🎲 D&D Companion

Bard

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Secondary class β€” requires 5 Cleric levels and 5 Wizard levels.

Requires 5 Cleric levels and 5 Wizard levels. Bards draw their power from the Arcane realm. Instead of studying Arcana through complex spells, Bards instead channel it through an art form of their choosing - most often music. They use their skills of performance, often combined with leadership or physical prowess, to aid allies and hinder enemies. Bards primarily focus on Perform and other charismatic skills, as their magic often depends on it. A bard can always be found with an instrument through which they channel their power, and are generally referred to as Spellsingers. Any of their abilities labelled "Song" or "Visual" can be cast as often as they'd like, so long as they have their instrument. These abilities also prevent them from speaking or attacking during the turns they are used.

Parser confidence notes

Enchantmentgenerated name

cols A-B Β· levels 11-16 Β· 9 abilities
LvlCellAbilityCostRules
11B11Spark5 act5 actions. Song. Requires instrument. You summon a floating spark of fire. The spark is bright enough to light a 4x4 area, has 4 Move actions of its own, and can ignite targets. The spark can hit a target for 1d8 fire damage, which will extinguish it. Lasts as long as you play. Perform vs Reflex.
Upgrades:
  1. Spark + (L12) β€” 3d8 fire damage.
13A13Lullaby5 act5 actions. Song. Requires instrument. You play a lullaby. On your next turn, all targets within 3 spaces fall asleep. If targets take 5 or more damage in a turn, they will wake. Lasts as long as you play. Perform vs Will.
Upgrades:
  1. Lullaby + (L14) β€” 10 or more damage in a turn.
13B13Harmonize5 act5 actions. Song. Requires instrument. You play a song that heals you and all targets in the vicinity for 1d6 HP each turn. Lasts as long as you play. Perform vs Will.
Upgrades:
  1. Harmonize + (L14) β€” 1d12 HP each turn.
14A14Haunt5 act5 actions. Song. Requires instrument. Sends all targets within 2 spaces running in fear. If any new targets come within range after you start playing, they are unaffected. Lasts as long as you play. Perform vs Will.
Upgrades:
  1. Haunt + (L15) β€” Affects targets that newly come within range.
14B14Pied Piper5 act5 actions. Song. Requires instrument. You play a tune that summons 2d12 critters to your side. These critters will follow your every command, so long as it does not directly harm them. If you command critters to attack a target, they will do so for 1d4 damage. Lasts as long as you play. Perform vs Will.
Upgrades:
  1. Pied Piper + (L15) β€” Critters' attacks bypass Armor.
15A15Cacophany5 act5 actions. Song. Requires instrument. You blast noise throughout the vicinity. While you cast this spell, no other spells can be cast within the area. Lasts as long as you play. Perform vs Will.
15B15Jig O' Vigor5 act5 actions. Song. Requires instrument. You play a song that grants all your allies (except yourself) +2 actions each turn. Lasts as long as you play. Perform vs Will.
16A16Mesmerize5 act5 actions. Song. Requires instrument. You play a song that mesmerizes all targets within 3 spaces. Those targets suffer -5 to all skills. You choose what they do on their turns, as long as they are capable of those actions. Lasts as long as you play. Perform vs Will.
16B16Duplicate5 act5 actions. Song. Requires instrument. You play a song that creates a physical duplicate of yourself within 3 spaces. This duplicate has all of your abilities, but cannot play any songs. This duplicate lasts as long as you play or until it is killed. Perform vs Will.

Choose a Collegeselector

cols D-K Β· levels 12-12 Β· 8 abilities
LvlCellAbilityCostRules
12D12College Of Creation4 act4 actions. You or an ally you can see becomes inspired. The ally may take the higher of 2d20 rolls when using a Crafting or Hardware skill. Lasts 1 day or until used. You cannot learn from any other Colleges. Perform vs Will.
12E12College Of Eloquence4 act4 actions. You or an ally you can see becomes inspired. The ally may take the higher of 2d20 rolls the next time they use Deception or Persuasion. Lasts 1 day or until used. You cannot learn from any other Colleges. Perform vs Will.
12F12College Of Glamour4 act4 actions. You or an ally you can see becomes inspired. The ally may take the higher of 2d20 rolls the next time they use Intimidate or Perform. Lasts 1 day or until used. You cannot learn from any other Colleges. Perform vs Will.
12G12College Of Lore4 act4 actions. You or an ally you can see becomes inspired. The ally may add an extra die of damage to their next magical attack. Lasts 1 day or until used. You cannot learn from any other Colleges. Perform vs Will.
12H12College Of Spirits4 act4 actions. You or an ally you can see becomes inspired. The ally may take the higher of 2d20 rolls the next time they use Insight, Culture, or Linguistics. Lasts 1 day or until used. You cannot learn from any other Colleges. Perform vs Will.
12I12College Of Swords4 act4 actions. You or an ally you can see becomes inspired. The ally may add an extra die of damage to their next melee attack. Lasts 1 day or until used. You cannot learn from any other Colleges. Perform vs Will.
12J12College Of Valor4 act4 actions. You or an ally you can see becomes inspired. The ally may add an extra die of healing to their next healing ability. If the ability does not heal, but grants Temp HP, the Temp HP is doubled. Lasts 1 day or until used. You cannot learn from any other Colleges. Perform vs Will.
12K12College Of Whispers4 act4 actions. You or an ally you can see becomes inspired. The ally may add 1 extra turn to any magical ability that Charms, Haunts, or Transforms their target. Lasts 1 day or until used. You cannot learn from any other Colleges. Perform vs Will.

Expressiongenerated name

cols M-N Β· levels 11-16 Β· 9 abilities
LvlCellAbilityCostRules
11M11Ignition18 act18 actions. Visual. Requires instrument. Completing your visual work summons a massive fireball. The fireball flies up to 15 spaces away, and deals 5d8 fire damage to a target and everything within 2 spaces of it, igniting everything instantly. Perform vs Reflex.
Upgrades:
  1. Ignition + (L12) β€” Deals damage to everything within 4 spaces of target.
13M13Serenity18 act18 actions. Visual. Requires instrument. You complete a visual work that instantly heals all targets who gaze upon it for 2d12+4 HP. Gazing upon your work takes 1 action, and can only be done once per target. Perform vs Will.
Upgrades:
  1. Serenity + (L14) β€” Heals for 4d12+6 HP.
13N13Trance18 act18 actions. Visual. Requires instrument. You complete a visual work that instantly puts all targets within 6 spaces into a trance, making them suffer -6 actions each turn. Lasts for 5 turns or until targets take 15 damage, thus waking them. Perform vs Will.
Upgrades:
  1. Trance + (L14) β€” It takes 30 damage to wake entranced targets.
14M14Naturalism18 act18 actions. Visual. Requires instrument. You complete a visual work that summons a beast to your side. This beast takes the form of any beast you have drawn, though it cannot have features outside its own species' biology. Its willingness to follow your command coincides with your Base Animal Handling skill. Check with your GM to determine its Stats. Lasts for 5 turns. Perform vs Will.
14N14Spook18 act18 actions. Visual. Requires instrument. You complete a visual work that sends all targets within 5 spaces running in fear. Lasts for 8 turns. Perform vs Will.
Upgrades:
  1. Spook + (L15) β€” Affects all targets within 10 spaces.
15M15Avant-Garde18 act18 actions. Visual. Requires instrument. You complete a visual work that grants all targets who gaze upon it (except yourself) 6 extra actions. These actions can be spent at any time, but are lost at the end of battle. Gazing upon your work takes 1 action, and can only be done once per target. Perform vs Will.
15N15Abstractionism18 act18 actions. Visual. Requires instrument. You create a nonsensical visual work. No spells can be cast within 20 spaces. Lasts for 8 turns. Perform vs Will.
16M16Appropriation18 act18 actions. Visual. Requires instrument. You complete a visual work that creates a physical appropriation of yourself within 3 spaces. This appropriation has all of your abilities, but cannot create visual art. This appropriation lasts for 10 turns or until it is killed. Perform vs Will.
16N16Manifesto18 act18 actions. Visual. Requires instrument. You create a visual work that inspires all targets within 3 spaces. Those targets suffer -5 to all skills. You choose what they do on their turns, as long as they are capable of those actions. Lasts for 5 turns. Perform vs Will.

Repertoiregenerated name

cols P-Q Β· levels 12-17 Β· 12 abilities
LvlCellAbilityCostRules
12P12Dispel Instrument2 act2 actions. You stash whatever you're wielding into the Arcane realm. It can only be brought back by a second use of this spell. You can use this as often as you’d like. Must roll 12+ Arcana.
12Q12Seduce4 act4 actions. You instantly charm a hostile target within 10 spaces, who will do no harm against you or allies. Lasts 3 turns. Persuasion vs Will.
13P13Vicious Mockery3 act3 actions. Hurl enchanted insults at a target within 10 spaces, dealing 1d6 psychic damage to them. You may spend 3 more actions to deal an extra 2d6 psychic damage. Perform vs Will.
13Q13Jack Of All Trades1 act1 action. You add half your Base Perform skill (rounded up) to another skill of your choice. This can be done after the skill roll is made. You can use this once per day. Perform.
14P14Magic Mouth6 act6 actions. You grant an inanimate object within 2 spaces the ability to speak your language. The object can only talk about what it has experienced. Lasts 5 turns. Must roll 16+ Arcana.
14Q14Otto's Command5 act5 actions. You charm a target within 5 spaces to dance. The target cannot make any actions other than to Move 1 space while dancing. Lasts 5 turns. Persuasion vs Will.
15P15Alter Effect4 act4 actions. Requires instrument. You change a positive effect on any one target into a different positive effect, or a negative effect into another negative effect, of equal proportions. The effect will last for the same period of time. Perform vs Will.
15Q15TelepathyPassivePassive. You can transmit your thoughts into allies’ minds within 20 spaces, and read their thoughts in return.
Upgrades:
  1. Telepathy + (L16) β€” You may do the same for unwilling targets. Arcana vs Will.
16P16Sonic Form5 act5 actions. You transform into a being of solid sound. You may only make 1 Move action, you cannot attack, and you cannot be affected by negative or positive effects, including damage and healing. Targets next to you take 2d10 sonic damage. Lasts 3 turns. Arcana vs Will.
16Q16Blur3 act3 actions. 1 target within 5 spaces gains +4 Bonus Reflex for 10 turns. Perform vs Will.
Upgrades:
  1. Blur + (L17) β€” This now affects yourself and all targets within range.
17P17RoastPassivePassive. Your Vicious Mockery can be cast as often as you like in battle.
17Q17Otto's Party12 actRequires Otto's Command. 12 actions. Casts out a magical disco ball over a 5x5 space area. All targets within that area are forced to dance. The targets cannot make any actions other than to Move 1 space while dancing. Lasts 5 turns. Persuasion vs Will.
Requires: Otto's Command