Racial Traits
Variant Human Trait
War Caster
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Class Features
College of Lore
Bardic Inspiration (D8)
Up to 3 times per long rest, you can 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, a d8. Once 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. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
Jack of all Trades
You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
Song of Rest
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 regain hit points by spending Hit Dice at the end of the short rest, each of those creatures regains an extra 1d6 hit points.
Cutting Words
When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. The creature is immune if it can't hear you or if it's immune to being charmed.
Font of Inspiration
You regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.
Countercharm
At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, 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).
Additional Magical Secrets
At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know.
Planeswalker Hell
Level 4
Hellish Fuel
You gain access to hellish energy which fuels your planeswalker abilities. You have a maximum of 8 Fuel and you start with half of your maximum at the beginning of each battle. Fuel can be gained in the following ways:
- Dealing Damage to a target grants you 1 Fuel. This can occur once per round.
- Inflicting a target with a debuff grants you 1 Fuel. This can occur once per round.
- You gain 1 additional Fuel whenever the target suffers the effects of said debuff. This can occur once per round.
Punishment
As an action, you can spend 4 Fuel to give 2 party members a +2 on attack rolls for 5 rounds. You get to choose when to activate this at the beginning of a turn. This bonus cannot be stacked. You gain 1 Fuel when allies under the effect of Punishment deal damage to enemies. This can happen once per round
Level 8
Stoke the Fires
The maximum of Hellish Fuel increases by 4.
Let’s Rock
As a bonus action, you can use 3 Fuel to deal 3d4 additional fire damage on a single target spell attack. You may use this ability [2 + prestige] times per short or long rest.
Flame Scarred Feet
As a bonus action, target two creates within 30 feet of each other to make a Dexterity saving throw against your Planeswalker DC. On failure, reduce their walking speed by 10 ft for the next 3 turns. You can do this 3 times per long rest.
Prestige 1
Fast Karma
As a bonus action, you can use 2 Fuel to choose 2 targets within 20 ft who must make a Charisma saving throw or subtract a d4 on attacks and saves for 4 rounds. You can do this 2 times per short rest.
This does not stack with Bane.
The Bard's College
Loyality
HP +5
Money/DtD increased
Currently all bonuses disabled