Bardic Talents

Bardic Talents are abilities available to the Bard class.

## Available from 1st Level Onward

### Ridicule

As an action, you unleash a string of insults laced with vicious jabs at a creature you can see within range (60 feet). If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

### Beguiling Smile

As a bonus action, you flash a winning smile at a target. For one minute, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you.

### Hilarity

As a bonus action, you tell a joke so funny that a creature of your choice that can hear you falls into fits of laughter. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the effect ends.

### Encouragement

As an action, ou lay a reassuring hand on a willing creature you, and offer some encouraging words. They are now imbued with bravery. For the next minute the creature is immune to being frightened and gains temporary hit points equal to your Charisma modifier at the start of each of its turns. When the effect ends, the target loses any remaining temporary hit points from this spell.

## Available from 3rd Level Onward

### Paralytic Poison

You've fashioned or otherwise acquired a blowpipe and darts laced with a vicious Antivan poison. As an action, choose a humanoid that you can see within range (40ft). The target must succeed on a CON saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another CON saving throw. On a success, the effect ends on the target.

### Rousing Tale

You take half an hour to tell an enthralling tale out of mythology or folklore to one of your companions. Choose one of the following legends; the target gains the effect associated with that tale for the next four hours.

***The Epic of Calenhad.*** The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.

***The Tale of Aveline of Halamshiral.*** The target has advantage on Strength checks, and their carrying capacity doubles.

***Garahel and the Griffon.*** The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.

***How The Dragonfly Earned Her Wings.*** The target has advantage on Charisma checks.

***The Ballad of Red Jenny.*** The target has advantage on Intelligence checks.

***Calanthus' Folly.*** The target has advantage on Wisdom checks.

## Available from 5th Level Onward

### Siren's Song

You begin to sing a captivating melody, lasting one minute. Each creature within a 40 foot radius must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. Affected creatures may attempt the saving throw once more at the end of each of their turns.

The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

### Poison Grenade

You throw a casket of poison, creating a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.

Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw.

A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

## Available from 7th Level Onward (consume 2 Bardic Talent points each)

### Conflicting Orders

You shout a series of confusing orders whilst mimicking the voice of a commander. You're good enough at copying voices (or animal howls) that you can even do it to a pack of wolves. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you use this talent or be affected by it.

An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

* **1 :** The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
* **2-6** : The creature doesn’t move or take actions this turn.
* **7-8 :** The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
* **9-10** : The creature can move and act normally.

### How Did You Do That?

You seem to teleport yourself from your current location to any other spot within range. How you did this is unknown: you are not a mage, and do not wield magical talents. Apparently, you're just that good. Somehow, you arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet".

You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. This creature has no idea how you managed to teleport either, all it knows is it was once standing in one spot and is suddenly in the other.

## Available from 9th Level Onward (consume 2 Bardic Talent points each)

### Legend Lore

Name or describe a person, place, or object. You recall a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.

The information you learn is accurate but might be couched in figurative language.

### Spy Network

You expend a talent point to catch sight of a contact, or pick up a dead drop. This contact or dead drop fills you in on information concerning a faraway target. If the target is aware that they might be being spied upon or followed, they must make a Wisdom saving throw, which is modified by how well you know the target. If a target knows you’re attempting to monitor it, it can fail the saving throw voluntarily if it wants to be observed.

* Secondhand (you have heard of the target) +5
* Firsthand (you have met the target)
* Familiar (you know the target well) -5

On a successful save, your spy network was unfortunately unable to get any information, and you can’t use this talent against it again for 24 hours.

## Available from 11th Level Onward (consume 3 Bardic Talent points each)

### Find the Path

Your experience and knowledge of history allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with. When you a minute to work out the exact path that you should follow, you can plan ahead your journey for one day (per use of the Talent). For the duration, you know how far your destination is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

### Mass Suggestion

You suggest a course of activity (limited to a sentence or two) in such a convincing manner that you can influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can’t understand the language you're speaking are immune to the effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act will not work.

Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability for up to a day, at which point they will realize that they have been misled, and will cease pursuing it.

## Available from 13th Level Onward (consume 3 Bardic Talent points each)

### The Lodge

To be a bard in Thedas is to have both friends and enemies in every corner, and sometimes relying on the former to escape the latter. Your long experience in the Grand Game has given you the chance to make enough friends and contacts around the world that no matter where you are, you are able to find shelter. You have achieved this by collecting your various allies into an organization that answers to you--your very own Lodge.

The exact goals, creed, and name of this operation are yours to determine. But the end result is that at any time, you are able to expend 3 Bardic Talent points to find a a safehouse wherein you are able to acquire food, drink, and shelter for up to a dozen people whenever you need. These safehouses will be staffed with servants under your employ, able to attend to everyday needs such as cooking, cleaning, repairing mundane objects and otherwise attending to you.

While they will be unerringly loyal to you, they are concerned for their own safety and will not leave their assigned safehouses. Some of them may be in hiding, or otherwise unable to go out in public. They will, however, keep in contact with each other, and at a certain cost in gold (depending on the distance) you will be able to instruct them to send messages or packages to other safehouses.

## Available from 15th Level Onward (consume 4 Bardic Talent points each)

### Glibness

You are a liar and orator par excellence and should you put your mind to it, you can defy even magical means of truth-telling. For the period of an hour, when you make a Charisma check (Persuasion, Deception, or Intimidation), you can replace the number you roll with a 15. Additionally, no matter what you say, any magic that would determine if you are telling the truth indicates that you are being truthful.

## Available from 17th Level Onward (consume 5 Bardic Talent points each)

### Foresight

At this point, you're probably one of the most well-traveled and experienced bards in existence. With a little preparation, nothing surprises you--and you can coach others to be just as prepared. After taking ten minutes, either you or any ally you choose can, for the next 8 hours, enjoy the benefit of Foresight.

You or the target of your assistance can’t be surprised and have advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against you or your target ally for the duration.