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Bard: The Weaver of Narratives

Bards are the narrative architects of Tiraas and the Empire. They do not merely sing; they tap into the Divine Order—the music of the spheres—to rewrite the roles individuals play in reality. They use Divine Magic and the Divine Burn System to inspire, protect, or ruin, enforcing harmony or sowing calculated discord.

Core Mechanic: Bards use Divine Magic. Their spellcasting ability is Charisma. All class resources, including Inspiration and Rallies, utilize Divine Burn.

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, hand crossbows, longswords, rapiers, shortswords
  • Tools: Three musical instruments or specialized tool kits (see Colleges)
  • Saving Throws: Dexterity, Charisma
  • Skills: Choose any three skills.

The Bard Table

Level Prof. Features Cantrips Known Max Spell Level
1st +2 Divine Magic, Divine Inspiration, Rally 1 -
2nd +2 Jack of All Trades, Song of Rest 1 1st
3rd +2 Bard College, Expertise, The Persona, Bardic Archetype 1 1st
4th +2 Ability Score Improvement 1 1st
5th +3 Font of Inspiration 2 2nd
6th +3 Countercharm, Heroic Inspiration 2 2nd
7th +3 Subclass Feature (Persona Versatility), Bardic Archetype Expansion 2 2nd
8th +3 Ability Score Improvement 2 2nd
9th +4 Song of Rest (Improved) 3 3rd
10th +4 Expertise, Heroic Inspiration Expansion 3 3rd
11th +4 Subclass Feature (Mastery), Bardic Archetype Expansion 3 3rd
12th +4 Ability Score Improvement 3 3rd
13th +5 Song of Rest (Improved) 4 4th
14th +5 Subclass Feature (Heroic Expansion), Heroic Inspiration Expansion 4 4th
15th +5 Divine Rally, Subclass Feature (Capstone), Bardic Archetype Expansion 4 4th
16th +5 Ability Score Improvement 4 4th
17th +6 Song of Rest (Improved) 5 5th
18th +6 Superior Inspiration, Heroic Inspiration Expansion 5 5th
19th +6 Epic Boon 5 5th
20th +6 Words of Creation 5 5th

Core Class Features

Divine Magic (Spellcasting)

At 1st level, you can channel the power of the gods to cast spells.

Cantrips At 1st level, you know one cantrip of your choice from the Divine spell list. You learn additional Divine cantrips of your choice at higher levels, as shown in the Bard table.

Starting Spells Known At 1st level, you have a prayer book containing a number of 1st-level Divine spells equal to 2 + your Charisma modifier.

Divine Mana You do not use spell slots. Instead, you channel mana directly from the Divine Source. - Daily Limit: Your body can safely channel a total amount of Mana per day equal to your Bard Level × Charisma Modifier. - Instant Limit: You can safely channel a maximum amount of Mana in a single turn equal to your Proficiency Bonus + Charisma Modifier. - Overchanneling (Burn/Exhaustion): You can cast spells that exceed your Daily or Instant limits, but doing so strains your body. - Burned: For every 5 points about your daily limit you gain one level of exhaustion (Accumulated Burn). - Excess Instant: If you cast a spell that costs more than your Instant Limit, you take 1d6 Radiant damage per excess point and may become Burned. - Mana Cost: Casting a spell costs Mana equal to the Spell Level. Cantrips cost 0 Mana. - Divine Recovery: You regain your full Daily Limit capacity when you finish a Long Rest. On a Short Rest, you restore 50% of your Daily Limit. - Every time you cast a spell the amount of Divine Mana you spend accumulates in your Aura as Burn.

Learning New Spells Each time you gain a Bard level, you learn a number of Bard spells of your choice equal to (your Proficiency Bonus + your Charisma modifier) / 4 -- Rounded Down (Minimum 0). Each of these spells must be of a level below or equal to your max spell level (see Table: The Bard).

Spellcasting Ability Charisma is your spellcasting ability for your Bard spells. - Spell save DC = 8 + your proficiency bonus + your Charisma modifier - Spell attack modifier = your proficiency bonus + your Charisma modifier

Ritual Casting You can cast a Bard spell as a ritual if that spell has the ritual tag and you have learned the spell.

Spellcasting Focus You can use an instrument as a spellcasting focus for your Bard spells.

Divine Inspiration

As a bonus action, you grant an ally within 60ft Divine Inspiration for 10 minutes. - Base Cost: 1 Divine Burn. - Benefit: The ally adds your Charisma Modifier (min 1) to one d20 roll. - Upcasting: For every 2 additional points of Burn generated, the bonus increases by +1.

Rally

As an action, you perform a Rally on a creature within 30ft. - Base Cost: 1 Divine Burn. - Crimson: Target adds CHA Mod + (Extra Burn / 2) to damage rolls for 1 round. - Cerulean: Target adds half CHA Mod + (Extra Burn / 2) to AC for 1 round. - Jade: Target adds CHA Mod + (Extra Burn / 2) to saving throws for 1 round. - Salvation: Heals for (Bard Level + CHA Mod) * (1 + Extra Burn / 2).

Jack of All Trades

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

At 2nd level, you can use soothing music or performance to revitalize your allies during a Short Rest (10+ minutes). - Healing: Allies who can hear you regain hit points equal to 5 * Bard Level. - Exhaustion: Up to your Charisma modifier in allies can reduce their Exhaustion level by 1. - Burn Recovery: Allies with Divine Magic can reduce their accumulated Divine Burn by an amount equal to your Bard level.

Bard College

At 3rd level, you delve into the advanced techniques of a Bard College: College of the Vesker, College of the High House, or College of the Black Play. Your college grants you specific Personas and subclass features at 3rd, 7th, 11th, and 15th level.

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 two more skill proficiencies to gain this benefit.

The Persona

Also at 3rd level, you learn to adopt archetypal roles tied to your College. At the end of a Long Rest, choose one Persona from your College. You gain its Passive benefit and its Active (SLA) ability. You can switch your active Persona on a Short Rest starting at 7th level.

Bardic Archetype

Starting at 3rd level, you adopt a Bardic Archetype that represents your approach to supporting your allies. This archetype provides you with social and tactical benefits. You can switch your Bardic Archetype when you finish a long rest.

Available Archetypes (Level 3): - The Scholar: You gain +2 to Intelligence (Investigation) and Intelligence (Arcana) checks. - The Entertainer: You gain +2 to Charisma (Performance) and Charisma (Persuasion) checks. You have advantage on saving throws against being charmed. - The Spy: You gain +2 to Dexterity (Stealth) and Charisma (Deception) checks. You have advantage on saving throws against being detected by magic.

Additional Archetypes (Level 7): - The Diplomat: You gain +2 to Charisma (Persuasion) and Wisdom (Insight) checks. When you successfully persuade a creature, you can grant an ally within 30 feet advantage on their next Charisma check against that same target.

Additional Archetypes (Level 11): - The Courtier: You gain proficiency in one additional skill. You have advantage on Charisma checks made with nobility or officials. Once per short rest, you can generate 1 Burn to add your Charisma modifier to any Charisma check you make.

Additional Archetypes (Level 15): - The Minstrel: Your performances charm the heart. After 1 minute of performance, you can force up to 6 creatures to save vs Charmed (1 hour). Additionally, when you use a Rally on an ally, you grant them Temp HP equal to your Charisma modifier.

Font of Inspiration

At 5th level, you regain your ability to exert major influence more frequently. During a Short Rest, you can reduce your accumulated Divine Burn by an amount equal to your Charisma modifier.

Countercharm

At 6th level, you use words of power to disrupt mind-control. As an action, you start a performance that lasts until the end of your next turn. During that time, you and friendly creatures within 30 feet have advantage on saving throws against being Frightened or Charmed.

Heroic Inspiration

At 6th level, when you grant Divine Inspiration to a creature, you can also assign them a Heroic Archetype. This Archetype is determined by your active Persona (see College descriptions), but you also have access to standard Heroic Archetypes. When the inspired creature uses the inspiration, they gain the "Heroic Moment" effect.

Available Heroic Archetypes (Level 6): - The Heroic Warrior: When the creature uses inspiration on an attack and hits, they deal additional damage equal to your Charisma modifier + half the extra Burn spent. - The Heroic Guardian: When used on a save or AC, they gain Resistance to the triggering damage until the start of your next turn. - The Heroic Scout: When used on Stealth or Perception, they gain Advantage. If used on an attack while hidden, add 1d6 extra damage.

Additional Heroic Archetypes (Level 10): - The Heroic Sage: When used on an Int, Wis, or Cha check, the creature rolls twice and takes the higher result. - The Heroic Defender: If the inspiration boosts AC and the attack still misses, the creature can make one weapon attack against the attacker as a reaction.

Additional Heroic Archetypes (Level 14): - The Heroic Champion: On a critical hit using the inspiration, the creature makes one additional attack against the same target.

Additional Heroic Archetypes (Level 18): - The Heroic Legend: If the d20 roll exceeds the DC by 10+, they regain HP equal to twice your Charisma modifier and can Dash or Disengage as a free action.

Divine Rally

At 15th level, your Rallies reach their peak. You gain access to two advanced Rallies (Base Cost 2 Burn): - Golden Rally: Target reduces incoming damage by (2 * CHA Mod) + Burn Spent. - Clear Rally: Target is cured of the Charmed, Frightened, Stunned, Poisoned, or Paralyzed condition.

Words of Creation

At 20th level, you have perfect control over your narrative. When you use a Rally or Divine Inspiration, you can choose to treat the scaling (Burn spent) as if you had generated 4 additional Burn without actually generating the Burn or taking the side effects.


Bard Colleges

College of the Vesker (The Fool)

Theme: Satire, Chaos, and the disruption of Authoritarian Order.

Personas

  1. The Satirist
    • Passive: You cannot be compelled to speak truth; lie detection magic returns "indeterminate."
    • Active (SLA): Cacophonous Jeer. As a reaction to a spell within 60ft, generate X Burn. Target subtracts (X/2) + CHA Mod from their Concentration or Attack roll.
  2. The Agitator
    • Passive: Advantage on Charisma checks when addressing crowds of 10 or more.
    • Active (SLA): Incite Riot. Generate X Burn. Allies within 30ft gain X * CHA Mod Temp HP and Advantage on attacks against one designated target for 1 minute.
  3. The Madman
    • Passive: Immune to Charmed and psychic mind-reading.
    • Active (SLA): Manic Defense. When you see a Wisdom or Intelligence save result, generate Burn to add to the total. Cost: 2 Burn per +1 bonus.

Heroic Inspiration

  • The Heroic Chaos-Walker (Satirist): Ally becomes Blurred (Disadvantage on attacks against them) for 1 round.
  • The Heroic Riot-Sender (Agitator): Ally and friends within 15ft gain Advantage on their next attack.
  • The Heroic Paradox-Shield (Madman): On a successful save, ally gains Resistance to all damage from that source for 1 round.

College of the High House (The Socialite)

Theme: Etiquette, Social Pressure, and calculated Poison.

Personas

  1. The Host
    • Passive: Your presence provides the effects of Song of Rest automatically during a Short Rest.
    • Active (SLA): Sanctuary of Etiquette. Generate 1 Burn to cast Sanctuary (no mana) as a bonus action. Requires Concentration.
  2. The Courtier
    • Passive: Mingle with any social class without question if dressed appropriately.
    • Active (SLA): Polite Request. Generate 1 Burn to cast Message at will or Command (flee/halt) as a "socially impossible request."
  3. The Poisoner
    • Passive: Proficiency with Poisoner's Kit; identify poisons by taste safely.
    • Active (SLA): Social Toxin. Generate X Burn to coat a weapon. The next hit deals X * 1d6 Poison damage and applies the Poisoned condition.

Heroic Inspiration

  • The Heroic Guest of Honor (Host): Ally and Bard regain HP equal to 2 * (Bard Level + Burn Spent).
  • The Heroic Highborn Guard (Courtier): Ally is immune to Frightened and Charmed for 1 minute.
  • The Heroic Hidden Blade (Poisoner): Ally's next attack is an automatic Critical Hit; target must save or be Poisoned.

College of the Black Play (The Villain)

Theme: Theatricality, Monologues, and Narrative Hegemony.

Personas

  1. The Tyrant
    • Passive: Gain Expertise in Intimidation.
    • Active (SLA): Villain's Entrance. Generate X Burn when entering initiative/area. Force Wisdom saves vs Frightened for 1 minute in a 10ft * X radius.
  2. The Shadow
    • Passive: See in magical darkness out to 30ft.
    • Active (SLA): Stage Exit. Generate X Burn* to teleport 30ft + (10ft * X) as a bonus action into dim light/darkness.
  3. The Monologuer
    • Passive: While speaking, enemies have Disadvantage on Insight against you.
    • Active (SLA): Plot Armor. As a reaction to taking damage, generate X Burn to reduce damage by X * CHA Mod.

Heroic Inspiration

  • The Heroic Dread Overlord (Tyrant): Ally gains an aura; enemies within 10ft have Disadvantage on attacks against others for 1 minute.
  • The Heroic Phantom Plotter (Shadow): After using inspiration, ally teleports 30ft + (10ft per extra Burn).
  • The Heroic Plot Device (Monologuer): Ally gains Temp HP = Bard Level * Burn Spent and is immune to forced movement.


Archetype Summary Tables

Table: Bardic Archetypes

Bardic Archetypes are swappable roles chosen at the end of a Long Rest. They include both base class "Archetypes" and subclass-specific "Personas."

Archetype Name Min Level Subclass Required Passive Effect Active Effect
The Scholar 3rd None +2 Investigation & Arcana -
The Entertainer 3rd None +2 Performance & Persuasion; Adv vs Charmed -
The Spy 3rd None +2 Stealth & Deception; Adv vs detection magic -
The Satirist 3rd Vesker Uncompelled truth; Indeterminate magic Jeer: Sub from Conc/Attack roll
The Agitator 3rd Vesker Adv addressing crowds (10+) Incite Riot: Temp HP & Adv vs target
The Madman 3rd Vesker Immune to Charmed & mind-reading Manic Defense: Burn for Save bonus
The Host 3rd High House Presence grants Song of Rest Sanctuary: Cast Sanctuary (Conc.)
The Courtier 3rd High House Mingle with any social class Polite Request: Cast Message/Command
The Poisoner 3rd High House Poisoner's Kit; safe identification Social Toxin: Extra Poison dmg/condition
The Tyrant 3rd Black Play Expertise in Intimidation Entrance: Aoe Frightened
The Shadow 3rd Black Play Magical Darkness vision (30ft) Stage Exit: Bonus Action Teleport
The Monologuer 3rd Black Play Disadvantage on Insight against you Plot Armor: Burn for Dmg Reduction
The Diplomat 7th None +2 Persuasion & Insight Grant ally Adv on Persuasion
The Courtier (Base) 11th None Proficiency in 1 skill; Adv with nobility Burn for +CHA to Charisma checks
The Minstrel 15th None Rally grants Temp HP Perform to Charm up to 6 targets

Table: Heroic Archetypes

Heroic Archetypes are assigned when giving Divine Inspiration. The "Heroic Moment" occurs when the inspiration is used.

Archetype Name Min Level Subclass Required Passive Effect Heroic Moment (Active Effect)
Heroic Warrior 6th None - Add CHA + (Burn/2) to damage
Heroic Guardian 6th None - Gain Resistance to triggering damage
Heroic Scout 6th None - Adv on Stealth/Perception; +1d6 hidden dmg
Chaos-Walker 6th Vesker - Ally becomes Blurred for 1 round
Riot-Sender 6th Vesker - Ally/Friends gain Adv on next attack
Paradox-Shield 6th Vesker - Resistance to triggering dmg on successful save
Guest of Honor 6th High House - Ally and Bard both regain HP
Highborn Guard 6th High House - Immunity to Frightened and Charmed
Hidden Blade 6th High House - Automatic Crit + Save vs Poisoned
Dread Overlord 6th Black Play - Aura: Disadvantage on attacks vs others
Phantom Plotter 6th Black Play - Immediate 30ft+ Teleport
Plot Device 6th Black Play - Temp HP + Forced Movement Immunity
Heroic Sage 10th None - Roll twice and take higher on Int/Wis/Cha
Heroic Defender 10th None - Missed attack triggers reaction weapon attack
Heroic Champion 14th None - Crit allows additional attack
Heroic Legend 18th None - 10+ over DC heals and grants free action

Related: Mana | Divine Magic Overview | Classes Reference | Conditions