Bard zone of truth 5e9/12/2023 That creature gains one Bardic Inspiration die, a d6. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. You can inspire others through stirring words or music. You can use a musical instrument (see Equipment) as a spellcasting focus for your bard spells. You can cast any bard spell you know as a ritual if that spell has the ritual tag. Spell attack modifier = your proficiency bonus + your Charisma modifier Ritual Casting Spell save DC = 8 + your proficiency bonus + your Charisma modifier In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one. You use your Charisma whenever a spell refers to your spellcasting ability. Your magic comes from the heart and soul you pour into the performance of your music or oration. Spellcasting AbilityĬharisma is your spellcasting ability for your bard spells. ![]() For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.Īdditionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots. The Spells Known column of the Bard table shows when you learn more bard spells of your choice.Įach of these spells must be of a level for which you have spell slots, as shown on the table. You know four 1st-level spells of your choice from the bard spell list. You regain all expended spell slots when you finish a long rest.įor example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot. To cast one of these spells, you must expend a slot of the spell’s level or higher. The Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table. You know two cantrips of your choice from the bard spell list. Your spells are part of your vast repertoire, magic that you can tune to different situations. You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. ( a) a lute or ( b) any other musical instrumentīardic Inspiration (d8), Font of Inspirationīardic Inspiration (d10), Expertise, Magical Secrets.( a) a diplomat’s pack or ( b) an entertainer’s pack.( a) a rapier, ( b) a longsword, or ( c) any simple weapon.You start with the following equipment, in addition to the equipment granted by your background: Tools: Three musical instruments of your choice Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st Proficiencies Hit Points at 1st Level: 8 + your Constitution modifier ![]() Class FeaturesĪs a bard, you gain the following class features. For bards, every day brings its own opportunities, adventures, and challenges, and only by bucking the odds, knowing the most, and being the best might they claim the treasures of each. Bards are quick-witted and captivating, and their skills might lead them down many paths, be they gamblers or jacks-of-all-trades, scholars or performers, leaders or scoundrels, or even all of the above. ![]() Typically masters of one or many forms of artistry, bards possess an uncanny ability to know more than they should and use what they learn to keep themselves and their allies ever one step ahead of danger. Through cleverness, talent, and magic, these cunning few unravel the wiles of the world, becoming adept in the arts of persuasion, manipulation, and inspiration. Untold wonders and secrets exist for those skillful enough to discover them. Nothing in the text should be interpreted as “rules” or “mechanics”. Note: The text in this shaded box was taken from a different Open Game License product.
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