Bard
The Bard
| Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Spellcasting, Bardic Inspiration (d6) | 2 | 4 | 2 | - | - | - | - | - | - | - | - |
| 2nd | +2 | Jack of All Trades, Song of Rest (d6) | 2 | 5 | 3 | - | - | - | - | - | - | - | - |
| 3rd | +2 | Bard College, Bardic Lore, 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 | Countercharm, Bard College Feature | 3 | 9 | 4 | 3 | 3 | - | - | - | - | - | - |
| 7th | +3 | Bardic Lore | 3 | 10 | 4 | 3 | 3 | 1 | - | - | - | - | - |
| 8th | +3 | Ability Score Improvement | 3 | 11 | 4 | 3 | 3 | 2 | - | - | - | - | - |
| 9th | +4 | Song of Rest (d8) | 3 | 12 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
| 10th | +4 | Bardic Inspiration (d10), Expertise, Magical Secrets | 4 | 14 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
| 11th | +4 | Bardic Lore | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 12th | +4 | Ability Score Improvement | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 13th | +5 | Song of Rest (d10) | 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), Bardic Lore | 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 | Song of Rest (d12) | 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, Bardic Lore | 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
As a bard, you gain the following class features.
Hit Points
- Hit Dice: 1d8 per bard level
- Hit Points at 1st Level: 8 + 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
Spell attack 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 (see chapter 5, “Equip-ment”) 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 GM 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.
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.
Bard College
At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore or the College of Valor, both detailed at the end of
the class description. Your choice grants you features at 3rd level and again at 6th and 14th level.
Bardic Lore
Starting at 3rd level you select two Bardic Lore abilities. You learn additional Bardic Lore at 7th, 11th, 15th, and 19th level. Additionally, when you gain a level in this class, you can choose one of the Bardic Lore you know and replace it with another Bardic Lore that you could learn at that 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.
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 initiative and have no uses of Bardic Inspiration left, you regain one use.
Bardic Lore
Bards pick up all sorts of abilities and lore among their travels.
Many of these abilities require the use of your bardic performance. While this is commonly a song, it could be a poem or a dramatic story or oratory.
Agonizing Mockery
Prerequisite: vicious mockery cantrip
When you cast vicious mockery, add your Charisma modifier to the damage it deals.
Bluff
Your performance is such that your opponents fear your skill. This can be a masterly spinning display of weapons, or a calm, subtle approach.
You can make a Charisma (Deception) check contested by the target’s Wisdom (Insight) to convince them that you are more skilled at combat or spellcasting than you are.
If they fail their check, they will act accordingly. In some cases, they may attack you in preference to others, in other cases they might avoid direct confrontation with you.
Regardless, you have advantage on your first weapon or spell attack against that target, and they have disadvantage on their first attack against you.
Future attempts against the same target are dependent upon the outcome. If nothing in the rest of the encounter would change their perception of you, then the charade continues. If they are successful in seeing through your bluff, then future attempts against them are made with disadvantage. You may or may not know whether they discovered your secret.
Break the Silence
Your oratory or song can shatter magical silence. As a bonus action, you can attempt to break magical silence. Make a Charisma (Performance) check against the spell save DC (even if the spell doesn’t normally allow a saving throw). If successful, the silence is broken.
Command
Once per day you can use the command spell at your spell slot level without using a spell slot, and only using verbal components.
Countersong
You can attempt to prevent or disrupt magical attacks that use words or songs, such as vicious mockery, cutting words, a harpy’s song, a banshee’s wail, thunderwave, etc.
As a reaction, make a Charisma (Performance) check against the save DC (even if it doesn’t normally allow a saving throw). If successful, it counters the effect, granting everybody that can hear you advantage on their saving throw against the attack. If the effect doesn’t normally allow a saving throw, they gain one instead.
If against a spell, you have disadvantage if the spell is of a higher level than you can cast. You can maintain this effect for up to 1 minute with concentration.
Distraction
Whether by song, oratory, or telling jokes, you are skilled at the art of distracting others. You can target any number of creatures within 60 feet of you. Make a Charisma (Performance) check opposed by your targets’ Wisdom (Insight) checks. Your allies have advantage on attack rolls and skill checks (such as Dexterity (Stealth) checks against those that failed the contest against you.
Essence of Purity
Your flair for the dramatic and will to live promises a dramatic end when your time should come.
Unless an attack is specifically to knock you out, you do not fall unconscious after your first failed death saving throw when dying.
When you fail your third death saving throw, you don’t die immediately. Instead, you give a final performance, uttering a dying poem or dramatic oratory before expiring. If for some reason you were knocked unconscious, then you gasp back to consciousness in time to recite your dying words.
Furthermore, if you are fighting to defend the honor of another for love, beauty, or innocence, and you are reduced to 0 hit points, you make a DC 15 Constitution saving throw. If successful, you are reduced to 1 hit point instead. As soon as you fail this saving throw you are dying, with one failed death saving throw against dying for each of the times you succeeded with this ability. If you had three or more successful saving throws, then you recite your last words and die.
If you receive any healing in this state, while you are still conscious, your death saving throw count is reset.
Due to the call of the dramatic, you will not respond to resurrection attempts, unless it is to be with your true love.
If you were fighting to defend the honor of another and were unable to recite your dying words, there is a chance that you will return as a revenant (as determined by the DM).
Etiquette
You have picked up the subtleties of ways that people communicate and interact, particularly nobility and the well-to-do.
You have advantage on Charisma (Deception), Charisma (Performance), Charisma (Persuasion), and Wisdom (Insight) checks regarding the proper etiquette required in each situation, or when attempting to pass as somebody who fits into a specific cultural situation.
Fascinate
Creature is fascinated with your performance, spending its actions listening to the you. They have disadvantage on Perception checks, but can still use their reaction to defend themselves if necessary. Any attack against a target breaks the fascination.
Fortune Telling
You are skilled at the non-magical art of fortune-telling.
You have advantage on Wisdom (Insight) and Charisma (Persuasion) checks when attempting to determine another individual’s fortune.
This ability, when successfully used, gives the impression that you are utilizing real divination magic.
Juggle
In addition to performances, your juggling skill can come in handy in other ways. You are adept at catching small flying items, and can attempt to catch weapons thrown at you.
As a reaction, you can make a Dexterity saving throw. The DC is 8 + the attack modifier of the attacker. If successful, you catch the missile and take no damage. Failure means the attack automatically hits.
This ability does not work against arrows, bolts, sling bullets, or darts thrown by an atlatl.
Loremaster
Your love of history and arcana is reflected in your knowledge of enchanted items and weapons. You have advantage on Intelligence (Arcana) or Intelligence (History) checks to identify magic items or weapons.
Lullaby
Your performance makes those around you drowsy while you perform. Creatures within 60 feet must make a Constitution saving throw or suffer 1 level of fatigue. You can only impose 1 level of fatigue on a creature in a 24-hour period.
Magician
You are skilled in the art of non-magical illusion. You can make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If successful, you gain advantage on Dexterity (Sleight of Hand) checks against that target.
Masquerade
Your acting skills allow you to take on the manner of another role. This doesn’t change your physical appearance, although you can use a disguise kit.
You can add your Charisma (Performance) modifier to Charisma (Deception) checks to play a part, or pretend to be something or somebody you’re not.
If you have proficiency in a Disguise Kit and you are successful in creating a disguise, or you have a magical disguise, you also have advantage on your Charisma (Deception) check.
Mass mockery
Prerequisite: 5th level, vicious mockery cantrip
When you successfully use vicious mockery against a target, that target’s allies within 60 feet (or 120 feet if you have the Vicious Shout lore) must make a saving throw or take the same amount of psychic damage as the target.
Poetic Charm
You are a romantic at heart.
You have advantage on Charisma (Persuasion) checks to alter the position of another person (hostile to indifferent, etc.) towards you, particularly regarding romantic situations.
You can only alter them one category (hostile to indifferent, indifferent to friendly). If you continue to attempt to change their position, they become hostile towards you.
This is not a magical effect, and future interactions can alter their position.
Rally
During a battle that is not going well (at least half of your allies have 50% of hit points or less of their maximum hit points), you can use your Action to bolster their resolve. Your allies within 120 feet of you gain advantage on morale checks and a +1 bonus to their next attack.
In addition, if they succeed at their morale check, they can use their reaction to reduce the damage of the next attack they suffer by half.
They also temporarily overcome the effects of fatigue or exhaustion for the remainder of the battle. If they survive, they suffer 1 additional level of fatigue or exhaustion.
Once you use this ability, you can’t use it again until you complete a long rest.
Riddlemaster
While you can make a living with your performances that are filled with riddles and puzzles, your mind naturally picks up on patterns and clues in puzzles.
You have advantage on Wisdom (Insight) checks when making decisions like determining which way leads to a certain destination, solving puzzles, disarming traps and other such situations.
While it doesn’t provide a bonus when tracking something, it does grant the bonus in situations like a chase where you are determining which way somebody went within the last 15 minutes or so.
Rumormonger
You are skilled at picking up the intrigue and rumors in a locale. You have advantage on Wisdom (Insight) and Intelligence (Investigation) checks to learn about current events in a given location. This success makes it easier to learn the details of such gossip, not just what is common knowledge.
This skill is also very useful during downtime.
Sanctuary
Once per day you can cast the sanctuary spell without using a spell slot and with only verbal components.
Song of Influence
Your performance can be used to influence the position of others. You can target any number of creatures within 120 feet that can hear you. Make a Charisma (Persuasion) check opposed by the target’s Wisdom (Insight) check.
If you succeed, you can influence them one step towards or away from friendly. If you fail, then they move one step towards hostile. Once targets have heard your song, they cannot be affected by it for 24 hours.
Soothing Song
You voice or song sooths animals. You have advantage on Wisdom (Animal Handling) checks to calm or change the disposition of animals (beasts) that can hear you one step towards friendly.
As long as you maintain concentration and continue your performance (for up to 1 minute), any creatures that are friendly to you, are hostile to your enemies.
Spellsong
You have learned to cast a spell with a song, poem or dramatic oratory. If the spell requires concentration, you must continue to perform for the duration. Select one of the following spells. You can cast this spell at will as a 1st-level spell, without expending a spell slot, and only requiring verbal components (the performance).
Spellsong Spells: Alarm, detect magic, disguise self, false life, heroism, mage armor, or speak with animals.
Swindler
You are a master of the art of deception. You have proficiency in one Gaming Set of your choice.
You can add your Charisma (Deception) modifier when making a Gaming Set ability check.
Use Written Magic Items
You can use any written magic item, such as spell scrolls, whether you meet the class prerequisites or not.
Note that spellbooks are not a magic item.
Vicious Shout
Prerequisite: vicious mockery cantrip
When you cast vicious mockery, its range is 120 feet.
War Chant
Before heading into a battle, you can spend 10 minutes building up your forces’ morale. You can grant an Inspiration die to all allies within 120 feet as temporary hit points.
College of Lore
Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.
The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.
The college’s members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.
Bonus Proficiencies
When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.
Cutting Words
Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.
Additional Magical Secrets
At 6th level, you learn two spells of your choice from any class. 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 but don’t count against the number of bard spells you know.
Peerless Skill
Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail.