You can inspire others through stirring words or music. You can use a musical instrument (found in chapter 5) as a spellcasting focus for your bard spells. You can cast any bard spell you know as a ritual if that spell has the ritual tag. Spell attack modifier = your proficiency bonus + your Charisma modifier Ritual Casting Spell save DC = 8 + your proficiency bonus + your Charisma modifier In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one. You use your Charisma whenever a spell refers to your spellcasting ability. Your magic comes from the heart and soul you pour into the performance of your music or oration. Spellcasting AbilityĬharisma is your spellcasting ability for your bard spells. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.Īdditionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots. Each of these spells must be of a level for which you have spell slots, as shown on the table. The Spells Known column of the Bard table shows when you learn more bard spells of your choice. You know four 1st-level spells of your choice from the bard spell list. For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot. You regain all expended spell slots when you finish a long rest. To cast one of these spells, you must expend a slot of the spell's level or higher. The Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table. You know two cantrips of your choice from the bard spell list. Your spells are part of your vast repertoire, magic that you can tune to different situations. You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. (a) a lute or (b) any other musical instrument.(a) a diplomat's pack or (b) an entertainer's pack.(a) a rapier, (b) a longsword, or (c) any simple weapon.You start with the following equipment, in addition to the equipment granted by your background: Tools: Three musical instruments of your choice Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st Proficiencies Hit Points at 1st Level: 8 + your Constitution modifier Jack of All Trades, Song of Rest (d6), Magical Inspiration (Optional)Ībility Score Improvement, Bardic Versatility (Optional)īardic Inspiration (d8), Font of Inspirationīardic Inspiration (d10), Expertise, Magical SecretsĪs a bard, you gain the following class features. You must have a Charisma score of 13 or higher in order to multiclass in or out of this class. The bard is a master of song, speech, and the magic they contain. Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds.
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