5 Song of Rest (d10) 4
14th +5 Bard College feature 5
15th +5 Bardic Inspiration (d12) 5
16th +5 Ability Score Improvement 5
17th +6 Song of Rest (d12) 5
18th +6 5
19th +6 Ability Score Improvement 5
20th +6 Superior Inspiration 5

Talents

In place of casting spells, the Bard acquires a number of talents. You gain 2 talents at first level.  You have a total number of talents as reflected in column Talents the chart above.  Here are the talents you can choose from.

Alchemy Dealer: Pay one‐half of the market price for raw materials needed to craft alchemical items.
Accurate: When you attack an armored opponent, your accuracy allows you to ignore 1 point of natural armor bonus to AC or 1 point of armor bonus to AC. This trade secret may be chosen more than once, and its effects stack.
Agile: You receive a +1 dodge bonus to AC. This trade secret may be chosen more than once, and its effects stack.
Coolheaded: You gain an advantage when using the Persuasion skill.
Improvised Materials: You can craft poisons from raw materials at hand instead of relying on specific ingredients. Doing so increases the check DC by 5 but otherwise has no effect on the poisonʹs potency.
Drug Dealer: Pay one‐half of the market price for raw materials needed to craft poisons, illicit and combat drugs, and pharmaceuticals.
Poisonbane: You receive a +2 insight bonus to checks when creating antitoxin and poison antidotes.
Poison Resistance: You receive a +2 bonus to saving throws against poisons.
Scorpion’s Touch: Add +1 to the save DC of all poisons applied by you. This trade secret may be chosen more than once, and its effects stack.
Skilled: Add one‐half your proficiency bonus level (rounded down) as a competence bonus to one of the following skills: Deception, Persuasion, or Sleight of Hand. This trade secret may be chosen more than once, each time it applies to a different skill.
Smokestick Application: You can combine inhaled poisons with smokesticks. All creatures within the area the smokestick covers (10‐ft. cube) are affected by the poison you applied to the smokestick.
Versatile: Select any one skill (not necessarily from the Bard list above). You can take this multiple times and each time it adds a new skill.

Bardic Inspiration

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Jack of All Trades

Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

Song of Rest

Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Bard Career

At 3rd level, you delve into the advanced techniques of a Bard Career. You can choose between Rocker and Journalist.

Expertise

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 10th level, you can choose another two skill proficiencies to gain this benefit.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Font of Inspiration

Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

Countercharm

At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Superior Inspiration

At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

Bard Careers

Starting at level 3, the bar chooses which path they will take. They can be a Rocker or a Journalist. A Rocker isn’t necessarily someone who performs rock and roll. You can be any type of musician from a pop-star, boy/girl band member, politically leaning rapper, or drummer for a “math metal” band. Your style of music doesn’t matter, you get the same benefits. Same with Journalist, you don’t have to be a reporter stuck in some bullpen of some obsolete magazine. You can be a in-the-field reporter for a television station, a blogger, and investigative documentarian, or traditional news reporter.

Rocker

Whether you are the drummer in a punk band or the next pop idol, you sway people with the power of song. This is the more “traditional” bard path.

Bonus Proficiencies

When you become a Rocker at 3rd level,you gain proficiency with medium armor, shields, and martial weapons.

Combat Inspiration

Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fame/Infamy

At 14th level, you have become famous enough that people will do things that they normally wouldn’t do just so they can have that selfie with you! Thus, you gain a +2 insight bonus on top of all other bonuses to Persuasion or Deception skill rolls.

Journalist

Whether you work for a news organzation or are an online, free-lance blogger, you use the power of your words to sway public opinion. This path mimics the existing College of Lore path.

Bonus Proficiencies

When you get out of college with a Journalism degree at 3rd level, you gain proficiency with three skills of your choice.

Cutting Words

Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.

Additional Talents

At 6th level, you learn an extra talent. So, at 6th where you would normally have 3 talents, you now have 4.

Peerless Skill

Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail.