Trefferpunkte
Übungen
Alternate Bard
| Stufe | Übungsbonus | Eigenschaften | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | Bardic Insp. | Chords Known |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | + 2 | Bardic Inspiration Folklore | 0 | 0 | 0 | - | - | - | - | {@dice d4} | - |
| 2 | + 2 | Bardic Inspiration Folklore | 2 | 2 | 2 | - | - | - | - | {@dice d4} | 2 |
| 3 | + 2 | Bardic Inspiration Folklore | 2 | 3 | 3 | - | - | - | - | {@dice d4} | 2 |
| 4 | + 2 | Bardic Inspiration Folklore | 3 | 3 | 3 | - | - | - | - | {@dice d4} | 2 |
| 5 | + 3 | Bardic Inspiration Folklore | 3 | 4 | 4 | 2 | - | - | - | {@dice d6} | 2 |
| 6 | + 3 | Bardic Inspiration Folklore | 3 | 4 | 4 | 2 | - | - | - | {@dice d6} | 3 |
| 7 | + 3 | Bardic Inspiration Folklore | 3 | 5 | 4 | 3 | - | - | - | {@dice d6} | 3 |
| 8 | + 3 | Bardic Inspiration Folklore | 3 | 5 | 4 | 3 | - | - | - | {@dice d6} | 3 |
| 9 | + 4 | Bardic Inspiration Folklore | 3 | 6 | 4 | 3 | 2 | - | - | {@dice d6} | 3 |
| 10 | + 4 | Bardic Inspiration Folklore | 4 | 6 | 4 | 3 | 2 | - | - | {@dice d6} | 4 |
| 11 | + 4 | Bardic Inspiration Folklore | 4 | 7 | 4 | 3 | 3 | - | - | {@dice d8} | 4 |
| 12 | + 4 | Bardic Inspiration Folklore | 4 | 7 | 4 | 3 | 3 | - | - | {@dice d8} | 4 |
| 13 | + 5 | Bardic Inspiration Folklore | 4 | 8 | 4 | 3 | 3 | 1 | - | {@dice d8} | 4 |
| 14 | + 5 | Bardic Inspiration Folklore | 4 | 8 | 4 | 3 | 3 | 1 | - | {@dice d8} | 5 |
| 15 | + 5 | Bardic Inspiration Folklore | 4 | 9 | 4 | 3 | 3 | 2 | - | {@dice d8} | 5 |
| 16 | + 5 | Bardic Inspiration Folklore | 4 | 9 | 4 | 3 | 3 | 2 | - | {@dice d8} | 5 |
| 17 | + 6 | Bardic Inspiration Folklore | 4 | 10 | 4 | 3 | 3 | 3 | 1 | {@dice d10} | 5 |
| 18 | + 6 | Bardic Inspiration Folklore | 4 | 10 | 4 | 3 | 3 | 3 | 1 | {@dice d10} | 6 |
| 19 | + 6 | Bardic Inspiration Folklore | 4 | 11 | 4 | 3 | 3 | 3 | 2 | {@dice d10} | 6 |
| 20 | + 6 | Bardic Inspiration Folklore | 4 | 11 | 4 | 3 | 3 | 3 | 2 | {@dice d10} | 6 |
Klassenzauber
Klasseneigenschaften
Stufe 1
Stufe 10
Stufe 11
Stufe 12
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Stufe 15
Stufe 16
Stufe 17
Stufe 18
Stufe 19
Stufe 2
Stufe 20
Stufe 3
Stufe 4
Stufe 5
Stufe 6
Stufe 7
Stufe 8
Stufe 9
Fortschritt bekannter Zauber
| Stufe | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Bekannte Zauber | 0 | 2 | 3 | 3 | 4 | 4 | 5 | 5 | 6 | 6 | 7 | 7 | 8 | 8 | 9 | 9 | 10 | 10 | 11 | 11 |
Zauberwirker-Fortschritt
Trickzauber-Fortschritt
| Stufe | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Bekannte Trickzauber | 0 | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
Startausrüstung
Klasseneigenschaften
Bardic Inspiration (Level 1)
You can inspire heroism with both word and song. Beginning at 1st level, when another creature who can hear you within 30 feet makes an ability check or fails an attack roll or saving throw, you can use a reaction to expend a Bardic Inspiration Die, a d4, roll it, and add the result to the target's roll.
You have a number of Bardic Inspiration Dice equal to half your Bard level (rounded up) + your Charisma modifier. You regain all expended Dice when you finish a short or long rest.
Your Bardic Inspiration Die grows at certain Bard levels, as shown in the Bardic Insp. column of the Bard Class table.
Folklore (Level 1)
At 1st level choose one skill and one tool or language. You are now proficient in this skill or tool, or learn to speak, read, and write that language. If you choose a skill or tool that you are already proficient in, you add double your proficiency bonus to any ability check you make with that skill or tool.
You choose another skill and one tool or language to gain this benefit when you reach 6th, 10th, 14th, and 18th level.
Spellcasting (Level 2)
At 2nd level, you can use your mastery over word and song to draw upon the Song of Creation to produce wondrous spells:
Cantrips
You learn two cantrips of your choice from the Bard spell list. You learn an additional Bard cantrip at 4th and 10th level, as shown in the Cantrips Known column of the Bard table.
Spell Slots
The Bard table shows how many spell slots you have to cast your Bard spells of 1st-level and higher. To cast Bard a spell, you must expend a slot of the spell's level or higher, and you regain all expended spell slots when you finish a long rest.
Spells Known of 1st-Level and Higher
You know two 1st-level spells of your choice from the Bard spell list at the end of this class. The Spells Known column of the Bard table shows when you learn more Bard spells of your choice. Each spell you learn must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you learn one new Bard spell of 1st or 2nd-level.
Whenever you gain a Bard level, you can replace one Bard spell that you know with another Bard spell of your choice.
Spellcasting Ability
Charisma is your spellcasting ability for your Bard spells, as your magic comes from the heart and soul you pour into the performance of your music. You use Charisma whenever a Bard spell refers to your spellcasting ability, when setting the saving throw DC, and when making an attack roll with one.
Spell
Spell
Ritual Casting
You use your varied knowledge to cast the ritual version of any Bard spell you know so long as it has the ritual tag.
Spellcasting Focus
You can use a musical instrument that you are proficient with as a spellcasting focus for Bard spells you know.
Chords of Power (Level 2)
Your skills allow you to reproduce minor portions of the Song of Creation, known as Chords of Power. At 2nd level, you can reproduce two Chords, which you choose from the list at the end of this class. Most Bards use music or song to reproduce these Chords, but others reproduce them by recalling stories of heroism, legend, or tragedy.
During a long rest, you can spend 1 hour immersed in the Song of Creation practicing your chosen performative art to replace one Chord you know with another of your choice.
At certain levels you learn additional Chords of Power, as shown in the Chords Known column of the Bard Class table.
Bardic Tradition (Level 3)
At 3rd level, choose the Bardic Tradition that best represents the varied skills, talents, and knowledge you have gained in your many travels: Fool, Loremaster, or Skald.
Also included at the end of this class are Bardic Traditions inspired by the Bard options published in Xanathar's Guide to Everything: the Conspirator, Mesmer, and Blade.
Your Bardic Tradition grants you features at 3rd level, and again when you reach 5th, 11th, and 15th level in this class.
Magical Secrets (Level 3)
You have gathered magical knowledge from many disciplines. At 3rd level, you learn two 1st-level spells of your choice from any class spell list. They become Bard spells for you, but they do not count against your total number of Spells Known, and you can't replace these spells when you gain a Bard level.
You learn two additional Magical Secrets of certain spell levels at 5th level (2nd-level spells), at 9th level (3rd-level spells), at 13th level (4th-level spells), and finally at 17th level (5th-level spells).
Harmonious Recovery (Level 3)
Starting at 3rd level, you can immerse yourself in the Song of Creation to regain magical potential. During a short rest, you can spend 10 minutes practicing your chosen performative art, to regain expended spell slots of a total level equal to your Charisma modifier (minimum of one 1st-level slot).
Once you use this feature to regain spell slots, you must finish a long rest before you can do so again.
Ability Score Improvement (Level 4)
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.
Tradition Feature (Level 5)
At 5th level, you gain a feature from your Bard Tradition.
Magical Secrets (Level 5)
At 5th level, you learn two additional Magical Secrets spells of your choice. These spells must be of 2nd level.
Folklore (Level 6)
At the 6th level, you learn more Folklore. You gain proficiency with one skill, musical instruments, tool, or learn another language of your choice.
Bardic Virtuoso (Level 7)
Your intuitive knowledge of the Song of Creation propels your performative abilities to supernatural heights. Starting at 7th level, you add double your proficiency bonus to ability checks you make that incorporate a musical instrument.
Also, when you perform a Chord of Power that lasts until the start of your next turn, such as Lay of Alacrity, you can use a bonus action on the next turn to continue performing that Chord without expending a Bardic Inspiration Die.
Ability Score Improvement (Level 8)
At 8th level you can increase one ability score by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.
Magical Secrets (Level 9)
At 9th level, you learn two additional Magical Secrets spells of your choice. These spells must be of 3rd level.
Folklore (Level 10)
At 10th level, you learn more Folklore. You gain proficiency with one skill, musical instruments, tool, or learn another language of your choice.
Font of Inspiration (Level 10)
You can draw power from the ambient music from the Song of Creation in times of need. Starting at 10th level, you regain one expended Bardic Inspiration Die when you roll initiative.
You can also use your bonus action to expend one spell slot and regain Bardic Inspiration Dice equal to the slot's level.
Tradition Feature (Level 11)
At 11th level, you gain a feature from your Bard Tradition.
Ability Score Improvement (Level 12)
At 12th level you can increase one ability score by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.
Magical Secrets (Level 13)
At 13th level, you learn two additional Magical Secrets spells of your choice. These spells must be of 4th level.
Folklore (Level 14)
At 14th level, you learn more Folklore. You gain proficiency with one skill, musical instruments, tool, or learn another language of your choice.
Tradition Feature (Level 15)
At 15th level, you gain a feature from your Bard Tradition.
Ability Score Improvement (Level 16)
At 16th level you can increase one ability score by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.
Magical Secrets (Level 17)
At 17th level, you learn two additional Magical Secrets spells of your choice. These spells must be of 5th level.
Folklore (Level 18)
At 18h level, you learn more Folklore. You gain proficiency with one skill, musical instruments, tool, or learn another language of your choice.
Ability Score Improvement (Level 19)
At 19th level you can increase one ability score by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.
Mythic Secrets (Level 20)
You have uncovered knowledge of some of the most powerful and secret magicks of the multiverse. At 20th level, you learn one 6th-level and one 7th-level Magical Secrets spell. You can cast each of these spells once at their lowest level, and regain the ability to do so when you finish a long rest.
Multiklassen
Multiklassen-Voraussetzungen
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Erworbene Übungen
Unterklassen
Unterklassen-Eigenschaften
Blade
Blade (Level 3)
Known simply as Blades, the Bards that follow this Tradition are famous for their wondrous, yet deadly performances that incorporate bladed weapons. Far from mundane performers, these Bards use their skill with blades to find employment as duelists, vigilantes, and sometimes even turn to adventuring.
Elegant Duelist
3rd-level Blade Tradition feature
You gain proficiency with scimitars, and you can use melee weapons as the spellcasting focus for your Bard spells.
You also gain proficiency in Performance, and whenever you would make a Charisma (Performance) check, you can make a Dexterity (Performance) check that incorporates a deadly bladed weapon you are proficient with instead.
Blade Exploits
3rd-level Blade Tradition feature
You have studied various exploits to improve your deadly bardic performances. You gain the following features:
Exploits
You learn two Martial Exploits of your choice from those available to the Alternate Fighter. The Exploits Known column of the Blade Dancer Exploits table shows when you learn more Martial Exploits of your choice.
To use an Exploit, you expend a Bardic Inspiration die. You can only use one Exploit per ability check, attack, or saving throw. When a Martial Exploit refers to an Exploit Die, you use your Bardic Inspiration die.
When you gain a Bard level, you can replace one Exploit you know with another Martial Exploit of your choice of that degree.
High Degree
Your Bard level limits the Exploits you are able to perform. This limit is reflected in the High Degree column of the Blade Dancer Exploits table. In order to learn a Marital Exploit it must be equal to your High Degree on the Blade Dancer Exploits table, or lower.
Saving Throw
If an Exploit requires a creature to make a saving throw, the DC is calculated as follows:
Exploit
Multiclassing & Exploits
Your martial skill depends partly on your combined levels in classes that learn Exploits, and partly on your individual levels in each class. If your group uses the optional rule for multiclassing and you learn Exploits from more than one class, you use the following rules: Alternate Martial Multiclassing.
Extra Attack (Level 5)
5th-level Blade Tradition feature
You can attack twice, instead of once, whenever you take the Attack action. Moreover, if you use your action to cast a Bard spell or to perform a Chord of Power, you can make a single melee weapon attack as a bonus action on that turn.
Deadly Reprisal (Level 11)
11th-level Blade Tradition feature
You wield your chosen weapons with deadly precision. When a creature you can see hits you with a melee weapon attack, you can use your reaction to make one melee weapon attack against it with advantage.
Also, whenever you use an Exploit during your action, you can take the Dash or Disengage action as a bonus action.
Master of Blades (Level 15)
15th-level Blade Tradition feature
You are a master of your deadly yet beautiful craft. Once per turn, you can use an Exploit you know without expending a Bardic Inspiration Die, rolling a d6 in its place.
Finally, at the end of each long rest, you can spend time practicing your techniques and replace one Martial Exploit you know with another Martial Exploit of your choice.
Conspirator
Conspirator (Level 3)
The Bards known as Conspirators use their skills and talents for their own benefit. They abuse the trust most folks have for Bards and work their way into positions where they can find incriminating secrets to use for blackmail. These narcissistic Bards often masquerade as practitioners of other Traditions, operating in secret to accumulate wealth and influence, and rarely, if ever, reveal their true motivations to others.
Cunning Influence
3rd-level Conspirator Tradition feature
You are an expert at manipulating creatures that make the mistake of trusting you. You gain proficiency in Deception and with two of the following tools of your choice: disguise kits, forgery kits, poisoner's kits, or thieves' tools.
Also, when you cast a Bard spell with a verbal component that only targets one creature within 10 feet, you can choose for only the target of your spell to hear its verbal component.
Psychic Assault
3rd-level Conspirator Tradition feature
You enhance your strikes with bardic magic to pierce body and mind. When you hit a creature with a weapon attack, you can expend one Bardic Inspiration Die to deal bonus psychic damage equal to two rolls of your Bardic Inspiration Die.
Seeds of Terror
3rd-level Conspirator Tradition feature
You lace your speech with insidious bardic magic to inspire fear and paranoia. If you speak with a creature who can hear and understand you for at least 1 minute, you can expend a Bardic Inspiration Die to force it to make a Wisdom saving throw against your Bard Spell save DC. On a failed save, for the next hour it is frightened of a creature (your choice) who you both can see and treats that creature as its enemy. This effect ends if the frightened target or its allies are attacked or damaged by you or your allies.
The target is unaware that you attempted to influence its thoughts, regardless of the saving throw's result.
Devious Strike (Level 5)
5th-level Conspirator Tradition feature
You are as deadly with a blade as you are with words. Once per turn when you hit a creature with a weapon attack, you can deal bonus damage equal to one roll of your Bardic Inspiration Die.
At 11th level this bonus damage becomes two rolls of your Bardic Inspiration Die, and it becomes three rolls of your Bardic Inspiration Die when you reach 15th level.
Stolen Visage (Level 5)
5th-level Conspirator Tradition feature
You can use sinister bardic magic to trap the Visage of other people who fall victim to your sinister schemes. Whenever a humanoid you can see dies within 30 feet of you, you can use your reaction to magically capture its Visage.
As an action, you can consume this Visage to transform to resemble that humanoid as it looked in life, gaining access to any memories and information that it would have shared with a casual acquaintance. The effect lasts for 1 hour, but you can end the Visage with an action. A suspicious creature can see through the Visage by making a successful Wisdom (Insight) check contested by your Charisma (Deception) check.
You can only have one Visage trapped at a time. When you trap another creature's Visage, any previous Visage is lost.
Mental Anguish (Level 11)
11th-level Conspirator Tradition feature
You weave your manipulative magic into every strike. When you use Psychic Assault, the creature must make a Wisdom saving throw against your Spell save DC or be frightened of you until the end of your next turn.
Also, when you hit a creature that is Frightened of you with a weapon attack, you can end the Frightened condition for it and turn your weapon attack into an automatic critical hit.
Sinister Manipulation (Level 15)
15th-level Conspirator Tradition feature
Your manipulative bardic magic knows no bounds. You can use Seeds of Terror as an action. On a failure, in place of the normal effect, you can choose to make the target believe you have knowledge of its darkest secret. If you do, it is charmed by you indefinitely, or until you or your allies act with hostility toward it, and it will secretly aid you in any way it can, short of directly fighting or risking its life for you.
You can only have one creature charmed in this unique way at a time, and attempting to charm another creature with this feature end this effect for the previous creature.
Counselor
Counselor (Level 3)
Counselor Bards use their mastery over the Song of Creation to empower their speech. They traditionally take up roles as political advisors to the powerful, or master scholars of local law who represent those accused of crimes. They are known far and wide for their silver tongues and linguistic skills.
Counselors channel the Song of Creation through logical arguments and well-crafted speeches rather than music.
Bardic Counsel
3rd-level Counselor Tradition feature
Your bardic skill is focused on oratory skills and knowledge of local traditions. You gain proficiency in History and your choice of either Deception or Persuasion.
Whenever you make an Intelligence (History) check related to local law or tradition, a Charisma (Deception) or Charisma (Persuasion) check, you treat a d20 roll of 7 or lower as an 8.
Cutting Logic
3rd-level Counselor Tradition feature
Your confidence and way with words unsettles your foes and empowers the resolve of your allies. When a creature within 30 feet that can hear and understand you is forced to make a saving throw by a creature other than yourself, you can use your reaction to expend a Bardic Inspiration Die, roll it, and subtract the result from its saving throw. You must use this reaction before you know the saving throw's result.
Potent Advice
3rd-level Counselor Tradition feature
Your magic holds true even when your words fail you. If you use your Bardic Inspiration reaction and the creature still misses with its attack roll, or fails its ability check or its saving throw, your Bardic Inspiration Die is not expended.
Confounding Logic (Level 5)
5th-level Counselor Tradition feature
You can lace your arguments with bardic magic to assault the minds of your enemies. As an action, you can force a creature that can hear and understand you within 30 feet to make an Intelligence saving throw against your Bard Spell save DC.
On a failed save, it takes psychic damage equal to a roll of your Bardic Inspiration Die, and until the beginning of your next turn it cannot take reactions and its speed is halved.
This psychic damage increases to two rolls of your Bardic Inspiration Die at 11th level, and three rolls at 15th level.
Elder Tongue (Level 5)
5th-level Counselor Tradition feature
As an action, you can infuse your speech with the Song of Creation itself so that any creature within 60 feet that can hear you does so as if you were speaking its native tongue.
This effect lasts for 1 hour, and in order for this to work on a creature, it must be able to speak at least one language.
Reliable Counsel (Level 11)
11th-level Counselor Tradition feature
You always seem to recall the perfect fact or know just what to say at the right time. Whenever you make an Intelligence check to recall information, or you make Charisma check to convince a creature of something, you can replace your d20 roll with your Bard level.
Peerless Inspiration (Level 15)
15th-level Counselor Tradition feature
Your advice and reasoning have become so powerful that it is indistinguishable from magic. When you use your Bardic Inspiration reaction, you can choose to use the maximum value of your Bardic Inspiration Die in place of rolling it.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once), and you regain all expended uses when you finish a long rest.
Fool
Fool (Level 3)
Bards who count themselves among this Tradition use crude stories, daring acrobatics, and cutting jokes to entertain and cajole audiences. Where other Bards seek out forgotten lore or tales of bravery, Fools recount embarrassing and satirical stories to undermine the plans of those in power. Their sharp wit and acrobatics make them slippery opponents in battle.
Satirical Theatrics
3rd-level Fool Tradition feature
You have learned to move about in a strange yet entertaining manner. You gain proficiency in one of the following skills of your choice: Acrobatics, Performance, or Sleight of Hand.
You also learn the vicious mockery (alternate) Cantrip, but it doesn't count against your Cantrips Known. If you already know this Cantrip you learn another Bard Cantrip of your choice.
Cutting Words
3rd-level Fool Tradition feature
You know just the right thing to say to distract, confuse, and sap the confidence of others. When a creature who can hear and understand you within 30 feet makes an ability check or attack roll, you can use your reaction to expend one Bardic Inspiration Die, roll it, and subtract it from its roll.
You can use this reaction after the target rolls, but before you know if it succeeds or fails, or the damage it will deal.
Tumbling Fool
3rd-level Fool Tradition feature
You have learned to move about in a strange yet entertaining manner. As a bonus action, you can begin Tumbling, which grants you the following benefits until the end of your turn:
Your walking speed increases by 10 feet, and you gain a climbing speed equal to your walking speed.
Opportunity attacks against you have disadvantage.
You can move through the space of any creature equal to you in size, or larger, without expending extra movement.
You can reduce any falling damage that you take by your Bard level + your Dexterity modifier (minimum of 1).
Tumbling Strike (Level 5)
5th-level Fool Tradition feature
Your strange and unpredictable movements allow you to land potent strikes. Once per turn when you hit a creature with a melee weapon attack while Tumbling, you can deal bonus damage equal to one roll of your Bardic Inspiration Die.
You can forgo this additional damage to instead force the target to make a Dexterity saving throw against your Bard Spell save DC. On a failure, it falls prone. Any creature that is at least one size larger than you automatically succeeds on this Dexterity saving throw.
At certain Bard levels, the bonus damage from Tumbling increases: at 11th level it becomes two rolls of your Bardic Inspiration Die, and it becomes three rolls at 15th level.
Wondrous Tumbler (Level 11)
11th-level Fool Tradition feature
You can embellish your natural acrobatic talents with bardic magic. When you begin Tumbling, you can turn invisible and teleport to an unoccupied space you can see within 30 feet. You remain invisible until the end of your turn, or until you attack, cast a spell, or touch another creature.
Once you use this feature you must finish a short or long rest before you can use it again. When you have no uses left, you can expend a Bardic Inspiration Die to use it again.
Fool's Luck (Level 15)
15th-level Fool Tradition feature
Your affinity for hijinks and embarrassing antics allows you to regain bardic magic from failure. Whenever you miss with an attack roll or fail a saving throw, you can choose to regain one expended Bardic Inspiration Die.
You can do so a number of times equal to your Charisma modifier, and you regain the ability to do so when you finish a long rest.
Loremaster
Loremaster (Level 3)
The Bards known as Loremasters travel the world collecting bits of knowledge about everything they can. From scholarly tomes and religious texts to tavern tales and superstitions of local peasants, these travelers value stories of all kinds. The loyalty of these Bards lies above all in the pursuit of beauty and truth, not in fealty to a monarch or the tenets of a deity.
Bardic Lore
3rd-level Loremaster Tradition feature
Your knowledge of various traditions, magical and mundane exceeds even that of your fellow Bards. Whenever you learn Magical Secrets spells, you learn three spells of that level.
You also gain proficiency in one of the following skills of your choice: Arcana, History, Medicine, Nature, or Religion. Whenever you make an ability check with any of these skills, you can use Charisma in place of their normal ability score, representing local traditions and lore you've gleaned.
Jack of All Trades
3rd-level Loremaster Tradition feature
In your travels you have learned much about many things. You add half your proficiency bonus, rounded down, to any ability check that doesn't include your proficiency bonus.
Potent Performer (Level 5)
5th-level Loremaster Tradition feature
Whenever you cast a Bard spell that deals damage, or restores hit points to a creature, you gain a bonus to the damage roll or hit points restored equal to one roll of your Bardic Inspiration Die.
Moreover, whenever you roll a Bardic Inspiration Die, you can roll the Die twice and choose which result you use.
Peerless Skill (Level 11)
11th-level Loremaster Tradition feature
Your wide-ranging knowledge and talents with bardic magic allow you to turn your failures into success. When you miss with an attack roll, or fail an ability check or saving throw, you can expend a Bardic Inspiration Die, roll it, and add it to the result of your roll, possibly turning failure into success.
Wondrous Success (Level 15)
15th-level Loremaster Tradition feature
Your skill with bardic magic is beyond reproach. When you add a Bardic Inspiration Die to a creature's attack roll, ability check, or saving throw you can invoke a Wondrous Success to replace its d20 roll with your Bard level. If this roll causes it to find success, it does so in an overtly magical way.
Once you use your Bardic Inspiration in this way you must finish a short or long rest before you can do so again.
Inspiration & Magical Success
With their Wondrous Success feature a Loremaster Bard can allow a creature to almost automatically succeed on an ability check once per rest.
Remember, characters should only make ability checks when the DM calls for an ability check, and ability checks should not be called for unless there is a chance, however small, of a successful result.
Mesmer
Mesmer (Level 3)
Often hailing from the wondrous courts of the Feywild, these glamorous Bards use their magic to beguile and captivate all who look upon them. Never to be upstaged, Bards known as Mesmers use their powerful personalities to manipulate or motivate an audience to serve their goals.
Mesmerizing Presence
3rd-level Mesmer Tradition feature
Your words are laced with seductive enchantment. You learn the friends, charm person, and command spells, but they do not count against your number of Cantrips or Spells Known.
Additionally, you always know Enthralling Performance, and it does not count against your total Chords Known, but you cannot replace it with another Chord of Power.
Glamorous Mantle
3rd-level Mesmer Tradition feature
As a bonus action, you can expend a Bardic Inspiration Die, roll it, and momentarily enhance your beauty with magic. You then choose a number of creatures who can see you within 30 feet (up to your Charisma modifier) to gain temporary hit points equal to your Bardic Inspiration Die roll and move up to their speed without provoking opportunity attacks.
This magic then fades, and your normal beauty returns.
Otherworldly Visage (Level 5)
5th-level Mesmer Tradition feature
The otherworldly power of your bardic magic has increased. When you use Glamorous Mantle, it lasts for up to 1 minute, or until you are incapacitated or end it as a bonus action.
For the duration, you can use your bonus action on to produce one of the following effects targeting one creature that can see or hear you within 30 feet:
You cast charm person or command, without expending a spell slot, but the effects of charm person only last for the duration of your Mantle.
You grant a creature temporary hit points equal to one roll of your Bardic Inspiration Die, and it can move up its speed without provoking opportunity attacks.
Reflexive Charm (Level 5)
5th-level Mesmer Tradition feature
You can distract attackers with your whimsical bardic magics. When a creature who can see you hits you with an attack, you can expend a Bardic Inspiration Die as your reaction, roll it, and add the result to your Armor Class against that attack.
When your Glamorous Mantle is active, you can use this reaction at will, without expending a Bardic Inspiration Die to use it.
Mantle of Protection (Level 11)
11th-level Mesmer Tradition feature
Your performances exude an aura of protective bardic magic. When your Glamorous Mantle is active or while you perform a Chord of Power, you and creatures of your choice within 30 feet who can see or hear you gain the following benefits:
They have advantage on saving throws to resist and end the charmed, frightened, paralyzed, or stunned condition.
They can see through any illusion produced by a spell of a level equal to your Charisma modifier or lower.
Moreover, when you roll initiative and are not surprised or incapacitated, you can use your reaction to expend a Bardic Inspiration Die to activate your Glamorous Mantle.
Majestic Presence (Level 15)
15th-level Mesmer Tradition feature
The powerful enchantment magics you use have given you a lovely, yet fierce appearance, much like the powerful Archfey. When you cast an enchantment spell on a creature that can see you within 30 feet, you can expend a Bardic Inspiration Die and force it to make its saving throw with disadvantage.
If your Glamorous Mantle is active, you can use this feature without expending your Bardic Inspiration Die.
Skald
Skald (Level 3)
Bards of this Tradition are no strangers to adventure. Unlike other Bards that sing the tales of heroes from ages long past, Skalds seek to inspire new legends. They seek out bands of adventurers and potential heroes, hoping to use their magic to inspire them to great feats worthy of song and legend.
Bardic Warrior
3rd-level Skald Tradition feature
In your desire to stand amongst the heroes of legend you have learned to fight. You gain proficiency with all martial weapons, shields, and heavy armor. You can also use your weapon or shield as a spellcasting focus for Bard spells.
Your combat training has also made you heartier than most Bards. Your maximum hit points increase by 3, and they increase by 1 again each time you gain a Bard level.
Combat Inspiration
3rd-level Skald Tradition feature
You use your bardic magic to inspire feats of valor in battle. When you add a Bardic Inspiration Die to another creature's weapon attack roll and its attack hits, it also adds one roll of your Bardic Inspiration Die to the damage roll of its attack.
Also, when you make a weapon attack roll and miss, you can expend one Bardic Inspiration Die, roll it, and add the result to your roll, possibly turning your miss into a hit.
Extra Attack (Level 5)
5th-level Skald Tradition feature
You can attack twice, instead of once, whenever you take the Attack action. Moreover, if you use your action to cast a Bard spell or to perform a Chord of Power, you can make a single weapon attack as a bonus action on that turn.
Gallant Charge (Level 5)
5th-level Skald Tradition feature
Your heroic presence rallies allies to charge into battle. As a reaction when you roll initiative, you can expend a Bardic Inspiration Die. Creatures of your choice within 30 feet that can hear you gain a bonus to their initiative roll equal to one roll of your Bardic Inspiration Die.
Ringing Strikes (Level 11)
11th-level Skald Tradition feature
Your weapon attacks are empowered with your signature bardic magic. Whenever you hit with a weapon attack you deal bonus thunder damage on hit equal to one roll of your Bardic Inspiration Die.
When you make a weapon attack, you can choose to forgo this bonus damage to make your attack with advantage.
Heroic Inspiration (Level 15)
15th-level Skald Tradition feature
Your words motivate others to ever greater feats of gallantry. When you add a Bardic Inspiration Die to another creature's attack roll, ability check, or saving throw, you can also grant that creature temporary hit points equal to your Charisma modifier (minimum of 1 temporary hit point).
While a creature has temporary hit points from this feature its walking speed increases by 10 feet.
True Singer
True Singer (Level 3)
While all Bards can wield the Song of Creation, those known as True Singers are said to have a unique understanding of it. This intimate knowledge of the song which created all things tends to make them eccentric, even more so than the average Bard, and drives them to take up residence in the wilderness, where they can be closest to creation in its purest form.
Creator's Song
3rd-level True Singer Tradition feature
Your understanding of the Song of Creation allows you to sing objects into being. As an action, you can sing and create one inanimate object no larger than your hand, in your hand or in an unoccupied space that can support it within 10 feet.
You must be familiar with any object you create this way, and to create an object that would require specific skills to craft you must be proficient in the corresponding tools.
The object is visibly magical, and produces faint pleasant music. It has a number of hit points equal to your Bard level, and its Armor Class is equal to your Charisma score. This object disappears after 1 hour, or when it is reduced to 0 hit points or you use this feature to create another object.
When you use this feature you can expend a spell slot to create larger objects, as determined by the slot expended:
| Spell Slot | Size |
|---|---|
None | hand-sized |
1st | Tiny |
2nd | Small |
3rd | Medium |
4th | Large |
5th | Huge |
True Inspiration
3rd-level True Singer Tradition feature
Your intimate knowledge of the Song of Creation empowers your bardic abilities. Your Bardic Inspiration Dice are d6s.
At certain Bard levels, the size of your Bardic Inspiration Dice increase again: at 5th level (d8s), at 11th level (d10s), and finally at 17th level (d12s).
Dancing Creation (Level 5)
5th-level True Singer Tradition feature
Your understanding of the Song of Creation has deepened, allowing you to temporarily bring life to lifeless objects. As an action, you can sing life into a Large or smaller object that is not being worn or carried, awakening it as a Living Object.
Statistics
The Living Object uses the stat block of the same name on the following page. It uses your proficiency bonus (PB), Charisma modifier (CHA), and Spell save DC.
Combat
The Living Object obeys you completely and acts during your turn in combat. It will only take the Dodge action unless you use your bonus action to sing a command to it to take an action from its stat block or another action.
Duration
The Living Object remains animated in this way for 1 minute, but it instantly reverts to its lifeless state if you are incapacitated, if you use this feature to bring another object to life, or if it is reduced to 0 hit points. If the Object is reduced to 0 hit points it is destroyed and shatters to pieces.
Uses
Once you use this feature to animate an object. you must complete a long rest before you can use it again.
When you have no uses of this feature remaining, you can expend a spell slot of 1st-level or higher to animate another lifeless object as a Living Object.
Moving Inspiration (Level 5)
5th-level True Singer Tradition feature
Your songs compel your allies to dance along to the Song of Creation with you. Whenever you use your Bardic Inspiration reaction, the target can move up to 15 feet without provoking opportunity attacks once it resolves the triggering attack roll, ability check, or saving throw.
Wondrous Chords (Level 11)
11th-level True Singer Tradition feature
Your natural affinity with the Song of Creation allows you to channel it in ways impossible for other Bards. Whenever you perform a Chord of Power, you can perform two Chords you know to produce both effects simultaneously. However, you must expend a Bardic Inspiration Die for each as normal.
If you use Bardic Virtuoso to continue performing these Chords, you can continue both with a single action.
True Song (Level 15)
15th-level True Singer Tradition feature
You understand the Song of Creation as if you were present when it first brought the multiverse into existence. You learn the awaken spell, and you can cast it without expending the normal material component. Once you do so, you must finish 1d4 long rests before you can cast it in this way again.
Also, when you use Dancing Creation to create a Living Object, the Object stays animated until you animate another object or it is destroyed. Moreover, if you cast awaken on your Living Object, it becomes an independent living creature.
Finally, when you use Creator's Song to create an object by expending a spell slot, the object is a permanent creation.