Troubadour

Troubadour

Troubadours are famously known as travelling bards, carrying with them the stories they've gathered on their path. They wield the power of music and song artfully, channeling their magic. Troubadours are often associated with a romantic view of the world, as they push to get the most out of it, and travel far to see its beauty.

Troubadour’s Bardic Arts

As a Troubadour, when you are capable of choosing new Bardic Arts, you may also choose from this list.

Bardic Art

AP Cost

Description

Power Chord

3

You and allies that can hear you within 60 feet gain a +1 bonus to their critical range until the start of your next turn.

Fartraveled

2

You and one ally that can hear you within 60 feet cannot be slowed by nonmagical difficult terrain, and magical difficult terrain can only slow movement to a maximum of 10 feet until the start of your next turn. If you or your ally under the effect of Fartraveled spends no AP on casting spells or attacking, they gain 10 feet of Movement at the start of their next turn.

Loremaster

2

You can determine either the classification and species / race of a creature that you can see, or one of its Attributes scores and that attribute’s Save bonus.

Leitmotif

3

You play an allies theme. If they can hear you and are within 60 feet, they may choose to make any single dice roll on their next turn at advantage.

Invigorating Song

5

Up to 3 Allies of your choice within 60 feet of you that can hear you have the AP cost of their attacks reduced by 1 until the start of your next turn.

Duet

2

You alter your Initiative to be the same as one of your allies.

Favor of Fate

At Level 1, your Inspiration dice now grants a +1 bonus to the d20 roll when used.

You gain an additional use of your Inspiration dice.

Well Learned

At Level 5, you gain advantage on History checks you make, and you can use Inspiration twice per turn.

You learn an additional Bardic Art.

Confident

At Level 9, your Inspiration dice now grants a +2 bonus to the d20 roll when used.

At the start of your turns in combat, if you have not taken damage since the end of your last turn, you can spend 2 AP to regain a use of Inspiration.

Rile the Company

At Level 13, when you or an ally lands a critical hit within 30 feet of you, you regain a use of Inspiration, and the character that landed the critical hit becomes Inspired.

You learn an additional Bardic Art.

Master Bard

At Level 17, your Inspiration dice now grants a +3 bonus to the d20 roll when used.

You can use Inspiration up to three times per turn.

Inspiration costs you 1 AP to perform.