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(+)The 5e Bard Doesn't Feel Right. Help Me Fix It?
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<blockquote data-quote="doctorbadwolf" data-source="post: 7961177" data-attributes="member: 6704184"><p>Okay, from all your feedback so far, I think the following will work.</p><p></p><p>*Ditch Magical Secrets.</p><p></p><p>*Create at least a half dozen bard song spells that all bards get access to</p><p></p><p>*add additional spells to each subclass</p><p></p><p>*Trade Bardic Inspiration for Words of Power. A set of effects on the same resource recharge, with different effects and their own scaling by bard level. Bonus action, last for 10 minutes with concentration, you can use a bonus action anytime during the duration to speak again and include new creatures in the effect. Use Cha mod per long rest, then eventually per short rest. All allies who hear it within 100ft gain;</p><p></p><p>**Words of Courage. a bonus to 1 saving throw and THP equal to the Bard’s Charisma modifier, once per round, and advantage on saves against fear. At later levels it’s 1/turn, and eventually adds to death saves and concentration saves.</p><p></p><p>**Words of Alacrity. A +10 speed bonus and add Bard’s Charisma Mod to their AC against opportunity attacks.</p><p></p><p>**Words of Doom. Allies get +Cha to 1 damage roll per round. Enemies who hear your words have disadvantage on saves against fear, and you can use a reaction when an enemy affected by your words of doom attacks you or an ally to strike fear into their heart. They must succeed on a Wisdom saving throw or be frightened of you, and take 1d8+Cha mod psychic damage.</p><p></p><p>**Words of Secret Knowledge. A bonus to Spell save DC?</p><p></p><p>**Words of [that feeling that gets people off the couch to go march on Washington. Righteous Fury?]. Non-hostile creatures that hear you are influenced to do soemthing about a situation. They gain [bonuses] and will try to effect change in a way determined by what problems you present to them as needing fixed, as determined by the DM. Any of your allies who hear you words are also emboldened</p><p></p><p>Higher level options, come online at major tier levels? Stuff like Words of Forbidding (stuff can’t come near without succeeding on a save) and Words of Healing (just a light group heal effect, with bonus action thp grant for the duration) and even some of the wild stuff I mentioned like commanding the dead to rest or reviving an ally, or effect similar to calm emotions.</p><p></p><p>In heroic fiction, bard types can often shame someone into acting correctly when they are not, causing surrender, or a corrupt king to do what’s right, etc. I like that, but it needs to walk the line of avoiding actual mind control.</p><p></p><p>*Add an ability to effect social groups, like a town, county, nation, or region, with the sphere of influence growing as you level. You write stories or songs or nail your manifesto to temple doors, and the word spreads, depending on a skill check? Just Charisma+proficiency? Maybe a scale with a table shows how big an influence you can have, and it’s Cha+prof+bard level?</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7961177, member: 6704184"] Okay, from all your feedback so far, I think the following will work. *Ditch Magical Secrets. *Create at least a half dozen bard song spells that all bards get access to *add additional spells to each subclass *Trade Bardic Inspiration for Words of Power. A set of effects on the same resource recharge, with different effects and their own scaling by bard level. Bonus action, last for 10 minutes with concentration, you can use a bonus action anytime during the duration to speak again and include new creatures in the effect. Use Cha mod per long rest, then eventually per short rest. All allies who hear it within 100ft gain; **Words of Courage. a bonus to 1 saving throw and THP equal to the Bard’s Charisma modifier, once per round, and advantage on saves against fear. At later levels it’s 1/turn, and eventually adds to death saves and concentration saves. **Words of Alacrity. A +10 speed bonus and add Bard’s Charisma Mod to their AC against opportunity attacks. **Words of Doom. Allies get +Cha to 1 damage roll per round. Enemies who hear your words have disadvantage on saves against fear, and you can use a reaction when an enemy affected by your words of doom attacks you or an ally to strike fear into their heart. They must succeed on a Wisdom saving throw or be frightened of you, and take 1d8+Cha mod psychic damage. **Words of Secret Knowledge. A bonus to Spell save DC? **Words of [that feeling that gets people off the couch to go march on Washington. Righteous Fury?]. Non-hostile creatures that hear you are influenced to do soemthing about a situation. They gain [bonuses] and will try to effect change in a way determined by what problems you present to them as needing fixed, as determined by the DM. Any of your allies who hear you words are also emboldened Higher level options, come online at major tier levels? Stuff like Words of Forbidding (stuff can’t come near without succeeding on a save) and Words of Healing (just a light group heal effect, with bonus action thp grant for the duration) and even some of the wild stuff I mentioned like commanding the dead to rest or reviving an ally, or effect similar to calm emotions. In heroic fiction, bard types can often shame someone into acting correctly when they are not, causing surrender, or a corrupt king to do what’s right, etc. I like that, but it needs to walk the line of avoiding actual mind control. *Add an ability to effect social groups, like a town, county, nation, or region, with the sphere of influence growing as you level. You write stories or songs or nail your manifesto to temple doors, and the word spreads, depending on a skill check? Just Charisma+proficiency? Maybe a scale with a table shows how big an influence you can have, and it’s Cha+prof+bard level? [/QUOTE]
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