A mysterious gem with great potential, crafted by the artisans of the Sunderguard. This jewel is designed to enhance a Bard's abilities. Adventurers are limited to 3 different equipped jewel augmentations.
Benefit your party by being unstoppably charismatic. Your Bardic Inspiration affects increased numbers of creatures with a single use, up to your entire party, and can provide temporary hit points. You now use Improved Bardic Inspiration dice, which can be used to benefit a D20 test, increase AC, or add to damage rolls, and can replenish Bardic Inspiration uses during combat.
Details
When a creature given an Improved Bardic Inspiration die fails a D20 Test, they can choose to roll the die and add the number to the d20, potentially turning failure into success. When their attack on an enemy is successful, they can choose to roll the die and add the number to their damage roll. When an enemy attack would hit them, they can choose to roll the die and add the number to their AC, potentially causing the attack to only do grazing damage.
Allies with Improved Bardic Inspiration gain temporary hit points, with the amount increasing at higher gem levels. These hit points last until they are overwritten with new temporary hit points or 1 hour without combat.
Improved Bardic Inspiration dice change according to the Bardic Die column of the Bard Features table: d6 at level 1, d8 at level 5, d10 at level 10, d12 at level 15.
Upgrades
Upgrading this jewel primarily requires wind magicite. (1 magicite = 10 gems = 100 stones)
At level 1, Bardic Inspiration can affect 2 creatures and provides 1d6 temporary hit points.
level 2 : affect 3 creatures and provide 2d6 temporary hit points - requires 1 wind magicite
level 3 : affect 4 creatures and provide 3d6 temporary hit points - requires 2 wind magicite
level 4 : affect 5 creatures and provide 4d6 temporary hit points - requires 3 wind magicite
level 5 : affect 6 creatures and provide 5d6 temporary hit points, restore 1 Bardic Inspiration use at the start of each round of combat - 5 wind magicite, 1 fire magicite, 1 water magicite
level 6 : affect 7 creatures and provide 5d8 temporary hit points, restore 1 Bardic Inspiration use at the start of each round of combat - 7 wind magicite, 1 fire magicite, 1 water magicite
level 7 : affect 8 creatures and provide 5d10 temporary hit points, restore 1 Bardic Inspiration use at the start of each round of combat - 9 wind magicite, 1 fire magicite, 1 water magicite
level 8 : affect 9 creatures and provide 5d12 temporary hit points, restore 1 Bardic Inspiration use at the start of each round of combat - 11 wind magicite, 1 fire magicite, 1 water magicite
level 9 : affect all creatures you choose and provide 6d12 temporary hit points, restore 2 Bardic Inspiration uses at the start of each round of combat - 15 wind magicite, 2 fire magicite, 2 water magicite
level 10 : affect all creatures you choose and provide 8d12 temporary hit points; Bardic Inspiration use is unlimited in or out of combat - 19 wind magicite, 2 fire magicite, 2 water magicite
level 11 : ???
"Trust me, I'm indispensable."
- Edgin, College of Eloquence Bard