{"name":"Barde Satire","overview":"","hitdice":"d8","hitpointsfirstlevel":"","hitpointsathigherlevels":"","armorproficiencies":"","weaponproficiences":"","tools":"","savingthrows":"","skills":"","equipment":"","spellcasting":"","features":"[b][u]Bardic Inspiration\r\n[br][\/u][\/b]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, [b]1d6. (1d8 lvl5; 1d10 lvl10; 1d12 lvl15)[\/b]\r\nOnce 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.\r\nYou 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.\r\n[br]\r\n[br]\r\n[b][u]Jack of All Trades\r\n[br][\/u][\/b]Starting at [b]2nd[\/b] level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.\r\n[br]\r\n[br]\r\n[b][u]Song of Rest\r\n[br][\/u][\/b]Beginning at [b]2nd[\/b] 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 spend one or more Hit Dice to regain hit points at the end of the short rest, each of those creatures regains an extra [b]1d6[\/b] hit points. [b](1d8 lvl9; 1d10 lvl13; 1d12 lvl17)\r\n[br][\/b]\r\n[br]\r\n[b][u]Expertise\r\n[br][\/u][\/b]At [b]3rd[\/b] 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.\r\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.\r\n[br]\r\n[br]\r\n[b][u]Font of Inspiration\r\n[br][\/u][\/b]Beginning when you reach [b]5th [\/b]level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.\r\n[br]\r\n[br]\r\n[b][u]Countercharm\r\n[br][\/u][\/b]At [b]6th[\/b] level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an reaction, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).\r\n[br]\r\n[br]\r\n[b][u]Magical Secrets\r\n[br][\/u][\/b]By [b]10th[\/b] level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\r\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\r\nYou learn two additional spells from any class at [b]14th[\/b] level and again at [b]18th[\/b] level.\r\n[br]\r\n[br]\r\n[b][u]Superior Inspiration\r\n[br][\/u][\/b]At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.\r\n[br]\r\n[br][b][u]Ability Score Improvement\r\n[br][\/u][\/b]When you reach [b]4th[\/b] level, and again at [b]8th[\/b], [b]12th[\/b], [b]16th[\/b], and [b]19th[\/b] 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.","subclasses":"[b][u]Bonus Proficiencies\r\n[br][\/u][\/b]When you join the College of Satire at [b]3rd[\/b] level, you gain proficiency with thieves\u2019 tools. You also gain proficiency in Sleight of Hand and one additional skill of your choice. If you are already proficient with thieves\u2019 tools or in Sleight of Hand, choose another skill proficiency for each proficiency you already have.\r\n[br]\r\n[br]\r\n[b][u]Tumbling Fool\r\n[br][\/u][\/b]At [b]3rd[\/b] level, you master a variety of acrobatic techniques that allow you to evade danger. As a bonus action, you can tumble. When you tumble, you gain the following benefits for the rest of your turn:\r\n[br]\r\n[ul]\r\n[li]You gain the benefits of taking the Dash and Disengage actions.[\/li]\r\n[li]You gain a climbing speed equal to your current speed.[\/li]\r\n[li]You take half damage from falling.\r\n[br]\r\n[br][\/li]\r\n[\/ul]\r\n[b][u]Fool's Insight\r\n[br][\/u][\/b]At [b]6th[\/b] level, your ability to gather stories and lore gains a supernatural edge. You can cast Detect Thoughts up to a number of times equal to your Charisma modifier. You regain any expended uses of this ability after completing a long rest.\r\n[br]If a creature resists your attempt to probe deeper and succeeds at its saving throw against your Detect Thoughts, it immediately suffers an embarrassing social gaffe. It might loudly pass gas, unleash a thunderous burp, trip and fall, or be compelled to tell a tasteless joke.\r\n[br]\r\n[br]\r\n[b][u]Fool's Luck\r\n[br][\/u][\/b]Jesters seem to have a knack for pulling themselves out of tight situations, transforming what looks like sure failure into an embarrassing but effective success.\r\n[br]At [b]14th[\/b] level, you can expend one use of Bardic Inspiration after you fail an ability check, fail a saving throw, or miss with an attack roll. Roll a Bardic Inspiration die and add the number rolled to your attack, saving throw, or ability check, using the new result in place of the failed one.\r\n[br]If using this ability grants you a success on the attack, saving throw, or ability check, note the number you rolled on the Bardic Inspiration die. The DM can then apply that result as a penalty to an attack or check you make, and you cannot use this ability again until you suffer this drawback. When the DM invokes this penalty, describe an embarrassing gaffe or mistake you make as part of the affected die roll.","tabledata":"","tags":"Bare, Satire","isShared":"on","templateId":"25","blockId":"433515","world":""}