Bardo



Bardos são conhecidos como historiadores, heraldas, mensageiros e conselheiros, e são bem vindos em todos os lugares. Os primeiros bardos de Cerília foram elfos enviados às terras dos humanos para estudar e ensinar seus vizinhos humanos. Cada um destes elfos deu origem a um colégio de bardos; hoje, os estudantes continuam o trabalho de seus mentores. Aqueles treinados nas tradições dos bardos (independente da raça) possuem uma limitada técnica de magia através da música.


Bard

Hit Points

  • Hit Dice: 1d8 por nível de Bard
  • Hit Points (nível 1): 8 + mod. CON
  • Hit Points (nível 2+): 8 (ou 5) + mod. CON por nível de Bard

Proficiências

  • Armor: Light armor
  • Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
  • Saving Throws: DEX, CHA
  • Skills: quaisquer 3
  • Tools: 3 musical instruments

Equipment

  • (a) a rapier, (b) a longsword, or (c) any simple weapon
  • (a) a diplomat's pack or (b) an entertainer's pack
  • (a) a lute or (b) any other musical instrument
  • Leather armor and a dagger



Bard Colleges


Bard of Lore

College of Lore
(PH)

Skald

College of Valor
(PH)

Minstrel

College of Glamour
(XGE)

Blade

College of Swords
(XGE)

Spy

College of Whispers
(XGE)

Poet

College of Eloquence
(MOT/TCE)

Jester

College of Satire
(UA)



College of Lore (PH)

Lore Bard
Level Features
3Bonus Proficiencies, Cutting Words
6Additional Magic Secrets
14Peerless Skill

Existem algumas grandes organizações de bardos em Cerilia :

  • Anuire : Royal Symphonic e Royal Theatre Company.
  • Brechtur: Explorers Society.
  • Khinasi: The Song Library.


College of Valor (PH)

Skald
Level Features
3Bonus Proficiencies, Combat Inspiration
6Extra Attack
14Battle Magic

Skalds são mais comuns entre os rjurik.


College of Glamour (XGE)

Fey Bard
Level Features
3Mantle of Inspiration, Enthralling Performance
6Mantle of Majesty
14Unbreakable Majesty

Os bardos desta escola são encontrados somente entre os elfos, eles dizem que esta é a escola original dos bardos que serviam de diplomatas nos primeiros anos de contato com os humanos. Alguns shifter (capri) porém também seguem esta escola. Aparentemente existe alguma espécie de acordo entre as duas raças.


College of Swords (XGE)

Blade
Level Features
3Bonus Proficiencies, Fighting Style, Blade Flourish
6Extra Attack
14Master's Flourish

Este tipo de escola parece ter se iniciado entre os khinasi, mas atualmente se espalhou tambem entre os anuire e os brechtur. Estes bardos parecem não ter uma organização centralizada.


College of Whispers (XGE)

Spy
Level Features
3Psychic Blades, Words of Terror
6Mantle of Whispers / Mind Probe, Shadows of the Dead
14Shadow lore

Os bardos afiliados a esta escola mantém segredo em relação a isso. O centro da organização fica em Brechtur, conhecido como Eternity Club. Porém suas células estão espalhadas por todo o continente.

Words of Terror (Replace) - You learn the "Cause Fear" spell if you don't know it, it does not count against the number of your known spells. You can cast this spell without spending a spell slot up to a number of times equal to your Prof. Bonus. You regain any expended uses of this ability after completing a long rest. Also when you cast it, you may expend one use of your Bardic Inspiration to improve your spell. Roll your Bardic Inspiration dice and adds its result to your spell DC for this casting of the spell.

Mind Probe (Variant 6th) - At 6th level, your ability to gather information and lore gains a supernatural edge. You can cast detect thoughts without spending a spell slot up to a number of times equal to your Prof. Bonus. You regain any expended uses of this ability after completing a long rest.

Shadows of the Dead (Variant 6th) - When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. When you do so, it magically manifest in an unoccupied space you can see within 15 feet of you. This shadow is a magical, translucent, gray image of the dead creature that lasts for an hour, or until it is destroyed, you dismiss it as a bonus action, you manifest another shadow, or until you're incapacitated or finish a short or long rest. The shadow is ethereal and immune to all conditions. It is the same size as the deceased, and it occupies its space. On your turn, you can mentally command the shadow to move up to 30 feet in any direction (no action required). If the shadow is ever more than 30 feet from you at the end of your turn, it is destroyed. If attacked by any means that could inflict damage upon an ethereal creature, it is destroyed. The shadow gives you the following abilities:

  • During your turn you can teleport, magically swapping places with the shadow at a cost of your movement, regardless of the distance between the two of you, as long as you can see the shadow.
  • You can cast spells as though you were in the shadow's space, but you must use your own senses.


College of Satire (UA Variant)

Jester
Level Features
3Tumbling Fool, Injurious Mockery
6Crawling Dodge
14Fool's Luck

Conhecidos por sua extravagância e suas loucuras, os bobos possuem uma posição privilegiada em muitas cortes, eles são os únicos que se atrevem a criticar seus governantes abertamente, e normalmente ne frente dos próprios. Os bobos são encontrados principalmente entre a nobreza de Anuire, mas alguns podem ser encontrados também em outras regiões. As cortes Khinasi geralmente acham desrepeitoso o comportamento dos bobos, os Vos tratam os bobos como loucos que devem ser deixados em paz.

  • Tumbling Fool - At 3rd level, you master a variety of acrobatic techniques that allow you to evade danger. As a bonus action, you can tumble. When you tumble, you gain the following benefits :
    • You gain the benefits of the Disengage action and may move up to 10 feet.
    • You gain a climbing speed equal to your current speed and take half damage from falling until the start of your next turn.
  • Injurious Mockery - At 3th level, your wit has become as sharp as a rapier, and twice as quick. You learn the vicious mockery cantrip. If you already know it, you learn one other bard cantrip of your choice. You can use the vicious mockery cantrip as a bonus action, and may add your charisma modifier to the damage you deal with your vicious mockery cantrip.
  • Crawling Dodge - Starting at 6th level, whenever you are 5ft near a friendly creature, when an enemy tries to attacks you, you can use your reaction to move around and hide behind your ally, causing the enemy to have disadvantage to hit you.
  • Fool's Luck - Jesters seem to have a knack for pulling themselves out of tight situations, transforming what looks like sure failure into an embarrassing but effective success. At 14th level, you can expend one use of Bardic Inspiration after you fail an ability check, a saving throw, or miss with an attack roll. Roll a Bardic Inspiration die and add the number rolled to your attack, saving throw, or ability check, using the new result in place of the failed one.

College of Eloquence (MOoT/TCE)

Poet
Level Features
3Silver Tongue, Unsettling Words
6Unfailing Inspiration, Universal Speech
14Infectious Inspiration

Bardos desta escola concentram seus esforços criativos na palavra escrita e falada ao invés da música. Este tipo de arte é mais valorizado entre as classes nobres e intelectuais. Os bardos desta escola são encontrados entre os Anuire, Brechtur e Khinasi.

  • Silver Tongue - You are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.
  • Unsettling Words - You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.
  • Unfailing Inspiration - Your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.
  • Universal Speech - You have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour. Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it again.
  • Infectious Inspiration - When you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses. You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.


Bard Features

Expanded Spell List

The following spells expand the bard spell list.:

  • 1st Level :
    • Cause fear (XGE)
    • Color spray
    • Command
  • 2nd Level :
    • Aid
    • Enlarge/reduce
    • Mind spike (XGE)
    • Mirror image
  • 3rd Level :
    • Intellect Fortress (TCE)
    • Mass healing word
    • Slow
    • Tiny servant (XGE)
  • 4th Level
    • Phantasmal killer
  • 5th Level
    • Rary’s telepathic bond (ritual)
  • 6th Level
    • Heroes’ feast
    • Mental prison (XGE)
    • Scatter (XGE)
    • Tenser’s transformation (XGE)
  • 7th Level
    • Dream of the Blue Veil (TCE)
    • Power word pain (XGE)
    • Prismatic spray
  • 8th Level
    • Antipathy/sympathy
  • 9th Level
    • Prismatic wall

Magical Inspiration

If a creature has a Bardic Inspiration die from you and casts a spell, the creature can roll that die and add the number rolled to one damage or healing roll of the spell. The Bardic Inspiration die is then lost.

Battle Cries - Valor, Swords and Whispers - Bardic Inspiration Alternate Uses

Como uma ação de bônus em seu turno, os bardos destas escolas podem gastar um de seus Bardic Inspiration para evocar um dos seguintes gritos de batalha :

  • Move It - one ally can disengage or move if not engaged
  • We Need You – ally can roll a new save against a persistent effect.
  • Stay Strong – Ally gets temporary HPs equal to the Bardic Inspiration roll.
  • They Fall Before Us ! – A nearby ally can use a reaction to make a basic attack.

Bardic Songs - Song of Rest Alternate Uses

Durante um short rest, ao invés de usar sua Song of Rest, o bardo pode cantar uma outra canção para inspirar seus aliados. Ele só pode usar uma única canção a cada short rest ou long rest. O efeito da canção se inicia a próxima vez que o bardo e seus aliados rolarem iniciativa.

  • Song of Heroes - You and your allies gain a +1 attack bonus for the next battle. The bonus lasts for a number of rounds equal to the bard's level plus his CHA modifier.
  • Song of Blood and Legends (5th level) - Each nearby ally who hits at least one enemy with an attack during their turn can heal using a hit die. This effect lasts until the ally uses this effect or for a number of rounds equal to the bard's level plus his CHA modifier, whichever occurs first.
  • Song of Magic (7th level) - You and your nearby allies who cast spells can roll a d20; on 16+ the caster regains a 1st level spell that he has spent. This effect lasts for a number of rounds equal to the bard's level plus his CHA modifier. Once a caster succeeds on this, he can not use this effect again until the bard sing this song again.
  • Song of Victory (9th level) - Whenever you or your allies hit a melee attack against and enemy, that enemy must succeed on Cha save vs [8 + Bards Prof Bonus + Bards CHA mod] or have disadvantage until the start of the next turn of the attacker. This effect lasts for a number of rounds equal to the bard's level plus his CHA modifier. Once an enemy succeeds in his saving throw he is immune to this effect until the next day.