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5e Bard Spell Slot Table

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Table: The Warlock shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. Holland casino blackjack 5 euro. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd. Without further ado, here's a list of D&D 5e spells from the bard spell list that will make you THE star of the party:.DISCLAIMER: I'll be focusing on the bard spell list, so no Magical Secrets picks here. Also, these spells may net your bard the scornful hate of your enemies and, in equal parts, the admiration and love of your friends. 'First and foremost; the f.k is a spell slot?' A spell slot is D&D 5E's mechanism through which a spell is cast. Think of a given spell slot as being like a barrel of a revolver — every time you. Slots org. Poker online offline mod apk. Also, I don't see the Bard spell list as super amazing, and if you're multiclassing for the spell diversity, it's going to take 6 levels of Bard to get to magical secrets (limited to level 3 spells). Maybe 3 levels of Sorcerer for the metamagic, but they errata'd twinning Eldritch Blast or Scorching Ray, so not really sure it's worth it.

  1. 5e Bard Spell Slot Table Top
  2. 5e Bard Spell Slot Tablet
  3. 5e Bard Spell Slot Table Saw
  4. 5e Bard Spell Slot Table Plate
So, I really like the Pathfinder 1e Bard variant, the Archeologist (I'm a sucker for pulpy action-focused scholars), and so I made my own version. It's somewhere in between a new class and a subclass. Comments welcome.
Archeologist (Bard Variant)
Bards, especially those that join the College of Lore, value knowledge, but they are not alone in this fascination. Several centuries ago, itinerant scholars and explorers with similar interests often attempted to become bards in order to gain access to the special techniques and connections that come with following this path. However, some lacked all but the most rudimentary musical talent, and others saw music and performance as a distraction from their true interests. Working with a few senior bards of the College of Lore, these scholars helped create another path that is closely related to being a bard, except that it focuses on knowledge and exploration rather than music and performance.
Members of this class are not hidebound scholars who spend their days pouring over dusty tomes. Instead, they are brave and daring explorers who face ancient ruins and their often deadly guardians and other denizens with a mixture of swordplay, magic, cleverness, and, above all, luck. Archeologists resemble bards in many of their abilities, but in addition to their lack of abilities related to performing music, as befits scholars, including those with a penchant for action, archeologists use Intelligence rather than Charisma as the basis for their spellcasting.

5e Bard Spell Slot Table Top

Hit Points
Hit Dice: 1d8 per archeologist level
Hit Points at 1st Level

5e Bard Spell Slot Tablet

: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per archeologist level after 1st
Starting Proficiencies
You are proficient with the following items, in addition to any proficiencies provided by your race or Background.
Slot

Armor: Light Armor
Weapons: Simple Weapons, hand crossbows, longswords, rapiers, shortswords, and whips
Tools: two Tools of your choice
Saving Throws: Dexterity, Intelligence
Skills: Choose any four.
Starting Equipment
You start with the following items, plus anything provided by your Background.
5e Bard Spell Slot Table
• (a) a Rapier, (b) a Longsword, or (c) any simple weapon
• (a) a Diplomat's Pack or (b) an Entertainer's Pack
• (a) a lute or (b) any other musical instrument
• Leather Armor, and a Dagger

PhD In Danger
You gain proficiency in the History and Survival skills. In addition, your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
Spellcasting
You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your Spells are part of your vast repertoire, magic that you can tune to different situations. See chapter 10 for the general rules of Spellcasting and chapter 11 for the archeologist spell list.
Cantrips
You know two Cantrips of your choice from the archeologist spell list. You learn additional archeologist Cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level.
Spell Slots
The Archeologist table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.
For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.
Spells Known of 1st Level and Higher
You know four 1st-level Spells of your choice from the archeologist spell list.
You learn an additional archeologist spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these Spells must be of a level for which you have Spell Slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

5e Bard Spell Slot Table Saw


Additionally, when you gain a level in this class, you can choose one of the Archeologist Spells you know and replace it with another spell from the archeologist spell list, which also must be of a level for which you have Spell Slots.
Spellcasting Ability
Intelligence is your Spellcasting Ability for your Archeologist Spells. Your magic comes from the heart and soul you pour into the Performance of your music or oration. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a archeologist spell you cast and when Making an Attack roll with one.
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier
Ritual Casting
You can cast any archeologist spell you know as a ritual if that spell has the ritual tag. In addition, on your adventures, you can add other ritual spells to your archeology notes. When you find such a spell, you can add it to your notebook if the spell's level is equal to or less than half your archeologist level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
Spellcasting Focus
You can use an arcane focus (see 'Equipment') as a Spellcasting focus for your Archeologist Spells.
The Archeologist Spell List
Archeologists mostly use the Bard spell list, but with a few small changes
  • Cantrips: add gust, control flames, mold earth, & shape water (all from XGE)
  • remove vicious mockery
  • 1st Level: add expeditious retreat, jump, & Tenser's floating disk
  • remove Tasha's hideous laughter & heroism
  • 2nd Level: add find traps, gust of wind & spider climb
  • remove calm emotions & magic mouth
  • 3rd Level: add water breathing & water walk
  • remove bestow curse
  • 4th Level: add arcane eye, fabricate, & stone shape
  • remove compulsion
  • 5th Level: add Bigby's hand & telekinesis
  • remove dominate person
  • 6th Level: add arcane gate & move earth
  • remove eyebite & Otto's irresistible dance
  • 7th Level: add plane shift & reverse gravity
  • remove symbol
  • 8th Level: add control weather & demiplane
  • remove glibness
  • 9th Level: add shapechange & time stop
  • remove true polymorph
Explorer's Luck
At 2nd level, you learn to tap into the luck that everyone who delves into ruins seeking knowledge and treasure must possess. You possess advantage for all saving throws to avoid or reduce damage from traps.
Jack of All Trades
Bard

Starting at 2nd level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.
Archeology College
At 3rd level, you delve into the advanced Techniques of the college of archeology. You gain the following two traits:
Bonus Proficiencies
When you join the College of Archeology at 3rd level, you gain proficiency with two languages and one tool of your choice.
5e bard spell slot tablet

Armor: Light Armor
Weapons: Simple Weapons, hand crossbows, longswords, rapiers, shortswords, and whips
Tools: two Tools of your choice
Saving Throws: Dexterity, Intelligence
Skills: Choose any four.
Starting Equipment
You start with the following items, plus anything provided by your Background.
• (a) a Rapier, (b) a Longsword, or (c) any simple weapon
• (a) a Diplomat's Pack or (b) an Entertainer's Pack
• (a) a lute or (b) any other musical instrument
• Leather Armor, and a Dagger

PhD In Danger
You gain proficiency in the History and Survival skills. In addition, your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
Spellcasting
You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your Spells are part of your vast repertoire, magic that you can tune to different situations. See chapter 10 for the general rules of Spellcasting and chapter 11 for the archeologist spell list.
Cantrips
You know two Cantrips of your choice from the archeologist spell list. You learn additional archeologist Cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level.
Spell Slots
The Archeologist table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.
For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.
Spells Known of 1st Level and Higher
You know four 1st-level Spells of your choice from the archeologist spell list.
You learn an additional archeologist spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these Spells must be of a level for which you have Spell Slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

5e Bard Spell Slot Table Saw


Additionally, when you gain a level in this class, you can choose one of the Archeologist Spells you know and replace it with another spell from the archeologist spell list, which also must be of a level for which you have Spell Slots.
Spellcasting Ability
Intelligence is your Spellcasting Ability for your Archeologist Spells. Your magic comes from the heart and soul you pour into the Performance of your music or oration. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a archeologist spell you cast and when Making an Attack roll with one.
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier
Ritual Casting
You can cast any archeologist spell you know as a ritual if that spell has the ritual tag. In addition, on your adventures, you can add other ritual spells to your archeology notes. When you find such a spell, you can add it to your notebook if the spell's level is equal to or less than half your archeologist level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
Spellcasting Focus
You can use an arcane focus (see 'Equipment') as a Spellcasting focus for your Archeologist Spells.
The Archeologist Spell List
Archeologists mostly use the Bard spell list, but with a few small changes
  • Cantrips: add gust, control flames, mold earth, & shape water (all from XGE)
  • remove vicious mockery
  • 1st Level: add expeditious retreat, jump, & Tenser's floating disk
  • remove Tasha's hideous laughter & heroism
  • 2nd Level: add find traps, gust of wind & spider climb
  • remove calm emotions & magic mouth
  • 3rd Level: add water breathing & water walk
  • remove bestow curse
  • 4th Level: add arcane eye, fabricate, & stone shape
  • remove compulsion
  • 5th Level: add Bigby's hand & telekinesis
  • remove dominate person
  • 6th Level: add arcane gate & move earth
  • remove eyebite & Otto's irresistible dance
  • 7th Level: add plane shift & reverse gravity
  • remove symbol
  • 8th Level: add control weather & demiplane
  • remove glibness
  • 9th Level: add shapechange & time stop
  • remove true polymorph
Explorer's Luck
At 2nd level, you learn to tap into the luck that everyone who delves into ruins seeking knowledge and treasure must possess. You possess advantage for all saving throws to avoid or reduce damage from traps.
Jack of All Trades
Starting at 2nd level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.
Archeology College
At 3rd level, you delve into the advanced Techniques of the college of archeology. You gain the following two traits:
Bonus Proficiencies
When you join the College of Archeology at 3rd level, you gain proficiency with two languages and one tool of your choice.
The Sight
When you reach 3rd level, the college or archeology provides you with special techniques to enhance your vision and your sensitivity to magic. You gain superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. If you already possess darkvision, you increase the range by 30 feet. You also become sensitive to magic. You can cast detect magic at will, without expending a spell slot.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th 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.
Eye for Detail
At 5th level you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.
Uncanny Dodge
Starting at 5th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.
Expertise
At 6th 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.
Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

5e Bard Spell Slot Table Plate


Magical Secrets
By 6th 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 Archeologist table, or a cantrip.
The chosen Spells count as Archeologist Spells for you and are included in the number in the Spells Known column of the Archeologist table. You learn two additional Spells from any class at 10th level and again at both 14th and 18th level.
Superior Mobility
At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.
Use Magic Device
By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of Magic Items.
Visions of the Past
Starting at 15th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Intelligence score and must maintain concentration during that time, as if you were casting a spell. Once you use this feature, you can't use it again until you finish a short or long rest.
Object Reading. Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the distant past (a century or more in the past), you can spend 1 additional minute for each owner to learn the same information about that creature.
Area Reading. As you meditate, you see visions of ancient events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of centuries equal to your Intelligence score. For each minute you meditate, you learn about one significant event, beginning with the site's construction and moving forward in time. Significant events typically involve a sites construction, as well as powerful emotions, such as battles, religious services, magical rituals, as well as betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.
Esoteric Determination
At 20th level, you can draw on your inner reserve of willpower while delving into the mysteries you have learned to regain expended spell slots. You can spend a short rest meditating to regain all your expended level 1 to level 6 spell slots from your Spellcasting feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.



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