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# Bardic Scout \page ## Bardic Scout ***Creator:*** *Kriothan*
The Scout who chooses to become a Bard focus primarily on keeping the spirits and morale of their allies high and well. Buffing them when able through the use of music, and performing incredible bouts of inspiration. #### Superior Music Beginning at 3rd Level you learn maneuvers that are fueled by a special dice called Superiority Dice. ***Maneuvers:*** You learn three maneuvers of your choice, which are detailed in the Bardic Maneuvers section at the end of this subclass. You earn more at higher levels as shown in the “Maneuvers Known” column of the Bardic table. You can only use one maneuver per turn. When you take a long rest, you may switch one maneuver you know for another you qualify for. ***Superiority Dice:*** You have three superiority dice, which are d8’s, you earn more at higher levels, as shown in the Superiority Dice column of the Superior Surveillance table. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. > **All the Maneuvers from this subclass count as Genjutsu with the Auditory keyword only for the purpose of interacting with this subclass' features.** #### Bardic Instrumental Starting at 3rd level, you have hand created an item to channel your bardic abilities through. An **Instrument**, choose one instrument from the following list, you cannot use your maneuvers from this subclass unless you use this item. If you ever lose or your Instrument is destroyed, you can recreate it by spending 300 ryo over the course of a short rest. Additionally, when you cast a Genjutsu with the Auditory keyword you may replace any needed Handsign components with a Material (**Instrument**) component, and increase the damage dice used by +1, or if it doesn't have dice, add +1 to its save DC. This increases to +2 at 11th level.

**Bardic Instruments:** Flute, Violin, Guitar, Microphone, Drum, etc. #### Peloton Starting at 3rd level, while out of combat increase all allies movement speed by their base movement speed as long as they're within 60 feet of you. Additionally, If used during exploration or land travel, you treat normal travel pace as Fast travel pace, and you double Fast travel paces distances. ``` ``` #### Pitch Perfect Beginning at 6th level, when casting a Jutsu or using a Maneuver that has your **Instrument** as a component, you can apply an additional effect on a number of allies equal to your Genjutsu ability modifier known as **Inspired**, creatures who have this effect can add a dice to any Skill Check, Saving Throw, or Attack Roll equal to half the result of your superiority die without expending your dice, once per casting of this jutsu or maneuver. You can apply this condition a number of times equal to your Genjutsu ability modifier per rest. Additionally, when an ally who is **Inspired** uses your superiority dice and succeeds a saving throw or skill check as a result of the bonus, you regain one superiority dice. #### The Wanderer's Minuet Starting at 9th level, you can use two Maneuvers in one turn, and when you cast a Genjutsu with the **Song** prefix, allies gain additional benefits for the duration of the jutsu. You may only use this feature while concentrating on one jutsu with the **Song** at a time. - Increase critical threat range by +1 while within the aura. - You no longer have to spend a bonus action to keep concentration active, but must instead pay the chakra for concentration. - They may change one jutsu's casting time from an Action to a Bonus Action, once per casting of this jutsu. Additionally, all Genjutsu with the Auditory keyword has an amount of cost reduction equal to its rank. **(D-Rank = 1, C-Rank = 2, B-Rank = 3, A-Rank = 4, S-Rank = 5)**. \page #### Soul Voice Beginning at 14th level, continuing your practice with music, you have increased the buff of those who are affected by your song. Creatures who are **Inspired** may use the full result of your superiority dice when rolling for Skill Checks, Saving Throws, and Attack Rolls. Additionally they gain the following benefits while **Inspired.** - When effected by a jutsu that Heals, grants Temporary Hit Points, or Chakra, increase the amount gained by one Superiority Dice, once per turn. - When reduced to zero hit points, they may spend the Superiority Dice they have left to regain an amount of HP and Chakra equal to your Genjutsu Modifier, times your Proficiency. This effect can only activate once per long rest on each creature who is **Inspired**. #### Nature's Minne Starting at 17th level, for the duration of any jutsu you cast with the Auditory keyword or Maneuver you use in this subclass, you may apply the inverse effects to an amount of creatures equal to your Genjutsu modifier within the radius. #### Radiant Finale Finally at 20th level, as an action, for the next minute you can begin the performance of your **Final Ballad**, you gain an additional Bonus Action used for only casting Maneuvers. You may cast any Maneuver in this subclass without spending a superiority die using it's listed action economy. Each Maneuver must have a unique name to use this feature. You may use this feature a number of times equal to your Genjutsu Modifier per long rest. ``` ``` ##### Superior Music Table | Scout-Nin Level | Superiority Dice | Maneuvers Known | |:--------:|:---:|:----:| | 3rd |3 |3 | 4th |3 |3 | 5th |3 |3 | 6th |3 |3 | 7th |4 |4 | 8th |4 |4 | 9th |4 |4 | 10th |4 |4 | 11th |5 |5 | 12th |5 |5 | 13th |5 |5 | 14th |5 |5 | 15th |6 |6 | 16th |6 |6 | 17th |6 |6 | 18th |6 |6 | 19th |7 |7 | 20th |7 |7 \page ### Bardic Maneuvers #### Song of Anti-Charm As a Bonus Action you begin to play a calming melody, expend and roll a superiority dice, for a number of rounds equal to the result, all willing creatures of your choice within 60 feet of you become immune to the **Charmed** condition, #### Song of Mages As a Bonus Action you begin to play a mystical melody, expend and roll a superiority die, for a number of rounds equal to the result, all willing creatures of your choice within 60 feet gain a bonus to their Ninjutsu and Genjutsu attack rolls equal to your Genjutsu ability modifier, but subtract the attack bonus of their Taijutsu and Bukijutsu by the same number. #### Song of Fighters As a Bonus Action you begin to play a heroic melody, expend and roll a superiority die, for a number of rounds equal to the result, all willing creatures of your choice within 60 feet gain a bonus to their Taijutsu and Bukijutsu attack rolls equal to your Genjutsu ability modifier, but subtract the attack bonus of their Ninjutsu and Genjutsu by the same number. #### Song of Strength As a Bonus Action you begin to play a strong of inspiration, expend and roll a superiority die, for a number of rounds equal to the result, all willing creatures of your choice within 60 feet gain a bonus to their Taijutsu ability scores equal to half your Genjutsu ability modifier. But subtract the same bonus from their Genjutsu ability score. #### Song of Mind As a Bonus Action you begin to play a melody of meditation, expend and roll a superiority die, for a number of rounds equal to the result, all willing creatures of your choice within 60 feet gain a bonus to their Ninjutsu ability scores equal to half your Genjutsu ability modifier. But subtract the same bonus from their Taijutsu ability score. ``` ``` #### Song of The Dragon As a Bonus Action you begin to play a rallying melody, expend and roll a superiority dice, for a number of rounds equal to the result, all willing creatures of your choice within 60 feet of you become immune to the **Fear** condition, additionally, allies gain 20 Temporary Hit Points at the start of each of their turns. #### Song of Defense As a Bonus Action you begin to play a reinforcing melody, expend and roll a superiority dice, for a number of rounds equal to the result, all willing creatures of your choice within 60 feet of you gain resistance to an elemental damage type of your choice, additionally, allies gain damage reduction equal to double your Genjutsu modifier against all other sources of damage. #### Song of the Sloth As a Bonus Action you begin to play a drowsy melody, expend and roll a superiority dice, for a number of rounds equal to the result, all creatures of your choice within 60 feet of you must make a Intelligence saving throw against your Genjutsu save DC, on a failed saving throw, each creature gains 1 rank of Slowed, and increases the cost of all jutsu they cast until the end of their next turn by +3. #### Song of Hate As a Bonus Action you begin to play a melody of antagonism, expend and roll a superiority dice, for a number of rounds equal to the result, all creatures of your choice within 60 feet of you must make a Wisdom saving throw against your Genjutsu save DC. On a failed save, they can no longer exclude allies from aoe jutsu, instead doing their best to gain the maximum amount of people in the radius. The affected creature can remake this save, ending Song of Hate on them at the end of their turns. #### Song of Shame As a Bonus Action you begin to play a melancholic melody, expend and roll a superiority dice, for a number of rounds equal to the result, all creatures of your choice within 60 feet of you must make a Charisma saving throw against your Genjutsu DC. On a failed save, at the start of each of their turns, they increase each rank of a condition they have by +1. If they are at the max number of ranks for that condition, they instead gain 1 rank of Exhaustion. The affected creature can remake this save, ending Song of Shame on them at the end of each of their turns.