Bards
Bards use ancient Soul Magic to strengthen their allies and weaken their enemies. Their spells are based on rhythm and emotion.
Special Features
Soul Magic
Because bardic magic tampers with the soul, even allies must make initial saves against support spells—the soul reflexively resists. Bards do not need foci; simple instruments or their own voice are sufficient.
Da Capo
Some bard spells start weak and grow stronger the longer they are maintained. These always require concentration, which ends as soon as another Da Capo spell is cast (even if the bard technically still has concentration capacity).
Hostile creatures in the area of an active Da Capo spell must roll a save at the start of each of their turns; the same applies when a creature enters the area.
++
The “++” notation in a Da Capo spell means the value increases by 1 each round you keep concentrating. The increase is applied at the start of the Bard’s turn.
The increase is capped at the Bards WIL-MOD.
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Varieté
Other bard spells are strong right away but work best with rapid switching.
If the bard repeats the same Varieté spell on the very next turn, all targets gain Advantage 1 on their save. If a different Varieté spell follows a Varieté spell (in the same turn or the next), all targets suffer Disadvantage 1 on their save.
Performances
Performances are spells a Bard can cast only outside of combat.
Foci
Bards do not use regular foci. They can cast using only their voice, mundane instruments, or any other audial storytelling medium of their choice.
Proficiency Values
Euphony
Each point in Euphony increases the DC and SA for euphonic spells by 1.
Cacophony
Each point in Cacophony increases the DC and SA for cacophonic spells by 1.
Spell Upgrades
Bard spells can be upgraded for 4 SP to the equivalent of the next spell tier. You may still use the lower-tier version afterward.