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BARD

College of the Frontier

BARD

Bards of the College of the Frontier are the most solitary of all. Their song and dance are shown through their marksman skills, many lead lives as gunslingers, lawmen, and outlaws in the frontier. Many lands throughout The System have yet to be explored, even with history dating back thousands of years. Monster infested forests roam the lands booming populations look to settle. Bards of the Frontier are often sought to help settle these wild lands.


Wild Country

When you choose this college at 3rd level you gain proficiency with crossbows, firearms (GM setting discretion), and the Survival skill, as well as Cook's Utensils and Land Vehicles.

Marksman

At 3rd level, your skill with ranged weapons is unparalleled. You can use one of the following Marksman options of your choice. You can use only one Marksman option per turn.


  • Quickdraw. When you roll initiative, you can expend a use of your Bardic Inspiration die and add it to the total. On the first turn in combat, any creature that has not taken its turn yet is considered surprised by you.


  • Careful Shot. When you make a ranged weapon attack roll against a creature, you can expend a bardic inspiration die and add it to the roll. Additionally, when you use this bardic inspiration on your ranged weapon attack roll, long range does not impose disadvantage.


  • Deadeye Shot. You may expend a use of your bardic inspiration as a bonus action to perform a Deadeye Shot. When you do, your next ranged weapon attack roll is made at advantage. If the attack hits, roll your bardic inspiration die and add it to the damage roll.

Additionally, you gain the Archery fighting style.


Campfire Song

Starting at 6th level, when a creature hears your Song of Rest, they gain an additional 1d6 hit points. This amount increases as your Song of Rest die increases.  Additionally, provided you have your Cook's Utensils, you can prepare food over the course of a short or long rest and any creature that eats the food gains temporary hit points equal to your Charisma modifier at the end of the rest.


Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.


Frontiersman Legend

Starting at 14th level, you're a master marksman. When you cast a cantrip, you can make one ranged weapon attack as a bonus action. Additionally, your ranged weapon attacks score a critical hit on a roll of 19 or 20.

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