Posts Tagged With: Bard

Dwarven Bardic Spell List

So, I’ve been in the midst of trying to figure how a Ilda, the Dwarven Bard, successfully made a “God-call” to get her out of a seriously nasty jam. In the process I was taking a serious look at the Bardic spell list in the Player’s Handbook as was struck at how odd some of the spells were for dwarves in my game world. The nice thing about 5E is that there is a unified set of levels for spells – spellcasters get nine, lesser spellcasters get five, and the quasi-casters (archtypes) get four. Also unlike 1E, spells don’t change level depending upon what class they are.

So, looking at the list, and thinking about Dwarves, here is their modified spell list:

  • Cantrips
    • Remove Dancing Lights, Minor Illusion
    • Add Produce Flame, Magic Stone
  • First Level
    • Remove Longstrider, Silent Image, Unseen Servant
    • Add Absorb Elements, Bless, Earth Tremor
  • Second Level
    • Remove Phantasmal Force
    • Add Arcane Lock
  • Third Level
    • Remove Leomund’s Tiny Hut, Major Image
    • Add Glyph of Warding, Meld Into Stone
  • Fourth Level
    • Remove Dimension Door, Hallucinatory Terrain, Polymorph
    • Add Conjure Minor Elementals, Stone Shape, Stoneskin
  • Fifth Level
    • Remove Dominate Person, Teleportation Circle
    • Add Passwall, Wall of Stone
  • Sixth Level
    • Remove Programmed Illusion
    • Add Move Earth
  • Seventh Level
    • Remove Etherealness, Mirage Arcane, Mordenkainen’s Magnificent Mansion, Project Image, Teleport
    • Add Antimagic Field, Antipathy/Sympathy, Reverse Gravity, Sequester, Symbol
  • Eighth Level
    • Remove Dominate Monster
    • Add Earthquake
  • Ninth Level
    • Remove True Polymorph
    • Add Imprisonment

So, as you can see, less illusion and transport spells, more spells with a rune or earth focus. I also pulled out the Dominate spells because they didn’t fit either.

TTFN!

D.

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5E – Bardic College – The Delian Academy

NOTE: Members of the Delian College operate in significantly different manner from normal Bards. Primarily, their “Inspiration” is not as a result of stirring language but is instead representative of their ability to manipulate destiny and fate for individuals. This ability is also not a Arcane or Divine ability, but a Psychic one – the DM can decide if this means that no Focus is needed or if Psychics need a Psychic Focus (typically a crystal or a piece of jewelry of some sort). Lastly, in the original setting, the Timedancer Feat is needed to be allowed to study at the Academy – meaning that begin play as a member of the Order requires either a Common Human with a Charisma of 13+ who takes that feat at 1st Level, or being a member of the variant human race, the Delian (who would have a similar Feature).

The Delian Academy

The majority of the members of the Delian Order study at the Delian Academy, brought there from wherever in time and space they are found. The Delian Academy is found in the Citadel of Eternity in the great city of Aeon where it sits in the Deep Time. There the prospective members of the Order study both arms and temporal science and mysticism, preparing themselves to be sent out into the River of Time as agents of the Delian Council, looking for threats to Creation – from either within or without. The Delian Order tends to place agents in one of two situations, those who watch places or locations defined by some combination of spatial or temporal significance (e.g. the Battle of Ebionstark or the Siyahchal) and those who are set to watch particular individuals (e.g. Ashanden the Solitaire or the Necromancer). In either case they act as the eyes and ears of the Order, and can take action if it is deemed necessary. Rare agents operate as roam the River of Time freely, looking for evidence of the Dearth, or the Ichneumon Vorre, or the any of a handful of threats considered so dire that the Delian will take action.

NOTE: Instead of Three Instruments at Level One, students of the Delian Academy are skilled in the Arcana, History, and the use of the Astrolabe (Tool). Also, at 1st Level, they may only apply Inspiration to themselves, not to others.

Bonus Proficiencies

Agents of the Delian gain the Insight, Investigation, and Perception skills.

Timespinner

At 3rd level the Agent learns to apply Inspiration to others, and anyone under the effect of their Inspiration may use it to increase their damage (as per the College of Valor) as well as use a Reaction to use the Inspiration die to increase their AC (also as per the College of Valor).

Extra Attack

At 6th Level the Agent attacks twice rather than once when the Attack action is taken on their turn.

Temporal Warrior

Upon reaching 14th Level, the Agent can blend their manipulation of time and combat together seamlessly. When using their action to cast a Bard spell they may also take a single weapon attack as a bonus action.

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5E – Bardic College of Tantra

College of Tantra
Bards of the College of Tantra are more than mere musicians, in fact their skills as a musician pale in comparison to their social graces at formal balls and social companions. Renowed for their skills in the bedchamber, these bards (more commonly known as “Tantrics”) are also skilled as performers of all sorts (dancing, poetry, etc.) and for their ability to provide other sorts of amusing companionship (gaming, etc.) in the service to their lovers, patrons, and friends. Far more than prostitutes, the greatest of courtesans and hetaera are counted among their number. What is far well less known is that Tantrics also provide some of the greatest spying services in the Mortal Realms, using pillow-talk and overheard conversation alike to have a deep understanding of the structures and pathways of power in whatever realm they live in. Most Tantrics find themselves a patron of some sort, and are known as “Chained Tantrics” for this reason (often exchanging a chain with the patron as a lover’s token) while “Free Tantrics” wear their chain proudly, choosing lovers as they wish. Gathering at balls, salons, and wherever the rich and powerful gather, Tantrics are a powerful but quiet network that moves behind the scenes working towards various ends. Lastly, a secret group of Tantrics known as the “Dakini” operate as a hidden force that protects members of the College from unwilling servitude or hostile action. Tantrics may use their Tantric’s Chain or Performance skill in lieu of a musical instrument as an Arcane Focus.

Bonus Proficiencies
Tantrics gain proficiency in a gaming set, their cosmetics (disguise) kit, and the exotics weapons of Razornails, Warfan, Fighting Chain, and Playing Cards

Lover’s Favor
The Tantric may bestow their Bardic Inspiration dice upon their intimates without a musical performance within the last 10 minutes, but must be able to indicate that the target has their favor. Furthermore, the intimates of the Tantric may add the Tantric’s Charisma bonus to Bardic Inspiration dice rolls if accompanied with a kiss, other intimate gesture, or token of favor.

Alluring Form
Upon reaching 6th level, the characters entrancing form and persuasive words can magically enthrall another creature. As an action, choose one other creature that you can see within 30 feet. If the target can see you it must make a saving throw (Wisdom) or be charmed by the Tantric until the end of the Tantric’s next turn. The Charmed creature’s speed drops to 0, and the creature is incapacitated and obviously infatuated. On subsequent turns the Tantric can use their action to maintain this effect, extending the duration till the end of their next turn. However the spell ends if the Tantric is ever further than 30 feet away from the creature or if the creature loses sight of the Tantric. If the creature takes damage they may make a saving throw (Wisdom) to end the effect. Once the effect ends, or if the creature succeeds on it’s initial saving throw, it cannot be used again on that same creature until the Tantric takes a long rest.

Withering Glare
At 14th Level the Tantric may stagger or freeze people in their tracks with a withering glare as an Action or a Response. The creature must be within thirty feet, and upon being targeted suffer Disadvantage on their next action. They must also make a saving throw (Wisdom) or they are staggered and stand transfixed, Incapacitated until their next action. Upon a successful save the Tantric may not try this again on the same target until after a long rest. Creature immune to Charm are immune to this ability.

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