In the Class: Revisited series, I’ll be posting some simple revisions to the various classes based on experiences with my group, and those I’ve talked with. We won’t hit all 13 classes, as some are fine, and some I don’t have a good answer for, but in general these are some suggested changes that should fix some common complaints about the clases. I’ll also use this as a chance to fill out high level class features, which are basically absent past level 12 or so. None of these should be major rewrites, or take much adaptation to add in, but some are straight power ups or downs.
I played a bard from 1-14 and have seen plenty of people play them outside of that. It’s a solid class in general, with IMO a really fun concept. The main complaint I’ve run into in the past is that it’s disappointing when you roll low on your insight die, or that you’re constantly chasing people reminding them to spend your insight die. Bards can sometimes feel a little bit like playing auto pilot and my hope is to give them more decisions to make during combat. The big change is moving the onus for using your inspiration from your party member (that you nag all game to use your power) to you, the bard.
You can inspire others through stirring words or music. To do so, you use a reaction to choose one creature other than yourself, within 60 feet of you, who can hear you, that is attempting to make an ability check, attack roll, or saving throw. That creature gains + 1d6 + your Proficiency Bonus to the roll as you inspire them.
You 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.
Song of Freedom
At 11th level, you can perform the Song of Freedom. As an action, one allied creature that can hear you is inspired to break free from whatever condition is afflicting them. If they would be required to make a saving throw at the end of their turn, they can make this saving throw now, and add your Charisma modifier as a bonus. This ability works on one effect or condition, and if the target is subject to multiple, their player chooses. You can use this ability a number of times equal to your proficiency modifier before taking a long rest.
At 15th level, you can inspire a team to great heroics. Once per long rest, as an action, you can give a rousing speech. After this speech, a number of allies equal to your Proficiency Bonus , who can hear your speech, can take an action, bonus action, and movement that does not count against their normal actions or movement for the round. If important, you can decide the order of operations for their actions or movement. You cannot benefit from your own use of this ability.