D&D 5E Homebrew Bard Class

Kirfalas

First Post
Today I tried my hand at creating a Bard class for D&D Next. I mostly used the 3.5 and Pathfinder Bard as inspiration. My girlfriend keeps complaining that she wants to play a Bard, so I hope I did a good job. What do you guys think?


Bard


A typical bard is a jack of all trades, master of none. They are capable of swordplay, magical illusions and healing, are highly skilled, and excel in social situations. They offer the widest range of abilities and boast great versatility. But perhaps their greatest skill is their capability to inspire others with their impressive knowledge of verse and song, lifting them to legendary heights.

Creating a Bard
When you create a character whose first class is bard, you gain these benefits.
Ability Adjustment: +1 to your Dexterity, Intelligence or Charisma score.
You use Dexterity to dodge attacks, and to attack using finesse weapons and many missile weapons, Intelligence to recall lore, and Charisma for casting spells and many social situations.

Starting Hit Points: 6 + your Constitution modifier
Armor and Shield Proficiencies: Light and medium armor, and shields
Weapon Proficiencies: Simple weapons, light crossbow, long sword, rapier, short sword

Suggested Background: Minstrel
Suggested Specialty: Specialist
Suggested Equipment: Leather armor, rapier, light crossbow, case of 20 bolts, adventurer’s kit, musical instrument.


THE BARD

Level
Attack Bonus
Spellcasting
Bonus
Performances
Per Day

Class Features
1
+1
+1
2/day
Bardic Knowledge, Fascinate, Performance, Spellcasting
2
+1
+1
2/day
-
3
+1
+1
2/day
Inspiring Performance
4
+1
+1
2/day
-
5
+2
+2
3/day
-
6
+2
+2
3/day
Suggestion
7
+2
+2
3/day
-
8
+2
+2
3/day
Versatile Performer (1/day)
9
+2
+2
4/day
Bolstering Performance
10
+2
+2
4/day
-
11
+2
+2
4/day
Lore Master
12
+2
+2
4/day
-
13
+2
+2
5/day
-
14
+2
+2
5/day
Versatile Performer (2/day)
15
+3
+3
5/day
Heroic Performance
16
+3
+3
5/day
-
17
+3
+3
6/day
-
18
+3
+3
6/day
Mass Suggestion
19
+3
+3
6/day
-
20
+3
+3
Unlimited
Versatile Performer (3/day)


Bard Spells per Day
Bard

-Spell
Slots
per
Spell
Level-
Level
1
2
3
4
5
6
1
2
-
-
-
-
-
2
3
-
-
-
-
-
3
3
-
-
-
-
-
4
4
2
-
-
-
-
5
4
3
-
-
-
-
6
4
3
-
-
-
-
7
4
3
2
-
-
-
8
4
3
3
-
-
-
9
4
3
3
-
-
-
10
4
3
3
1
-
-
11
4
3
3
2
-
-
12
4
3
3
2
-
-
13
4
3
3
2
1
-
14
4
3
3
2
2
-
15
4
3
3
2
2
-
16
4
3
3
2
2
1
17
4
3
3
2
2
1
18
4
3
3
2
2
1
19
4
3
3
2
2
1
20
4
3
3
2
2
1
Class Features
A bard gains the following class features.
Hit die: 1d6 per bard level
Hit points: 1d6 (or 4) + your Constitution modifier per bard level gained

Level 1: Spellcasting
A bard casts arcane spells, the same type of spells as a wizard. Unlike the wizard, a bard can cast any spell he knows without preparing it ahead of time. Every bard spell contains a vocal component, either through singing, reciting, or music.
Benefit: You can cast a number of bard spells per day based on the number of spell slots you receive from your bard level, as noted on the Bard Spells per Day table. You can also cast cantrips. Charisma is your magic ability score.
Spells Known: A bard starts with three cantrips and two 1st-level spells of your choice from the bard’s spell list. Each time you gain a bard level, you can add one spell to your list of spells known. You choose the spell from the bard’s spell list, and it must be of a level you can cast, as noted in the Bard Spells per Day table.
Casting a Spell: A bard can cast spells without preparing. When you cast a spell, choose one of your known spells and use a spell slot of that spell’s level or higher. Some spells have improved effects when they are cast at higher levels. After you cast the spell, you lose the use of that slot until your next extended rest, but you can still use the spell with another spell slot.
Saving Throw DCs: When a bard spell that you cast calls for a saving throw, the save DC equals 10 + your Charisma modifier + the spellcasting bonus for your level, as noted in the Bard table.

Level 1: Bardic Knowledge
You have collected a wide variety of knowledge pertaining to various subjects.
Benefit: You have advantage on all Intelligence checks to recall lore.

Level 1: Fascinate
Your performing skills are extremely fascinating to watch, to the exclusion of all else.
Benefit: You can use the Perform skill to fascinate a one or more creatures. You can fascinate a number of creatures equal to your Charisma modifier. The creatures must be able to see and hear you and must be within 90 feet. The creatures must be able to pay attention to you; distractions from combat or other dangers prevent this ability from working.
You must make a Perform check, opposed by the target’s Wisdom saving throw. If the saving throw succeeds, you cannot attempt to fascinate that creature again for the next 24 hours. If the saving throw fails, the target sits quietly and listens to the song for up to 1 round per your bard level. While fascinated, the target suffers disadvantage on Spot and Listen checks.
Any potential threat allows the target a second saving throw against a new Perform check result. Any obvious threat automatically breaks the effect.
While fascinating a creature, you must concentrate, as if casting or maintaining a spell.

Level 1: Performance
Your performance inspires your allies, bolstering their resolve.
Benefit: On your turn, you can start a performance as part of your action. While performing, you and all allies within 30 feet gain one of the following benefits:

· advantage on saving throws against illusions and enchantments
· a bonus to the damage roll of one attack of choice each turn, equal to your spellcasting bonus

Performing also has a drawback: you can’t cast spells while performing.
You can keep performing as part of your action, as long as you are able to take actions. You can end a performance as a free action. A performance also ends after 10 minutes or if you fall unconscious.
The effects of a performance last until the end of the performance, and for a number of rounds after, equal to your Charisma modifier.
You can only have one performance effect active at the same time. If you start a new performance while the effect of a previous performance is still active, the new performance replaces that effect.
After you perform twice, you must complete an extended rest to perform again. You can perform more times between long rests as you gain levels, as noted on the Bard table. At 20th level, you can perform an unlimited number of times per day.

Level 3: Inspiring Performance
Your performance inspires others to excel at their tasks.
Benefit: When you start a performance, you can grant all allies within 30 feet the following benefit:

· advantage on one skill check of choice each turn

Level 6: Suggestion
Your performing skills are so fascinating they make someone willing to do things for you.
Benefit: When you successfully fascinate a creature, you can make a suggestion (as the spell). You can use your action to suggest a course of action for the fascinated creature. The target must make a Wisdom saving throw to negate the effect. The save DC equals 10 + your Charisma modifier + the spellcasting bonus for your level, as noted in the Bard table. On a failed save, you decide what action the creature will take and where it will move during its next turn.
Any suggested course of action that is obviously suicidal automatically ends the effect.
This ability affects only a single creature.

Level 8: Versatile Performer
By combining different approaches to performing, you have managed to enhance the effects of your performances.
Benefit: Once per day, when you start performing you can grant two different benefits with your performance simultaneously.
At 14th and 20th level you gain an additional use per day of this ability.

Level 9: Bolstering Performance
Your performance inspires greatness in others, allowing them to push beyond their limits.
Benefit: When you start a performance, you can grant you and all allies within 30 feet one of the following benefits:

· two bonus Hit Dice (2d10), granting temporary hit points (apply the target’s Constitution modifier, if any, to these Hit Dice)
· advantage on Constitution-based saving throws

Level 11: Lore Master
Your travels have expanded your knowledge to great heights.
Benefit: When you make an Intelligence check to recall lore and don’t like the result, you can use your Intelligence score in place of the result.

Level 15: Heroic Performance
Your performance is capable of inspiring tremendous heroism in others, greatly increasing their chances in combat.
Benefit: When you start a performance, you can grant you and all allies within 30 feet one of the following benefits:

· advantage on one attack roll of choice each turn
· any damage roll of 1 is treated as a 2

Level 18: Mass Suggestion
Your performing skills are so fascinating your entire audience is willing to do things for you.
Benefit: When you successfully fascinate creatures, you can now make a suggestion to all of them. This ability functions the same as the suggestion ability, but can affect several creatures at once.


Bard Spells

Cantrips
Light
Mage Hand
Mending
Minor Illusion
Prestidigitation
Read Magic
Resistance

Level 1 Spells
Alarm
Cause Fear
Charm Person
Comprehend Languages
Cure Wounds
Detect Magic
Disguise Self
Feather Fall
Grease
Identify
Sleep

Level 2
Animal Messenger
Blur
Darkness
Hold Person
Invisibility
Mirror Image
Silence
Sound Burst

Level 3
Blink
Confusion
Daylight
Dispel Magic
Haste
Remove Curse
Slow
Speak with Animals

Level 4
Dimension Door
Dominate Person
Freedom of Movement
Hold Monster
Protection from Poison
Scrying

Level 5
Mass Suggestion
Seeming

Level 6
Mass Invisibility
Otto’s Irresistible Dance
 

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Not bad - I like what you did with Bardic Lore in particular.

Fascination for 1 round/level seems... short for low levels. It's a pretty weak effect to start with.

While it's traditional, I've never understood why both spells and bardic song are needed. Personally I think I'd beef up the Performance end of things until it met spells halfway, then drop spellcasting.

But then, I really liked it when they made Turn Unread a spell too.
 

CAFRedblade

Explorer
I can definitely see a use for Turn UnRead, it gets ride of the riff raff from high society functions without causing too much of an issue... Hey, that Barbarian doesn't belong at the Lord's Gala wearing only his loincloth..

Edit for Comments on the Bard Write up:
Pretty cool adaptation. Would have to see things in play against other classes.

I do look forward to the official version as well.
 

Kirfalas

First Post
Thank you for your replies!
Turn Unread would be an awesome spell!

I had my doubts about fascination for 1 round/level myself, but that's how they did it in 3.5... Perhaps 1 round/level + CHA modifier would be better?

I had expected more critical replies, so I guess I did a pretty good job then :) I'll present the class to my girlfriend this weekend!
 

i do believe it captures the 3rd edition bard very well within a dndnext enviroment... too bad I´d rather have a 2nd edition bard or a 4th edition skald
 

Kirfalas

First Post
Thank you for your reply :)

I'm not very familiar with either. Any tips to what I could change to achieve a more all-encompassing bard?

I fiddled around with some optional packages to add to the class on level 1. What do you think of this?

Level 1: Bard Career
As a performer, you have a career. Your bard career describes where you make your performance heard, and what you might be doing on the side.
Benefit: You gain one Bard Career option of your choice. Several options are presented here, from court bard to skald.
Your career gives you in training in certain skills and a bonus feat.

Arcanist
You have focused on the magical aspect of your performance. It’s surprising how much a performance can be spruced up with a few cantrips. In your additional studies you have also picked up a good bit of knowledge.
Skills: You gain the perform and recall lore (forbidden lore and magical lore) skills.
Bonus Feat: You gain Arcane Dabbler as a bonus feat.

Court Bard
You hold performances at noble courts, currying favour with the local nobility. You pick up information about the political intrigue and might even partake in it.
Skills: You gain the perform, persuade and recall lore (political lore) skills.
Bonus Feat: You gain Unflappable as a bonus feat.

Dervish
You are a dancer, capable of graceful performances both on and off the battlefield. When you dance in combat you are capable of flitting between opponents unharmed.
Skills: You gain the perform, recall lore (folklore) and tumble skills.
Bonus Feat: You gain Tumbling Movement as a bonus feat.

Skald
Also known as a warsinger, you have focused your performance towards battle. Your approach to document a battle is to partake in it.
Skills: You gain the intimidate, perform and recall lore (military lore) skills.
Bonus Feat: You gain Interposing Shield as a bonus feat.

Street Bard
Being a performer is not always easy, and you can’t seem to make a living with just your performance. The streets are an excellent place to make some extra money however, especially for someone with the distracting skills you have.
Skills: You gain the conceal an object, gather rumors and perform skills.
Bonus Feat: You gain Pick Pockets as a bonus feat.
 
Last edited:

tuxgeo

Adventurer
Thank you for your reply :)

I'm not very familiar with either. Any tips to what I could change to achieve a more all-encompassing bard?

I fiddled around with some optional packages to add to the class on level 1. What do you think of this?

Level 1: Bard Career
As a performer, you have a career. Your bard career describes where you make your performance heard, and what you might be doing on the side.
Benefit: You gain one Bard Career option of your choice. Several options are presented here, from court bard to skald.
Your career gives you in training in certain skills and a bonus feat.

Arcanist
You have focused on the magical aspect of your performance. It’s surprising how much a performance can be spruced up with a few cantrips. In your additional studies you have also picked up a good bit of knowledge.
Skills: You gain the perform and recall lore (forbidden lore and magical lore) skills.
Bonus Feat: You gain Arcane Dabbler as a bonus feat.

Court Bard
You hold performances at noble courts, currying favour with the local nobility. You pick up information about the political intrigue and might even partake in it.
Skills: You gain the perform, persuade and recall lore (political lore) skills.
Bonus Feat: You gain Unflappable as a bonus feat.

Dervish
You are a dancer, capable of graceful performances both on and off the battlefield. When you dance in combat you are capable of flitting between opponents unharmed.
Skills: You gain the perform, recall lore (folklore) and tumble skills.
Bonus Feat: You gain Tumbling Movement as a bonus feat.

Skald
Also known as a warsinger, you have focused your performance towards battle. Your approach to document a battle is to partake in it.
Skills: You gain the intimidate, perform and recall lore (military lore) skills.
Bonus Feat: You gain Interposing Shield as a bonus feat.

Street Bard
Being a performer is not always easy, and you can’t seem to make a living with just your performance. The streets are an excellent place to make some extra money however, especially for someone with the distracting skills you have.
Skills: You gain the conceal an object, gather rumors and perform skills.
Bonus Feat: You gain Pick Pockets as a bonus feat.

I like this. Something like this is probably going to be included in the official Next bard class. I especially like your inclusion of the "Dervish" choice, because dance is an often-overlooked part of performance.

Other possible types: Composing Bard (=poet/playwright); Historical Bard (=herald); Current Events Bard (=minstrel); Popular Bard (=event promoter).
 

It is mainly the spell list, that I don´t really like.

ADnD bard had all wizard spells on the list, and thus he was playable as a fighter/mage. He was very versatile, due to his unlimited selection of spells.
The ADnD bard´s handbook allowed the bard to focus more on certain aspects: fighting, spellcasting or trickery. The blade allowed very precise called shots and two handed fighting, the sage allowed for more spellcasting etc...

So your bonus feats at first level are a good beginning to differentiate different archetypes. If you open up the spell list a bit more, it would be even better. I would also suggest to make the bardic performances play a lesser part of that class. Only the troubardour/spellsinger needs that focus.
Different kinds of bards should have different kinds of encouraging performances.
 

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