Bard

Humming as she traces her fingers over an ancient monument in a long-forgotten ruin, a half-elf in rugged leathers finds knowledge springing into her mind, conjured forth by the magic of her song—knowledge of the people who constructed the monument and the mythic saga it depicts. A stern human warrior bangs his sword rhythmically against his scale mail, setting the tempo for his war chant and exhorting his companions to bravery and heroism. The magic of his song fortifies and emboldens them. Laughing as she tunes her cittern, a gnome weaves her subtle magic over the assembled nobles, ensuring that her companions’ words will be well received. 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.
Level Proficiency Bonus Features Cantrips Known Spells Known 1st level Spell Slots 2nd level Spell Slots 3rd level Spell Slots 4th level Spell Slots 5th level Spell Slots 6th level Spell Slots 7th level Spell Slots 8th level Spell Slots 9th level Spell Slots
1st +2 Spellcasting, Bardic Inspiration (d6) 2 4 2 - - - - - - - -
2nd +2 Jack of All Trades, Race-specific feature 2 5 3 - - - - - - - -
3rd +2 Bard College, Expertise 2 6 4 2 - - - - - - -
4th +2 Ability Score Improvement 3 7 4 3 - - - - - - -
5th +3 Bardic Inspiration (d8), Font of Inspiration 3 8 4 3 2 - - - - - -
6th +3 Race-specific feature, Bard College Feature 3 9 4 3 3 - - - - - -
7th +3 - 3 10 4 3 3 1 - - - - -
8th +3 Ability Score Improvement 3 11 4 3 3 2 - - - - -
9th +4 Race-specific feature improvement 3 12 4 3 3 3 1 - - - -
10th +4 Bardic Inspiration (d10), Expertise, Magical Secrets 4 14 4 3 3 3 2 - - - -
11th +4 - 4 15 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement 4 15 4 3 3 3 2 1 - - -
13th +5 Race-specific feature improvement 4 16 4 3 3 3 2 1 1 - -
14th +5 Magical Secrets, Bard College feature 4 18 4 3 3 3 2 1 1 - -
15th +5 Bardic Inspiration (d12) 4 19 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement 4 19 4 3 3 3 2 1 1 1 -
17th +6 Race-specific feature improvement 4 20 4 3 3 3 2 1 1 1 1
18th +6 Magical Secrets 4 22 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 22 4 3 3 3 3 2 1 1 1
20th +6 Superior Inspiration 4 22 4 3 3 3 3 2 2 1 1

Class Features

Hit Points

 
  • Hit Dice: 1d8 per bard level
  • HP at 1st Level: 8 + CON modifier
  • HP at Higher Bard Levels: 1d8 + CON modifier
 

Proficiencies

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

Equipment

 
  • Choose one: rapier, longsword, or any simple weapon
  • A diplomat's pack OR an entertainer's pack
  • Any 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 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 + proficiency bonus + CHA modifier   Spell Attack Modifier: proficiency bonus + CHA 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 as a spellcasting focus for your bard spells.  

Bardic Inspiration (1st-level)

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 dl2 at 15th level.  

Jack of All Trades (2nd-level)

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.  

Bard College (3rd-level)

At 3rd level, you delve into the advanced techniques of a bard college of your choice. Choose a subclass from the Bard section in Subclasses. Your choice grants you features at 3rd level and again at 6th and 14th level.  

Expertise (3rd-level)

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 (4th-level and beyond)

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 (5th-level)

Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.  

Magical Secrets (10th-level)

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, 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 class at 14th level and again at 18th level.  

Superior Inspiration (20th-level)

At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.  

Race-specific features

Aarakocra Bard

Song of Agility (2nd-level)

Beginning at 2nd level, you can choose to expend a Bardic Inspiration die when your party takes a short rest. Doing so will allow you to choose one party member. That party member gains the ability to reroll one Dexterity ability check or skill check until the party rests again. At 9th level, they may use this feature twice before the next short rest. At 13th level, they may use this feature three times, and at 17th level, four times.  

Rallying Song (6th-level)

At 6th level, 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 attack rolls for one round. 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).  

Aelee Bard

Song of Rest (2nd-level)

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, 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.  

Sunshield (6th-level)

At 6th level, you gain the ability to use musical notes or words of power to disrupt evocation 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 spells of the evocation school. 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).  

Eldar Bard

Song of Rejuvenation (2nd-level)

Beginning at 2nd level, you can choose to expend a Bardic Inspiration die when your party takes a short rest. If you choose to do so, your party regains a number of spell slots equal to half your Charisma modifier, rounded down. These spell slots are of 1st level, and can be divided between your party however you wish. At 9th level, the spell slots may be of either 1st or 2nd level. At 13th level, they may be up to 3rd-level, and at 17th level, 4th-level.  

Countershape (6th-level)

At 6th level, you gain the ability to use musical notes or words of power to disrupt transmuting 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 spells of the transmutation school.. 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).  

Human/Ishimaia Bard

Song of Rest (2nd-level)

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, 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.  

Countercharm (6th-level)

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)  

Kumoto Bard

Song of Agility (2nd-level)

Beginning at 2nd level, you can choose to expend a Bardic Inspiration die when your party takes a short rest. Doing so will allow you to choose one party member. That party member gains the ability to reroll one Dexterity ability check or skill check until the party rests again. At 9th level, they may use this feature twice before the next short rest. At 13th level, they may use this feature three times, and at 17th level, four times.  

Revealing Melody (6th-level)

At 6th level, 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 blinded, and creatures that are invisible are revealed to all of you. 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).  

Masay Bard

Song of Comradery (2nd-level)

Beginning at 2nd level, you can choose to expend a Bardic Inspiration die when your party takes a short rest. Doing so will allow you to choose one party member. That party member gains the ability to reroll one Charisma ability check or skill check until the party rests again. At 9th level, they may use this feature twice before the next short rest. At 13th level, they may use this feature three times, and at 17th level, four times.  

Energetic Cry (6th-level)

At 6th level, 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 Acrobatics, Athletics, and Sleight of Hand checks. 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).  

Tau'niki Bard

Song of Agility (2nd-level)

Beginning at 2nd level, you can choose to expend a Bardic Inspiration die when your party takes a short rest. Doing so will allow you to choose one party member. That party member gains the ability to reroll one Dexterity ability check or skill check until the party rests again. At 9th level, they may use this feature twice before the next short rest. At 13th level, they may use this feature three times, and at 17th level, four times.  

Revealing Melody (6th-level)

At 6th level, 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 blinded, and creatures that are invisible are revealed to all of you. 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).  

U'moro Bard

Song of Strength (2nd-level)

Beginning at 2nd level, you can choose to expend a Bardic Inspiration die when your party takes a short rest. Doing so will allow you to choose one party member. That party member gains the ability to reroll one Strength ability check or skill check until the party rests again. At 9th level, they may use this feature twice before the next short rest. At 13th level, they may use this feature three times, and at 17th level, four times.  

Rallying Song (6th-level)

At 6th level, 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 attack rolls for one round. 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).

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