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Bard

Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds. The bard is a master of song, speech, and the magic they contain.  

Bard Class

 
 

Class Features

As a bard, you gain the following class features.  

Hit Points

  Hit Dice: 1d8 per bard level   Hit Points at 1st Level: 16 + your Constitution modifier   Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st  

Proficiencies

Armor: Light armor   Weapons:Simple weapons, hand crossbows, longswords, rapiers, shortswords   Tools: Three musical instruments of your choice   Saving Throws: Dexterity, Charisma   Skills: Choose any three  

Equipment

You start with the following equipment, in addition to the equipment granted 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  

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.   Cantrips You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.   Spell Slots The Bard table shows how many spell slots you have to cast your bard 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 bard spell list.   The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.   Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.   Spellcasting Ability Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Charisma modifier   Spell attack modifier = your proficiency bonus + your Charisma modifier   Ritual Casting You can cast any bard spell you know as a ritual if that spell has the ritual tag.   Spellcasting Focus You can use a musical instrument (found in chapter 5) as a spellcasting focus for your bard spells.  

Bardic Inspiration

You can inspire others through stirring words or music. To do so, you 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 d6.   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. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.   You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.   Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.  

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. Additionally, when you take a short rest you can choose to swap out a number of bard spells you know for new ones. When you do so, choose a number of spells you know, you can replace them with other spells on the bard spell list. The spells must of a level for which you have spell slots, and the combined levels of the spells cannot exceed your Charisma modifier.  

Song of Rest

Beginning at 2nd level, 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 at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.   The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.  

Magical Inspiration

At 2nd level, if a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.  

Bard College

At 3rd level, you delve into the advanced techniques of a bard college of your choice. Your choice grants you features at 3rd level and again at 6th and 14th level.    

Expertise

At 3rd 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.   At 10th level, you can choose another two skill proficiencies to gain this benefit.  

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.  

Font of Inspiration

Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest. Additionally, you can use your Bardic Inspiration feature as a reaction.  

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).  

Magical Secrets

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. 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 and are included in the number in the Spells Known column of the Bard table.   You learn two additional spells from any classes at 14th level and again at 18th level.  

Superior Inspiration

At 20th level when you roll for initiative, you regain two uses of Bardic Inspiration.   When you use your bonus action or reaction to give a creature Bardic Inspiration or use your Bardic isnpiration to target a creature or object in some way, you can instead target two creatures. You still only expend one Bardic Inspiration Die as normal when you use this feature.   Additionally, you learn two cantrips and two spells from any class's spell list. They count as Bard spells for you, but don't count against your spells or cantrips known. You can choose to replace the somatic or material components of Bard spells you castwith verbal components.   Song of Ages. Your music empowers your allies as their spirits are lifted during battle. You may use your action to play a musical instrument with which you are proficient in order to grant allies who can hear you within 120 feet a bonus equal to your Charisma modifier to skill checks, saving throws, and attack rolls. This song lasts for up to one minute as if concentrating on a spell. Song of ages ends early if you become incapacitated, or stop playing your instrument. Once you use this feature you cannot do so until you finish a long rest.  

Bardic Colleges

College of Beasts   College of Canticles   College of Creation   College of Drama   College of Fortune   College of Glamour   College of Keys   College of Lore   College of Pandamonium   College of Pantomine   College of Puppetry   College of Spirits   College of Swords   College of Tragedy   College of Valor   College of Whispers