Sunday, July 17, 2022

[CLASS] Dungeon! - The Bard

The Bard

HP: +1d6 each Level, minimum of +3

AC: +1 each 2nd Level

AB: +1 each 2nd Level

Save: -1 each Level

Skills: +2 Skill Pips each Level


At 1st Level, you are able to inspire those around you through sheer willpower, usually by performing. As an Action, you may begin such a performance. For up to 10 minutes, you and allies that can see or hear you gain a +1 bonus on Attack rolls, Damage rolls, and Saves. Once you have used this Ability, you must finish a Long Rest before you may use it again. Finally, you may use 1 Spell Point to use this Ability again even if you haven't finished a Long Rest yet.


At 2nd Level, your willpower has granted you the ability to Cast Spells. You learn a number of Spells equal to your Bard Level and you gain 2 Spell Points (SP). Using 1 Spell Point, you may cast any Spell you know. You regain used Spell Points after a Long Rest.


At 3rd Level, you begin to specialize your performance. You may choose one of the options below.

  • Composer: The bonuses provided by your 1st Level Ability increase from +1 to +2.
  • Dancer: While you are performing per your 1st Level Ability, you have +5 AC.
  • Jester: When you attempt Skill Checks to Demoralize or Taunt targets, you have Advantage.
  • Magician: You learn 3 additional Spells.
  • Soloist: You gain +2 AB, +2 AC, and you deal +2 Damage with Weapons.

At 4th Level, you may gain one of the options below.

  • You gain 1 additional Spell Point and +1 AB.
  • You gain 1 additional Spell Point and +2 Skill Pips.
  • You gain 2 additional Spell Points.

At 5th Level, your performance enhances your combat. You gain the option below that matches the path you took at 3rd Level.
  • Composer: On your Turn, you may direct an ally who can see or hear you, allowing them to attempt a single Weapon Attack. You may only use this Ability once per Round.
  • Dancer: When an Attack roll misses you, you may attempt a single Weapon Attack. You may only use this Ability once per Round.
  • Jester: When you successfully Demoralize or Taunt a target, you may use 1 Spell Point to Heal yourself or an ally that can see or hear you for 2d6 HP. Alternatively, you may attempt a single Weapon Attack instead.
  • Magician: Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
  • Soloist: Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.

At 6th Level, you may gain one of the options below.

  • You gain 1 additional Spell Point and +1 AB.
  • You gain 1 additional Spell Point and +2 Skill Pips.
  • You gain 2 additional Spell Points.


At 7th Level, your performance aides you further. You gain the option below that matches the path you took at 3rd Level.
  • Composer: You regain the use of your 1st Level Ability whenever you finish a Short or Long Rest, instead of only regaining its use when you finish a Long Rest.
  • Dancer: While you are performing per your 1st Level Ability, you have Advantage on Saves.
  • Jester: Whenever you finish a Long Rest, choose 3 Skills. You have Advantage on those Skills until you finish another Long Rest.
  • Magician: Whenever you finish a Short or Long Rest, you may swap out one Spell you know with a different one.
  • Soloist: You gain an additional +2 AB, +2 AC, and you deal an additional +2 Damage with Weapons.


At 8th Level, you may gain one of the options below.

  • You gain 1 additional Spell Point and +1 AB.
  • You gain 1 additional Spell Point and +2 Skill Pips.
  • You gain 2 additional Spell Points.


At 9th Level, you master your style of performance. You gain the option below that matches the path you took at 3rd Level.
  • Composer: You may now use your 5th Level Composer Ability twice per Round.
  • Dancer: You may now use your 5th Level Dancer Ability twice per Round.
  • Jester: Whenever you use a Spell Point, you may grant an ally within Short Range a 1d12 bonus die. They may use this bonus die once during the next 10 minutes, adding it onto an Attack Roll, Damage Roll, Save, or Skill Check. Each of your allies may only have one of these bonus dice at a time.
  • Magician: You deal +5 Damage with Spells.
  • Soloist: Twice per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.


At 10th Level, you have become a renown performer. The old Court Jester of local Royalty or the leader of a local Performer's Guild seek you out, each making you an offer. You may either take up the mantle of the old Court Jester, or you may join the Performer's Guild. Details for both options are below.
  • Court Jester: The old Court Jester puts in a good word with local royalty and arranges for you to take their place as soon as possible. Once you have taken their place, you will receive 3d6 Gold per day as a stipend and you will be gifted a home to live in at the nearest royal castle, stronghold, city, etc. The royalty you perform for takes quite a shine to you, treating you like one of the family. Finally, you and your allies may successfully rest within your home in half the normal time due to its accommodations.
  • Performer's Guild: You join the local Performer's Guild, and you are welcomed with open arms. While you do not own the Guild, you have immense sway over its decisions due to your renown. For each Day of Downtime you spend at the Guild, you generate 6d6 Gold of profit for yourself. Finally, you and your allies may successfully rest within the Guild in half the normal time due to its accommodations.

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