Bard 5

The Bard----------SpellSlotsperSpellLevel---
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th
1st +2 Bardic Inspiration (d6)
2nd +2 Feat, Fighting Style, Soothing Rest, Spellcasting 2 1
3rd +2 Bard College, Expertise 2 2
4th +2 Feat 2 2
5th +3 Bardic Inspiration (d8), Fond of Inspiration 2 3 1
6th +3 Bardic College Feature, Countercharm, Feat 2 3 1
7th +3 Bardic Focus 3 3/4 2/3
8th +3 Feat 3 3/4 2/3 1/1
9th +4 Soothing Rest (2d6) 3 3/4 3/3 1/2
10th +4 Bardic Inspiration (d10), Expertise, Feat 3 3/4 3/3 2/2
11th +4 Improved Focus 3 3/4 3/4 2/3 1/1
12th +4 Feat 4 3/4 3/4 3/3 1/2
13th +5 Soothing Rest (3d6) 4 3/4 3/4 3/3 2/2
14th +5 Bard College Feature, Feat 4 3/4 3/4 3/3 2/3 1/1
15th +5 Bardic Inspiration (d12) 4 3/4 3/4 3/3 3/3 1/2
16th +5 Feat 4 4/4 3/4 3/3 3/3 2/2
17th +6 Soothing Rest (4d6) 5 4/4 3/4 3/4 3/3 2/3 1/1
18th +6 5 4/5 4/4 3/4 3/4 3/3 1/2
19th +6 Feat 5 4/5 4/4 4/4 3/4 3/3 2/2
20th +6 Feat, Perfected Focus 5/7 4/5/6 4/5/6 4/4/5 4/4/5 3/4/5 2/2/3 0/0/1
 

Class Features

As a bard, you gain the following class features
Hit Points
Hit Dice: 1d6 per bard level
Hit Points at Each Level: 1d6 (or 4) + your Constitution modifier per bard level.
Proficiencies
Armor: Light armor, Medium armor
Weapons: Simple weapons
Tools: One musical instrument of your choice and one set of artisan's tools of your choice.

Saving Throws: Dexterity, Intelligence
Skills: Choose any four
Power Reservoir
As a bard, your Power Reservoir is equal to your Intelligence modifier, but is never higher than your proficiency bonus.
Starting Wealth or Equipment
As a bard, you begin play with a spellbook and 2d6 x 10 gp in addition to any equipment granted by your background.   If you are instead using starting equipment, you begin with the following equipment:
  • (a) a rapier, (b) a longsword, or (c) any simple weapon.
  • (a) a diplomat's pack, (b) a scholar's pack, or (c) an entertainer's pack.
  • (a) a flute or (b) any musical instrument or gaming set
  • Leather armor and a dagger
  • A spellbook

Bardic Inspiration

1st-Level Bard Feature
You can inspire others through tales of the past, stirring words, or other means. 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 Intelligence 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.

Feat

2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, 19th, 20th-Level Bard Feature
You gain one feat of your choice.

Fighting Style

2nd-Level Bard Features
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style more than once, even if you later get to choose again.
Bard Fighting Styles

Blind Warrior

You have blindsight with a range in feet equal to 5 times your Bard Power Reservoir. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.

Brawler

Your unarmed strikes deal bludgeoning damage equal to 1d6 + your Strength modifier on hit. If you have two free hands and use your action to make only unarmed strikes, you can make a single unarmed strike as a bonus action on that turn.

Deadeye

You gain a +2 bonus to attack rolls with ranged weapons.

Dual Wielding

When you take the Attack action while two-weapon fighting, you can make a single additional attack with your off-hand weapon as part of your action instead of using your bonus action, adding your ability modifier to the damage of this attack. If you do, you cannot use your bonus action to gain an additional off-hand attack this turn.

Dueling

While you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with it.

Organ Piercer

You can add your Dexterity modifier to the damage roll of any weapon you wield with the Finesse property. If you do, do not add your Strength modifier to the damage roll of that attack.

Thrown Weapon Fighting

When you hit with a ranged weapon attack using a thrown weapon, you gain a +2 bonus to the damage roll of that attack.
 

Soothing Rest

2nd-Level Bard Feature
You can use music, oration, or other means to help revitalize your wounded allies during a short rest or long rest. If you or any friendly creatures who can hear your performance regain hit points at the end of a short or long rest as a result of using hit dice on a short rest or through the act of resting itself during a long rest, each of those creatures gains 1d6 temporary hit points.   The temporary hit points increase when you reach certain levels in this class: to 2d6 at 9th level, to 3d6 at 13th level, and to 4d6 at 17th level.

Spellcasting

2nd-Level Bard Feature
You have expanded your multi-faceted interests into the realms of forces that can untangle and reshape the fabric of reality. 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.

Spellbook

Much like a wizard, you study arcane arts and note your research in a spellbook. Your spellbook begins with three 1st-level bard spells of your choice. Your spellbook is the repository of the bard spells you know, except your cantrips, which are fixed in your mind.   Copying a Spell into the Book. When you find a bard spell of 1st-level or higher, you can add it to your spellbook if it is of a spell level you can prepare, if you can spare the time to decipher and copy it, and you can understand the spell.   Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the bard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. Due to your understanding being required in order to copy it, no pages will be wasted if you do not understand the spell, but you will expend the cost due to needing to practice. For each level of the spell, the process takes 3 hours and costs 75 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the find inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.   Learning Spells of 1st-Level or Higher. You can attempt to learn any bard spell of 1st-level or higher you find as described above. In order to learn the spell, you must make an Intelligence check against a DC equal to 12 + the spell’s level. On a success, you understand the spell well enough to begin copying it into your book. On a failure, you may re-attempt, but you must pay the 75 gp per spell level for each attempt.   Replacing the Book. You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.   If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many bards keep backup spellbooks in a safe places.   The Book’s Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lose your previous spellbook in a mishap.   There are two primary types of spellbooks: Arcanabulas and Grimoires. Arcanabulas, or traveling spellbooks, are smaller, cheaper, and far more plain on average. As their name suggests, they are often used while traveling or exploring dangerous situations, as the loss of an arcanabula is not as big of a deal as the far more exquisitely crafted and spell-filled grimoires. Grimoires are heavy books, often finely decorations and well-ordered. Grimoires are rarely taken outside of their safe resting place, as the expensive book and painstaking notes written into them are far too valuable to risk.

Preparing and Casting Spells

The Bard table shows how many spell slots you have to cast your arcane 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.   You prepare the list of bard spells that are available for you to cast. To do so, choose a number of bard spells from your spellbook equal to the number of spell slots you have. The spells must be of a level for which you have spell slots.   For example, if you’re a 5th-level bard, you have three 1st-level and one 2nd-level spell slot. This allows you to prepare four spells from your spellbook. If you prepare the 1st-level spell charm person, you can cast it using a 1st-level or a 2nd-level spell slot. Casting the spell removes it from your list of prepared spells, but you may prepare a spell multiple times.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of bard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your bard spells, since you learn your spells through intense study and memorization similarly to a wizard. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence 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 Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use an arcane focus, a musical instrument, or your spellbook as a spellcasting focus for your bard spells.

Bard College

3rd-Level Bard Feature
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

3rd-Level and 10th-Level Bard Feature
Choose two of your skill, instrument, or tool proficiencies. You gain Expertise in the chosen options.   At 10th level, you can choose another two skill, instrument, or tool proficiencies to gain this benefit.

Font of Inspiration

5th-Level Bard Feature
You regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

Countercharm

6th-Level Bard Feature
You gain the ability to use musical notes, interruptive tones, or words of power to disrupt mind-influencing affects and actions that require concentration. As an action, you can start a performance that lasts for 1 minute and requires concentration, as though on a spell. During that time, you and any creatures of your choice 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. As a reaction to seeing another creature within 30 feet casting a spell, you may expend a spell slot of 1st-level or higher and attempt to interrupt the creature by sending focused waves of energy towards them to disrupt their concentration. The target must make a Constitution saving throw with a DC equal to 10 + your Intelligence modifier. On a failure, the target loses the spell slot with no effect. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Bardic Focus

7th-Level Bard Feature
While all bards are masters of numerous subjects, many find it helpful to narrow their scope at times and focus on an individual path. Choose one option from the following.   Mystical Focus. You seek magic above all else, seeing it as the gateway to understanding the world. As such, you have increased your studies in this field and gained additional spell slots. Use the second number when referencing the Bard table to determine how many spell slots you have. In addition, copying spells into your spellbook takes only 2 hours and 50gp per spell level.   For example, a 7th-level bard with a Mystical Focus will have four 1st-level and three 2nd-level spell slots instead of the normal three 1st-level and two 2nd-level spell slots.   Blade Focus. Your research takes you into dangerous crypts, tombs, dungeons, and wilderness landscapes where the ability to protect yourself is paramount in staying alive. As such, you have increased your studies in this field and gained better use of weapons. You gain two additional weapon proficiency slots, and your chance to gain a level of mastery increases by 10%, to a maximum of 99%. Lastly, it takes you only three-quarters the time to gain a new level of mastery.   Skill Focus. The world is a dangerous place for those without proper ways to defend themselves, but you see the best way to survive as simply never being harmed in the first place. As such, you have increased your studies into your practical skills and gained better control over them. You gain three extra proficiencies of your choice in any skill, instrument, or tool kit. Alternatively, you may choose to gain only one extra proficiency and also gain expertise in one skill, instrument, or tool kit you are already proficient with.

Improved Focus

11th-Level Bard Feature
You have honed your skills tremendously and are able to improve even further. You choose whether to branch out, exploring new options, or to double down and continue your studies on one topic. If you branch out, choose an additional Bardic Focus. If you do not, your current focus is improved as shown below.   Improved Mystical Focus. Your studies into the arcane have greatly increased your abilities. Choose one option from below.
  • Focus of Distance. When you cast a bard spell of 1st-level or higher that does not have a range of touch, its range is increased by 30 feet.
  • Focus of Duration. When you cast a bard spell of 1st-level or higher with a duration of 1 minute or longer, the duration is doubled to a maximum duration of 12 hours.
  • Focus of Might. When you cast a bard spell of 1st-level or higher, you may expend a use of Bardic Inspiration. If you do, that spell counts as though you had cast it as 1 level higher.
  Improved Blade Focus. Your study of weapons and the art of combat has increased your effectiveness dramatically. Chose one option from below.
  • Focus of Defense. You gain proficiency with heavy armor and large shields.
  • Focus of Offense. You can attack twice, instead of once, whenever you take the Attack action on your turn.
  • Focus of Style. You gain one additional fighting style from the options available to the Fighter class.
  Improved Skill Focus. You have learned more about how to use everything at your disposal. Choose one option from below.
  • Focus of the All-Knowing. You gain proficiency with three skills, tool kits, or instruments of your choice. Alternatively, you may choose to gain only one extra proficiency and also gain expertise in one skill, instrument, or tool kit you are already proficient with.
  • Focus of Perfection. Whenever you make a check using a skill, tool kit, or instrument with which you have expertise, you may add half your Intelligence modifier, rounded up, to the roll.
  • Focus of Reliability. Whenever you make a check using a skill, tool kit, or instrument with which you are proficient, you can treat a d20 roll of 6 or lower as a 5. If you have expertise with the skill, tool kit, or instrument, you can treat a d20 roll of 9 or lower as a 10.

Perfected Focus

20th-Level Bard Feature
You have learned numerous lifetimes of information, building upon each other and helping you to perfect yourself as you go. You choose whether to branch out, exploring new options, or to double down and continue your studies on one topic. If you branch out, choose an additional Bardic Focus. If you do not, your current improved focus is improved as shown below.   Perfected Mystical Focus. You have perfected your arcane art, able to use it for just about any task needed. Choose one option from below.
  • Focus of Unyielding Power. Use the third number when referencing the Bard table to determine how many spell slots and the second number when determining how many cantrips you have.
  • Focus of Optimization. Whenever you cast a bard spell of 1st-level or higher that requires a material component with a cost, the cost is reduced by half for you.
  • Focus of Speed. Whenever you cast a bard spell of 1st-level or higher with a casting time of 1 action, you may expend a use of Bardic Inspiration to cast that spell as a bonus action instead. Whenever you cast a bard spell of 1st-level or higher with a casting time of 1 minute or less, you may expend 2 uses of Bardic Inspiration to cast that spell as an action instead.
  Perfected Blade Focus. You have perfected your art of martial combat, able to glide seamlessly through a battlefield and come out unscathed. Choose one option from below.
  • Focus of the Typhoon. While wielding a melee weapon in one hand, your walking speed is increased by 20 feet and you do not provoke attacks for any action.
  • Focus of the Dreadnought. While wearing heavy armor, you can use your action to gain a +3 bonus to AC until the beginning of your next turn.
  • Focus of the Fell-Handed. Once per turn, when you hit a creature with a weapon attack, you may expend a use of Bardic Inspiration. If you do, the attack becomes a critical hit and you deal maximum damage.
  Perfected Skill Focus. You have perfected your art of non-combative skills, able to accomplish just about anything you put your mind to. Choose one option from below.
  • Focus of the Omniscient. You gain proficiency with four skills, tool kits, or instruments of your choice. Alternatively, you may choose to gain only two extra proficiency and also gain expertise in one skill, instrument, or tool kit you are already proficient with.
  • Focus of the Omnipotent. Whenever you make a check using a skill, tool kit, or instrument with which you are proficient and you dislike the result, you may choose to expend a use of Bardic Inspiration to treat the d20 roll as a 20.
  • Focus of the Eternally Skilled. When you would make a check that takes 1 round or less using a skill, tool kit, or instrument with which you lack expertise, you may expend a use of Bardic Inspiration to gain expertise for that check.[/il]

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