Homebrew, SRD (Bard)
A musician who can create enchanting music that aids allies and hinders enemies.
hit dice:
d8
hit points at 1st level:
8 + Constitution modifier
hit points at higher levels:
1d8 (or 5) + Constitution modifier
armor proficiencies:
Light armor
weapon proficiencies:
Simple weapons, Ranged weapons without the two-handed property, Cutlass, Longsword, Rapier, Shortsword
tools:
Three musical instruments of your choice
saving throws:
Dexterity, Charisma
skills:
Any three of your choice.
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier, (b) a longsword, or (c) any simple weapon
- (a) a diplomat's pack or (b) an explorer's pack
- (a) a lute or (b) any other musical instrument
- Leather armor and a dagger
spellcasting:
None
class features:
As a bard, you gain the following class features:
Bardic Melodies
As a Bard you can project your will and spiritual power trough your melodies to help your allies or hinder your enemies. You know 3 melodies from the Bard Melodies list which increases as you gain levels as a Bard, as shown in the Melodies Known column of the Bard table. Some melodies have certain prerequisites that first have to be meet before you can learn them. Additionally each time you gain a level as a Bard you may switch one melody you already know with a melody you dont know.
Each melody has a playing time which indicates what kind of actions you need to preform to play it. Each melody also has Note cost, beggining at 1st level you have 6 Notes which increases as you gain levels as a Bard, as shown in the Notes column of the Bard table. Each melody also has a duration which indicates how long their effects last. Once you finish a long rest you regain all of your expended Notes.
To play a melody you must be wielding your bardic instrument to play that melody on it.
Some melodies require you to maintain concentration for their effects to last. To maintain concentration you must also keep playing your bardic instrument on each of your turns in addition to all of the other requierments to maintain concentration.
Some melodies require affacted creatures to make a saving throw which is made against your Melody Save DC which is equal to 8 + your Proficiency modifier + your Charisma modifer.
Bardic Inspiration
You can inspire others through stirring words or music. 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. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th Level, a d10 at 10th level, and a d12 at 15th level.
Jack of all Trades
Starting at 2nd Level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
Song of Rest
Beginning at 2nd Level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more hit dice, each of those creatures regains an extra 1d6 hit points.
The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
Bard College
At 3rd Level, you delve into the advanced techniques of a bard college of your choice.
Expertise
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you get to choose another 2 skill proficiencies to gain this benefit.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. You may also choose to take a Feat instead of increasing any of your ability scores.
subclass options: