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<blockquote data-quote="eMalc" data-source="post: 6549768" data-attributes="member: 6776669"><p>Hi Folks, First time posting one of these so be gentle <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Basically when I saw the Bard in the PHB I thought it was generally uninspiring, so I've been working on this class homebrew. It's not even remotely balanced compared to other classes, I've basically been looking at ways to make the bard feel more based on controlling the weave through song and dance rather than the bog-standard spell list approach.</p><p></p><p>The sort of feedback I'm after is whether it would put too much strain on the Bard's action economy, whether the specialist routes seem balanced to each other and in particularly whether the approach for Bardic Spells & Songs seems like a good one. Besides that general feedback and criticism is always appreciated. </p><p></p><p><span style="font-family: 'Arial'"><strong>Bard</strong></span></p><p><span style="font-family: 'Arial'"><strong>Feature List</strong></span></p><p><span style="font-family: 'Arial'"><strong>Lv. 1: Bard Song </strong></span><span style="font-family: 'Arial'">- Using one of your actions each turn you may chant any one of your known songs to boost allies or debuff enemies, with effects depending on the action used to sustain it. You begin with knowledge of 1 bard song.</span></p><p><span style="font-family: 'Arial'"><strong>Lv. 1: Spell Casting</strong></span><span style="font-family: 'Arial'"> - Bards gain access to 1 spell from the list detailed below. Spellcasting for bards is tiring however and they may only cast a number of spells per day equal to their Charisma bonus or risk getting Exhausted.</span></p><p><span style="font-family: 'Arial'"><strong>Lv. 1: Bardic Implement</strong></span><span style="font-family: 'Arial'"> - Choose one instrument, you must use this instrument when casting spells or songs.</span></p><p><span style="font-family: 'Arial'"><strong>Lv. 1: Bardic Learning</strong></span><span style="font-family: 'Arial'"> - Bards have two ways to learn songs and spells. Firstly they may automatically learn either 1 song or 1 spell at level up. (Representing their increase in skill and worldly experience). Second they may learn songs or spells during travels from other bards, ancient manuscripts and legends or other circumstances (at the GM’s discretion)</span></p><p><span style="font-family: 'Arial'"><strong>Lv. 4: Jack of All Trades</strong></span><span style="font-family: 'Arial'"> - Add half proficiency bonus to all skills you’re not proficient in</span></p><p><span style="font-family: 'Arial'"><strong>Lv. 9: Powerful Presence</strong></span><span style="font-family: 'Arial'"> - Gain advantage on all Persuade, Diplomacy and Intimidate skill checks</span></p><p><span style="font-family: 'Arial'"><strong>Lv. 13: Singing Weapon </strong></span><span style="font-family: 'Arial'">- Choose a weapon you have proficiency with. When you attack using this weapon, it deals 1d6 extra sonic damage.</span></p><p><span style="font-family: 'Arial'"><strong>Lv. 15: Distracting Show</strong></span><span style="font-family: 'Arial'"> - You may use your standard action to target one enemy that can see you, they must make a will saving throw or grant advantage to your allies for 1 round.</span></p><p><span style="font-family: 'Arial'"></span></p><p><span style="font-family: 'Arial'"><strong>Bard Songs</strong></span></p><p><span style="font-family: 'Arial'">Bard songs are activated using one of the Bard’s actions in their turn, they have differing power of effects based on the action spent to sustain them. An example is:</span></p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"><strong>Ode to the Great Heroes</strong></span></span></p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"><em>Oh fight now my friends/ For the glory to come/ Make proud our ancestors/ Beat the war drum</em></span></span></p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"><strong>Bonus Action</strong></span><span style="font-family: 'Arial'">: Allies may add 1d4 to their attack roll</span></span></p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"><strong>Move Action </strong></span><span style="font-family: 'Arial'">Allies may add 1d6 to their attack roll</span></span></p><p><span style="font-family: 'Arial'"><strong>Standard Action</strong> Allies may add 1d6 to their attack and damage roll</span></p><p><span style="font-family: 'Arial'"></span></p><p><span style="font-family: 'Arial'"></span></p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"><strong>Bard Spells</strong></span></span></p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'">Bards manipulate the weave around them through song and dance, their enchanting words and motions cause the tides of the weave to ripple and crash against their foes. </span></span></p><p><span style="font-family: 'Arial'">When attempting to cast or sustain a spell, the bard must make a Performance check with a difficulty DC of 8 + (Spell Difficulty * Spell Timer).</span></p><p><span style="font-family: 'Arial'"></span></p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'">Bard spells occur over several rounds, to begin a spell is a Standard action, every round afterwards the spell must be sustained using Free actions and progressively harder performance checks. If a performance check fails, the spell immediately dissipates as the weave returns to it’s normal flow, alternatively a bard may choose to stop a spell at any time as a Free Action.</span></span></p><p><span style="font-family: 'Arial'">Unless otherwise stated, all enemies get an opportunity to make a saving throw to avoid taking the negative effects of the spell (half damage in case of a damaging effect), DC: 8+Prof+Cha Bonus</span></p><p><span style="font-family: 'Arial'">Example:</span></p><p><span style="font-family: 'Arial'"></span></p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"><strong>Elemental Discharge</strong></span></span></p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'">Spell Difficulty: 3</span></span></p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'">Round 1 (DC: 11) Round 2 (DC: 14)</span></span></p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'">1d6 Cold to 1 target within 60 feet 1d8 Fire burst(1) centred on 1 target within 60 feet</span></span></p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'">Round 3 (DC: 17) Round 4 (DC: 20)</span></span></p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'">1d10 Lightning to 2 targets within 60 feet 2d8 Acid, sprayed in a cone of 60feet</span></span></p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'">Round 5 (DC: 23) </span></span></p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'">2d8 Fire,Cold,Lightning & Acid to every enemy within 80 feet.</span></span></p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"><strong>Options</strong></span></span></p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"><em>These replace the Bardic School Options chosen at level 3</em></span></span></p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"><strong>Student of the Dance</strong></span></span></p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"><strong>Lv. 3: Inspiring Dance</strong></span><span style="font-family: 'Arial'"> - Bard song (optionally) no longer requires a vocal component. However allies and creatures that cannot see you are unaffected by it. Additionally you may perform the move effect of a bard dance whilst also moving up to your normal speed. You also gain proficiency in Acrobatics.</span></span></p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"><strong>Lv. 7: Whirling Dervish</strong></span><span style="font-family: 'Arial'"> - Whenever you use an attack action to make a Melee attack, you may attack the same or another enemy within 5ft of you as a free action</span></span></p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"><strong>Lv. 11: Fleet Feet </strong></span><span style="font-family: 'Arial'">- While you are wearing light or no armour, you gain +2 AC and have advantage for all Dex based saving throws</span></span></p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"><strong>Lv. 14: Dancing Blades </strong></span><span style="font-family: 'Arial'">- You may enchant a number of weapons in your inventory up to your charisma bonus to move as if by their own power. They occupy spaces adjacent to you and move when you move but must be adjacent to you at the end of your movement. Enemies that occupy the same space as any of the weapons are attacked by the Bard as a free action (Weapon Bonus + Prof Bonus + Cha Bonus), if they are hit they take that weapon’s damage value (damage from singing blades is added on, but no STR bonus may be added). Once a weapon hits or misses with this attack it harmlessly falls to the floor at the enemy’s feet. This ability is regained after a long rest</span></span></p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"><strong>Student of the Melody</strong></span></span></p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"><strong>Lv. 3: Deafening Strum</strong></span><span style="font-family: 'Arial'"> - With an instrument equipped, you may make a Ranged attack as a Standard action. This attack deals 1d8+Cha damage and has the Magic type for purposes of damage resistance and immunity. This damage increases to 1d10+Cha at lv.8 and 1d12+Cha at lv.13.</span></span></p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"><strong>Lv. 7: Skilled Performer </strong></span><span style="font-family: 'Arial'">- Your bard songs are more effective and require less effort on your part. You may use your bonus action to activate the Move effect, your Move action to activate the Standard effect and Bonus effects are Free actions (only 1 Bonus action song may be active at one time) </span></span></p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"><strong>Lv. 11: Musical Forte</strong></span><span style="font-family: 'Arial'"> - You are proficient in every instrument for the purposes of casting bard spells. Additionally it takes 1 round less for Bard spells to reach their ultimate effect.</span></span></p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"><strong>Lv. 14: Enchanting Tunes</strong> - As a standard action the bard plays mystic notes on his instrument. All humanoid and animal type creatures within 30 metres must pass a Will saving throw with a penalty equal to the bard’s CHA bonus or be dominated for 1 round. The bard must have a long rest to regain this ability.</span></span></p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"><strong>Student of the Stage</strong></span></span></p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'">Control focus, focus on team work, movement and misdirection</span></span></p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"><strong>Lv. 3: Stage Fright</strong></span><span style="font-family: 'Arial'"> - Standard Action. Each creature in 20 ft must make a Will Save or be immobilised for 1d4 rounds. Reload on short rest.</span></span></p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"><strong>Lv. 7: Rallying Shot</strong></span><span style="font-family: 'Arial'"> - You make a ranged attack against a target. If you hit, all allies may immediately spend their reaction this round to attack that target if able. Restored after a long rest. </span></span></p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"><strong>Lv. 11: Director of the Stage</strong></span><span style="font-family: 'Arial'"> - As a Minor Action, you may move any mix of creatures, ally or enemy up to 2* your Cha bonus squares. This forced movement cannot provoke attacks of opportunity. (E.g a Bard with 16 Cha would be able to move creatures 6 spaces. They could move an enemy 3 spaces and an ally 3 spaces, or 1 enemy/ally 6 spaces, or even 6 enemies 1 space.) </span><span style="font-family: 'Arial'"><em>(Not sure about this one, it seems potentially really powerful and/or difficult to explain without being exploitable)</em></span></span></p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"><strong>Lv. 14: Encore!</strong> - As a standard action, make a performance roll vs DC10+No. of Allies. If successful all your allies may make a second standard action this turn. Restored on a long rest <em>(Even as an ultimate ability this may be extremely powerful depending on how large the party is)</em></span></span></p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"><em></em></span></span></p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"><em>So, any thoughts?</em></span></span></p><p><span style="font-family: 'Arial'"></span></p></blockquote><p></p>
[QUOTE="eMalc, post: 6549768, member: 6776669"] Hi Folks, First time posting one of these so be gentle :) Basically when I saw the Bard in the PHB I thought it was generally uninspiring, so I've been working on this class homebrew. It's not even remotely balanced compared to other classes, I've basically been looking at ways to make the bard feel more based on controlling the weave through song and dance rather than the bog-standard spell list approach. The sort of feedback I'm after is whether it would put too much strain on the Bard's action economy, whether the specialist routes seem balanced to each other and in particularly whether the approach for Bardic Spells & Songs seems like a good one. Besides that general feedback and criticism is always appreciated. [FONT=Arial][B]Bard[/B][/FONT] [FONT=Arial][B]Feature List[/B][/FONT] [FONT=Arial][B]Lv. 1: Bard Song [/B][/FONT][FONT=Arial]- Using one of your actions each turn you may chant any one of your known songs to boost allies or debuff enemies, with effects depending on the action used to sustain it. You begin with knowledge of 1 bard song.[/FONT] [FONT=Arial][B]Lv. 1: Spell Casting[/B][/FONT][FONT=Arial] - Bards gain access to 1 spell from the list detailed below. Spellcasting for bards is tiring however and they may only cast a number of spells per day equal to their Charisma bonus or risk getting Exhausted.[/FONT] [FONT=Arial][B]Lv. 1: Bardic Implement[/B][/FONT][FONT=Arial] - Choose one instrument, you must use this instrument when casting spells or songs.[/FONT] [FONT=Arial][B]Lv. 1: Bardic Learning[/B][/FONT][FONT=Arial] - Bards have two ways to learn songs and spells. Firstly they may automatically learn either 1 song or 1 spell at level up. (Representing their increase in skill and worldly experience). Second they may learn songs or spells during travels from other bards, ancient manuscripts and legends or other circumstances (at the GM’s discretion)[/FONT] [FONT=Arial][B]Lv. 4: Jack of All Trades[/B][/FONT][FONT=Arial] - Add half proficiency bonus to all skills you’re not proficient in[/FONT] [FONT=Arial][B]Lv. 9: Powerful Presence[/B][/FONT][FONT=Arial] - Gain advantage on all Persuade, Diplomacy and Intimidate skill checks[/FONT] [FONT=Arial][B]Lv. 13: Singing Weapon [/B][/FONT][FONT=Arial]- Choose a weapon you have proficiency with. When you attack using this weapon, it deals 1d6 extra sonic damage.[/FONT] [FONT=Arial][B]Lv. 15: Distracting Show[/B][/FONT][FONT=Arial] - You may use your standard action to target one enemy that can see you, they must make a will saving throw or grant advantage to your allies for 1 round. [B]Bard Songs[/B] Bard songs are activated using one of the Bard’s actions in their turn, they have differing power of effects based on the action spent to sustain them. An example is: [FONT=Arial][B]Ode to the Great Heroes[/B][/FONT] [FONT=Arial][I]Oh fight now my friends/ For the glory to come/ Make proud our ancestors/ Beat the war drum[/I][/FONT] [FONT=Arial][B]Bonus Action[/B][/FONT][FONT=Arial]: Allies may add 1d4 to their attack roll[/FONT] [FONT=Arial][B]Move Action [/B][/FONT][FONT=Arial]Allies may add 1d6 to their attack roll[/FONT] [B]Standard Action[/B] Allies may add 1d6 to their attack and damage roll [FONT=Arial][B]Bard Spells[/B][/FONT] [FONT=Arial]Bards manipulate the weave around them through song and dance, their enchanting words and motions cause the tides of the weave to ripple and crash against their foes. [/FONT] When attempting to cast or sustain a spell, the bard must make a Performance check with a difficulty DC of 8 + (Spell Difficulty * Spell Timer). [FONT=Arial]Bard spells occur over several rounds, to begin a spell is a Standard action, every round afterwards the spell must be sustained using Free actions and progressively harder performance checks. If a performance check fails, the spell immediately dissipates as the weave returns to it’s normal flow, alternatively a bard may choose to stop a spell at any time as a Free Action.[/FONT] Unless otherwise stated, all enemies get an opportunity to make a saving throw to avoid taking the negative effects of the spell (half damage in case of a damaging effect), DC: 8+Prof+Cha Bonus Example: [FONT=Arial][B]Elemental Discharge[/B][/FONT] [FONT=Arial]Spell Difficulty: 3[/FONT] [FONT=Arial]Round 1 (DC: 11) Round 2 (DC: 14)[/FONT] [FONT=Arial]1d6 Cold to 1 target within 60 feet 1d8 Fire burst(1) centred on 1 target within 60 feet Round 3 (DC: 17) Round 4 (DC: 20) 1d10 Lightning to 2 targets within 60 feet 2d8 Acid, sprayed in a cone of 60feet Round 5 (DC: 23) 2d8 Fire,Cold,Lightning & Acid to every enemy within 80 feet. [/FONT] [FONT=Arial][B]Options[/B][/FONT] [FONT=Arial][I]These replace the Bardic School Options chosen at level 3[/I][/FONT] [FONT=Arial][B]Student of the Dance[/B][/FONT] [FONT=Arial][B]Lv. 3: Inspiring Dance[/B][/FONT][FONT=Arial] - Bard song (optionally) no longer requires a vocal component. However allies and creatures that cannot see you are unaffected by it. Additionally you may perform the move effect of a bard dance whilst also moving up to your normal speed. You also gain proficiency in Acrobatics.[/FONT] [FONT=Arial][B]Lv. 7: Whirling Dervish[/B][/FONT][FONT=Arial] - Whenever you use an attack action to make a Melee attack, you may attack the same or another enemy within 5ft of you as a free action[/FONT] [FONT=Arial][B]Lv. 11: Fleet Feet [/B][/FONT][FONT=Arial]- While you are wearing light or no armour, you gain +2 AC and have advantage for all Dex based saving throws[/FONT] [FONT=Arial][B]Lv. 14: Dancing Blades [/B][/FONT][FONT=Arial]- You may enchant a number of weapons in your inventory up to your charisma bonus to move as if by their own power. They occupy spaces adjacent to you and move when you move but must be adjacent to you at the end of your movement. Enemies that occupy the same space as any of the weapons are attacked by the Bard as a free action (Weapon Bonus + Prof Bonus + Cha Bonus), if they are hit they take that weapon’s damage value (damage from singing blades is added on, but no STR bonus may be added). Once a weapon hits or misses with this attack it harmlessly falls to the floor at the enemy’s feet. This ability is regained after a long rest[/FONT] [FONT=Arial] [/FONT] [FONT=Arial][B]Student of the Melody[/B][/FONT] [FONT=Arial][B]Lv. 3: Deafening Strum[/B][/FONT][FONT=Arial] - With an instrument equipped, you may make a Ranged attack as a Standard action. This attack deals 1d8+Cha damage and has the Magic type for purposes of damage resistance and immunity. This damage increases to 1d10+Cha at lv.8 and 1d12+Cha at lv.13.[/FONT] [FONT=Arial][B]Lv. 7: Skilled Performer [/B][/FONT][FONT=Arial]- Your bard songs are more effective and require less effort on your part. You may use your bonus action to activate the Move effect, your Move action to activate the Standard effect and Bonus effects are Free actions (only 1 Bonus action song may be active at one time) [/FONT] [FONT=Arial][B]Lv. 11: Musical Forte[/B][/FONT][FONT=Arial] - You are proficient in every instrument for the purposes of casting bard spells. Additionally it takes 1 round less for Bard spells to reach their ultimate effect.[/FONT] [FONT=Arial][B]Lv. 14: Enchanting Tunes[/B] - As a standard action the bard plays mystic notes on his instrument. All humanoid and animal type creatures within 30 metres must pass a Will saving throw with a penalty equal to the bard’s CHA bonus or be dominated for 1 round. The bard must have a long rest to regain this ability. [/FONT] [FONT=Arial][B]Student of the Stage[/B][/FONT] [FONT=Arial]Control focus, focus on team work, movement and misdirection[/FONT] [FONT=Arial][B]Lv. 3: Stage Fright[/B][/FONT][FONT=Arial] - Standard Action. Each creature in 20 ft must make a Will Save or be immobilised for 1d4 rounds. Reload on short rest.[/FONT] [FONT=Arial][B]Lv. 7: Rallying Shot[/B][/FONT][FONT=Arial] - You make a ranged attack against a target. If you hit, all allies may immediately spend their reaction this round to attack that target if able. Restored after a long rest. [/FONT] [FONT=Arial][B]Lv. 11: Director of the Stage[/B][/FONT][FONT=Arial] - As a Minor Action, you may move any mix of creatures, ally or enemy up to 2* your Cha bonus squares. This forced movement cannot provoke attacks of opportunity. (E.g a Bard with 16 Cha would be able to move creatures 6 spaces. They could move an enemy 3 spaces and an ally 3 spaces, or 1 enemy/ally 6 spaces, or even 6 enemies 1 space.) [/FONT][FONT=Arial][I](Not sure about this one, it seems potentially really powerful and/or difficult to explain without being exploitable)[/I][/FONT] [FONT=Arial][B]Lv. 14: Encore![/B] - As a standard action, make a performance roll vs DC10+No. of Allies. If successful all your allies may make a second standard action this turn. Restored on a long rest [I](Even as an ultimate ability this may be extremely powerful depending on how large the party is) So, any thoughts?[/I][/FONT] [/FONT] [/QUOTE]
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