Difference between revisions of "Talk:Bard (5A)"

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== Bard Changes ==
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=== Countercharm ===
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At <span style="background-color:yellow">7th</span> level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As a
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<span style="background-color:yellow">
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bonus</span>
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action
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<span style="background-color:yellow">
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or as a reaction</span>,
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you can start a performance that lasts until the end of your next turn.
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A creature must be able to hear you to gain this benefit.
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The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).
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During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed.
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=== Hymn of Rest ===
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At 9th level, when you use Song of Rest, you and allies can apply the bonus healing to each Hit Die they spend during a short rest.
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=== Magic Muse ===
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At 11th level you can gain temporary access to any spell.
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As a bonus action, you can choose any one spell of a spell level you have spell slots for. Until the end of your current turn, add this spell to your bard spell list and prepared spells. You can cast it as normal using a spell slot. It counts as a bard spell for you. If the spell has a casting time longer than an action, you must begin casting the spell before the end of your current turn, but can continue and complete the spellcasting after the end of of your turn.
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You can use this ability only once, and regain the ability when you finish a long rest.
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=== Troupe Performance ===
 
=== Troupe Performance ===
At 7th level, you and your party have performed and fought together for a long time and practiced team routines.
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At 13th level, you and your party have performed and fought together for a long time and practiced team routines.
When you cast a spell that requires concentration and affects only you and close allies (generally party members, including followers), you can offer one of the affected allies to take over concentration on the spell. If accepted, the spell effect does not change, but it is your ally that concentrates on the spell and risks having their concentration interrupted, not you. The spell must be one that does not affect an area, create a freestanding effect, summons a creature, or otherwise directly affect anyone or anything except your long-standing allies and their gear.
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When you cast a spell that requires concentration, you can offer affected allies to concentrate on the spell.  
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Each ally that accepts this now concentrates on maintaining the effect on themselves, using the normal rules for maintaining concentration.
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Targets that do not accept the offer to concentrate on the spell are not affected by the spell at all.  
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You can maintain concentration on another spell or effect when you use Troupe Performance.
 
You can only have one Troupe Performance spell running at any one time, if you cast another the earlier one immediately ends.
 
You can only have one Troupe Performance spell running at any one time, if you cast another the earlier one immediately ends.
  
=== Troupe Performance ===
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=== Magic Muse ===
At 7th level, you and your party have performed and fought together for a long time and practiced team routines.
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At 17th level, you can use the Magic Muse ability three times.
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== Bard Changes mk II ==
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=== Countercharm ===
 +
At <span style="background-color:yellow">7th</span> level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As a
 +
<span style="background-color:yellow">
 +
bonus</span>
 +
action
 +
<span style="background-color:yellow">
 +
or as a reaction</span>,
 +
you can start a performance that lasts until the end of your next turn.
 +
A creature must be able to hear you to gain this benefit.
 +
The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).
 +
During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed.
 +
 
 +
=== <span style="background-color:yellow">Hymn of Rest</span> ===
 +
At 9th level, when you use Song of Rest, you and allies can apply the bonus healing to each Hit Die they spend during a short rest.
 +
 
 +
=== <span style="background-color:yellow">Troupe Performance</span> ===
 +
At 11th level, you and your party have performed and fought together for a long time and practiced team routines.
 
When you cast a spell that requires concentration, you can offer affected allies to concentrate on the spell.  
 
When you cast a spell that requires concentration, you can offer affected allies to concentrate on the spell.  
 
Each ally that accepts this now concentrates on maintaining the effect on themselves, using the normal rules for maintaining concentration.
 
Each ally that accepts this now concentrates on maintaining the effect on themselves, using the normal rules for maintaining concentration.
 
Targets that do not accept the offer to concentrate on the spell are not affected by the spell at all.  
 
Targets that do not accept the offer to concentrate on the spell are not affected by the spell at all.  
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You can maintain concentration on another spell or effect when you use Troupe Performance.
 
You can only have one Troupe Performance spell running at any one time, if you cast another the earlier one immediately ends.
 
You can only have one Troupe Performance spell running at any one time, if you cast another the earlier one immediately ends.
  
=== Cosmic Inspiration ===
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=== <span style="background-color:yellow">Greater Countercharm</span>  ===
At 11th level you can gain temporary access to any bard spell.
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At 13th level, when targets of your Countercharm ability make a saving throw bonus against being frightened or charmed can use your Charisma saving throw bonus instead of the saving throw they would otherwise use.
As a bonus action, you can choose any one spell on your bard spell list of a spell level you have spell slots for. Until the end of your current turn, you can cast it as normal using a spell slot. It counts as a bard spell for you. If the spell has a casting time longer than an action, you must begin casting the spell before the end of your current turn, but can continue and complete the spellcasting after the end of of your turn.
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 +
=== <span style="background-color:yellow">Magic Muse</span> ===
 +
At 17th level you can gain temporary access to any spell.
 +
As a bonus action, you can choose any one spell of a spell level you have spell slots for. Until the start of your next turn, you can cast it as normal using a spell slot. It counts as a bard spell for you. If the spell has a casting time longer than an action, you must begin casting the spell before the start of your next turn, but can continue and complete the spellcasting until completed. if the casting is interrupted, you cannot start again.
 
You can use this ability only once, and regain the ability when you finish a long rest.
 
You can use this ability only once, and regain the ability when you finish a long rest.

Revision as of 14:29, 6 May 2024

Bard Changes

Countercharm

At 7th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As a bonus action or as a reaction, you can start a performance that lasts until the end of your next turn. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required). During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed.

Hymn of Rest

At 9th level, when you use Song of Rest, you and allies can apply the bonus healing to each Hit Die they spend during a short rest.

Magic Muse

At 11th level you can gain temporary access to any spell. As a bonus action, you can choose any one spell of a spell level you have spell slots for. Until the end of your current turn, add this spell to your bard spell list and prepared spells. You can cast it as normal using a spell slot. It counts as a bard spell for you. If the spell has a casting time longer than an action, you must begin casting the spell before the end of your current turn, but can continue and complete the spellcasting after the end of of your turn. You can use this ability only once, and regain the ability when you finish a long rest.

Troupe Performance

At 13th level, you and your party have performed and fought together for a long time and practiced team routines. When you cast a spell that requires concentration, you can offer affected allies to concentrate on the spell. Each ally that accepts this now concentrates on maintaining the effect on themselves, using the normal rules for maintaining concentration. Targets that do not accept the offer to concentrate on the spell are not affected by the spell at all. You can maintain concentration on another spell or effect when you use Troupe Performance. You can only have one Troupe Performance spell running at any one time, if you cast another the earlier one immediately ends.

Magic Muse

At 17th level, you can use the Magic Muse ability three times.

Bard Changes mk II

Countercharm

At 7th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As a bonus action or as a reaction, you can start a performance that lasts until the end of your next turn. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required). During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed.

Hymn of Rest

At 9th level, when you use Song of Rest, you and allies can apply the bonus healing to each Hit Die they spend during a short rest.

Troupe Performance

At 11th level, you and your party have performed and fought together for a long time and practiced team routines. When you cast a spell that requires concentration, you can offer affected allies to concentrate on the spell. Each ally that accepts this now concentrates on maintaining the effect on themselves, using the normal rules for maintaining concentration. Targets that do not accept the offer to concentrate on the spell are not affected by the spell at all. You can maintain concentration on another spell or effect when you use Troupe Performance. You can only have one Troupe Performance spell running at any one time, if you cast another the earlier one immediately ends.

Greater Countercharm

At 13th level, when targets of your Countercharm ability make a saving throw bonus against being frightened or charmed can use your Charisma saving throw bonus instead of the saving throw they would otherwise use.

Magic Muse

At 17th level you can gain temporary access to any spell. As a bonus action, you can choose any one spell of a spell level you have spell slots for. Until the start of your next turn, you can cast it as normal using a spell slot. It counts as a bard spell for you. If the spell has a casting time longer than an action, you must begin casting the spell before the start of your next turn, but can continue and complete the spellcasting until completed. if the casting is interrupted, you cannot start again. You can use this ability only once, and regain the ability when you finish a long rest.