DND class bard guide for beginners

Posted by dndgameguide on February 16th, 2021

Inspire Greatness (Su): A bard of 9th level or higher can use his performance to inspire greatness in himself or a single volunteer ally within 30 feet, granting him additional fighting abilities. For every three levels the bard reaches beyond 9th, he can target an additional ally while using this performance (up to a maximum of four targets at 18th level). To inspire greatness, all whites must be able to see and hear the bard. A creature infused with greatness gains 2 additional Hit Dice (d10), the appropriate number of temporary hit points (apply the target's Constitution modifier, if any, to those additional Hit Dice), a +2 proficiency bonus to attack rolls and a +1 proficiency bonus on Fortitude saving throws. Additional Hit Dice count as normal Hit Dice when determining the effects of spells Simple weapons that depend on hit dice. Inspiring greatness is an alienating ability that requires both audible and visual components.

Calming Performance (Su) : A bard of 12th level or higher can use her performance to create an effect equivalent to healing serious mass wounds , using her bard level as the caster level. In addition, this interpretation eliminates the conditions of fatigued, unwell and shaken from all those affected. Using this ability requires 4 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. Reassuring Performance affects all targets that remain within 30 feet during the performance. Reassuring performance requires both audible and visual components.

Dread Melody (Sp) : A bard of 14th level or higher can use its performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard's performance and be within 30 feet. Each enemy within range receives a Will saving throw (DC 10 + 1/2 bard's level + the bard's Charisma modifier) ​​to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target is frightened and escapes as long as he can hear the bard's performance. Eerie melody requires audible components.

Inspire Heroism (Su) : A bard of 15th level or higher can instill tremendous heroism in himself or a single ally within 30 feet. For every three bardic levels the character reaches beyond 15th, he can Inspire Heroism in an additional creature. To Inspire Heroism, all targets must be able to see and hear the bard. Infused creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus on AC. This effect lasts as long as the lenses are able to see the performance. Inspiring heroism is an alienating ability that requires both audible and visual components.

Mass Suggestion (Sp) : This ability functions as suggestion, but allows a bard of 18th level or higher to simultaneously make a suggestion to any number of creatures it has previously fascinated. Mass Suggestion is a language-dependent, alienating, enchanting (compulsion) ability that requires audible components.

Deadly Performance (Su) : A bard of 20th level or higher can use his performance to cause an enemy to die of joy or sorrow. To be affected, the target must be able to see and hear the bard for a full round and be within 30 feet. The target receives a saving throw (DC 10 + 1/2 bard's level + the bard's Charisma modifier) ​​to nullify the effect. If the saving throw is successful, the target is stagnant for 1d4 rounds, and the bard cannot reuse deadly performance on that creature for 24 hours. If the saving throw fails, the creature dies. The deadly performance is an alienating, death effect that requires both audible and visual components.

Tricks : Bards learn a number of tricks, or 0-level spells as listed on the Known Spells table. These spells are cast like any other, but they do not consume any spell slots and can be used again.

Versatile Performance (Ex) : At 2nd level, a bard can choose a Perform skill type. You can use your bonus on that ability instead of your bonus on associated abilities. When making this substitution, the bard uses his full Perform skill bonus, including class skill bonuses, instead of the bonus from the associated skill, whether or not he has ranks in that skill or if it is a class skill. At 6th level and every 4 levels thereafter, the bard can choose an additional type of Perform to replace.

The types of Perform and their associated abilities are: Acting (Deceive, Disguise), Singing (Deceive, Finding Intent), Comedy (Deceive, Intimidate), Dance (Acrobatics, Flying), Stringed Instruments (Deceive, Diplomacy), Instruments of Percussion (Handling Animals, Intimidating), Keyboard Instruments (Diplomacy, Intimidating), Wind Instruments (Diplomacy, Handling Animals) and Public Speaking (Diplomacy, Finding Intentions).

Well-versed (Ex) : At 2nd level, the bard becomes resistant to the bardic performances of others and sonic effects in general. The bard gains a +4 bonus on saving throws against bardic performances and sonic and language-dependent effects.

Loremaster (Ex) : At 5th level, the bard becomes a Loremaster and can take 10 on any Lore skill check in which he is ranked. A bard may decide not to choose 10 and instead roll normally. Additionally, once per day, the bard can take 20 on any Knowledge skill check as a standard action. You can use this ability an additional time per day for every six levels beyond 5th, up to a maximum of three times per day at 17th level.

Multifaceted (Ex): At 10th level, a bard can use any ability, even if the ability normally requires training. At 16th level, the bard considers all abilities as class abilities. At 19th level, the bard can choose 10 on any skill check, even if it is not normally allowed.

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