Dungeons & Delvers 2nd Edition: Infinite-Magic Bards?

Originally, the bard had unlimited magic, it just took multiple rounds to get things going. So, an attack spell might take 3 rounds to set off, but it would inflict a decent chunk of damage (I used the amount of damage a bard could reasonably expect to inflict with weapons over the course of three rounds as a basis). The issue was: what if combat didn't last that long? Or, what if the target the bard was going for ended up dying, moving, or even fleeing?

It only took a session to conclude that this was a bad idea, so we moved to a Rhythm resource. It's one point per level, modified by Charisma (just once, not at every level), and you recover all of it during a Short Rest (so, up to three times per day). While many bard Songs can be used as a sort of ritual for free, you can spend Rhythm to "cast" bard Songs right away, and as with every other spellcasting class can spend more to enhance them in various ways.

Bards also have a scaling Song Bonus which modifies what Songs can do, ups the damage, makes them harder to resist, but it only applies while using an Instrument. Kind of like the wizard's Arcane Focus, and there will also be exceptional instruments that give a bonus to Perform, can grant access to Songs, and/or modify them (gives bards something to spend cash and/or time on).

But I had another thought on the (mostly) infinite-magic bard. The way I've got a bunch of it setup, the bard just makes Perform checks to see what a Song does on a round-by-round basis (higher result equals better effect, too low and nothing happens that turn). No points, and for the most part he suffers no damage.

Before we get to some examples, some other things to be aware of:

Learning Songs

Similar to wizards, bards will need to find Songs and use a talent to master it, or spend time to compose one (which can be one in the book, or one he comes up with). Unlike wizards, you cannot normally play a Song that you haven't mastered.

Gives bards a reason to go adventuring: find new Songs. Composing a Song is essentially the bard version of Researching a spell. Gives you something to do during downtime, and a good way to get a Song you want but haven't found.

Perform Check

Each round the bard can begin singing a Song (generally requires a Swift or Standard Action). Instead of spending points he makes a Perform check, and if he meets-or-beats the DC the Song takes effect until the start of his next turn (or about six seconds if you aren't in combat). If you fail, no biggie: you simply roll again during your next turn.

Now, if he exceeds the minimum the Song can have increased effects. For example, Slaying Song grants a +1 bonus to damage if you hit the 15 DC, but for every 5 points you exceed this it goes up by another +1, to a maximum of +5 at 35 and up.

On that note, unless otherwise specified, you must make the Perform check every turn (and if you are injured the check is Hindered). This means that you won't know on a round-by-round basis how effective your Songs will be, or even if it even does anything that turn.

For Songs intended to be used for an extended task or activity, such as overland travel or crafting, it'll either be you effectively "taking 10", or have an effect based on your Perform bonus, so as to avoid rolling thousands of times.

Upgrading Songs

Obviously you'll want to keep upping Perform, but you can also spend Skill Points on a specific Song to gain an additional +1 bonus when using it each time (representing the bard really focusing on that one Song), as well as enhance it in other ways.

Casting Times

Most will be a Swift or Standard Action, though some will take longer depending on what they do (stuff like causing earthquakes and changing the weather will take more time in the range of minutes or even hours). Some will also have a Drain cost, though unlike a wizard bards won't have an inherent buffer to offset the WP/VP damage (but a Talent could give them one).

EXAMPLES

Heartwarming Tune
Perform 10
Area of Effect 10-foot radius sphere surrounding you

The bard and all of his allies within the area of effect gain cold resistance 5.
Instrument The cold resistance is increased by your Song Bonus.

  • Perform 15 The cold resistance is increased to 7.
  • Perform 20 The cold resistance is increased to 9.
  • Perform 25 The cold resistance is increased to 11.
  • Perform 30 The cold resistance is increased to 13.
  • Perform 35+ The cold resistance is increased to 15.
  • Upgrade 2 Skill Points. The area of effect is increased to a 20-foot radius sphere.
  • Upgrade 2 Skill Points. The area of effect is increased to a 30-foot radius sphere.
  • Upgrade 1 Skill Point. The effects of this Song linger for one round after the bard stops singing or playing it. The bard can purchase this Upgrade multiple times, but the number of rounds the Song lingers cannot exceed his bard level.

Increased Tempo
Perform 10
Area of Effect 10-foot radius sphere

Until the start of his next turn, the bard and all of his allies within the area of effect gain a +5 bonus to their ground Speed.
Instrument The bard and affected allies can use their Swift Action to move up to their Speed.

  • Perform 20 The Speed bonus is increased to 10 feet.
  • Perform 30+ The Speed bonus is increased to 15 feet.
  • Upgrade 2 Skill Points. The area of effect is increased to a 20-foot radius sphere.
  • Upgrade 2 Skill Points. The area of effect is increased to a 30-foot radius sphere.

Invigorating Music
Perform 10
Area of Effect 30-foot radius sphere

The bard and all of his allies within the area of effect gain 1 temporary Vitality Point.

  • Perform 15 You and all allies within the area of effect gain 2 temporary Vitality Points.
  • Perform 25 You and all allies within the area of effect gain 3 temporary Vitality Points.
  • Perform 30 You and all allies within the area of effect gain 4 temporary Vitality Points.
  • Perform 35+ You and all allies within the area of effect gain 5 temporary Vitality Points.
  • Upgrade 2 Skill Points. The area of effect is increased to a 60-foot radius sphere.
  • Upgrade 2 Skill Points. The area of effect is increased to a 90-foot radius sphere.
  • Upgrade 2 Skill Points. While using an instrument, the amount of temporary Vitality Points gained is doubled.
Slaying Song
Perform 15
Area of Effect 5-foot radius sphere

The bard and all of his allies within the area of effect gain a +1 bonus to their melee damage rolls.
  • Perform 20 The damage bonus is increased to +2.
  • Perform 25 The damage bonus is increased to +3.
  • Perform 30 The Damage bonus is increased to +4.
  • Perform 35+ The Damage Bonus is increased to +5.
  • Upgrade 2 Skill Points. The area of effect is increased to a 10-foot radius sphere.
  • Upgrade 2 Skill Points. The area of effect is increased to a 15-foot radius sphere.
  • Upgrade 4 Skill Points. While using an instrument, you also gain an equivalent bonus to attack rolls.


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