Bard

by Rayzor

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1

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.

Music and Magic

In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of bards is an attempt to snatch and harness those echoes, subtly woven into their spells and powers.

The greatest strength of bards is their sheer versatility. Many bards prefer to stick to the sidelines in combat, using their magic to inspire their allies and hinder their foes from a distance. But bards are capable of defending themselves in melee if necessary, using their magic to bolster their swords and armour. Their spells lean toward charms and illusions rather than blatantly destructive spells. They have a wide-ranging knowledge of many subjects and a natural aptitude that lets them do almost anything well. Bards become masters of the talents they set their minds to perfecting, from musical performance to esoteric knowledge.

Learning from Experience

True bards are not common in the world. Not every minstrel singing in a tavern or jester cavorting in a royal court is a bard. Discovering the magic hidden in music requires hard study and some measure of natural talent that most traubadours and jongleurs lack. It can be hard to spot the difference between these performers and true bards, though. A bard's life is spent wandering across the land gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer. But a depth of knowledge, a level of musical skill, and a touch of magic set bards apart from their fellows.

Only rarely do bards settle in one place for long, and their natural desire to travel - to find new tales to tell, new skills to learn, and new discoveries beyond the horizon - makes an adventuring career a natural calling. Every adventure is an opportunity to learn, practice a variety of skills, enter

long-forgotten tombs, discover lost works of magic, decipher old tomes, travel to strange places, or encounter exotic creatures. Bards love to accompany heroes to witness their deeds firsthand. A bard who can tell an awe-inspiring story from personal experience earns renown among other bards. Indeed, after telling so many stories about heroes accomplishing mighty deeds, many bards take these themes to heart and assume heroic roles themselves.

Creating a Bard

Bards thrive on stories, whether those stories are true or not. Your character's background and motivations are not as important as the stories that he or she tells about them. Perhaps you had a secure and mundane childhood. There's no good story to be told about that, so you might paint yourself as an orphan raised by a hag in a dismal swamp, or your childhood might be worthy of a story. Some bards acquire their magical music through extraordinary means, including the inspiration of fey or other supernatural creatures.

Did you serve an apprenticeship, studying under a master, following the more experienced bard until you were ready to strike out on your own? Or did you attend a college where you studied bardic lore and practiced your musical magic? Perhaps you were a young runaway or orphan, befriended by a wandering bard who became your mentor. Or you might have been a spoiled noble child tutored by a master. Perhaps you stumbled into the clutches of a hag, making a bargain for a musical gift in addition to your life and freedom, but at what cost?

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The Bard

Bard Level Prof Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Inspiration (d6) 2 3 + Intelligence modifier 2
2nd +2 Ability Score Improvement, Jack of All Trades, Song of Rest 2 4 + Intelligence modifier 3
3rd +2 Bard College, 2 5 + Intelligence modifier 4 2
4th +2 Ability Score Improvement, Expertise (2) 3 6 + Intelligence modifier 4 3
5th +3 Inspiration (d8), Font of Inspiriation 3 7 + Intelligence modifier 4 3 2
6th +3 Ability Score Improvement, Bard College feature 3 8 + Intelligence modifier 4 3 3
7th +3 - 3 9 + Intelligence modifier 4 3 3 1
8th +3 Ability Score Improvement, Countercharm 3 10 + Intelligence modifier 4 3 3 2
9th +4 Expertise (4) 3 11 + Intelligence modifier 4 3 3 3 1
10th +4 Ability Score Improvement, Inspiration (d10), Magical Secrets 4 12 + Intelligence modifier 4 3 3 3 2
11th +4 - 4 13 + Intelligence modifier 4 3 3 3 2 1
12th +4 Ability Score Improvement, Magical Secrets 4 14 + Intelligence modifier 4 3 3 3 2 1
13th +5 - 4 15 + Intelligence modifier 4 3 3 3 2 1 1
14th +5 Ability Score Improvement, Bard College feature, Magical Secrets 4 16 + Intelligence modifier 4 3 3 3 2 1 1
15th +5 Inspiration (d12) 4 17 + Intelligence modifier 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement, Magical Secrets 4 18 + Intelligence modifier 4 3 3 3 2 1 1 1
17th +6 - 4 19 + Intelligence modifier 4 3 3 3 2 1 1 1 1
18th +6 Ability Score Improvement, Magical Secrets 4 20 + Intelligence modifier 4 3 3 3 3 1 1 1 1
19th +6 Feat 4 21 + Intelligence modifier 4 3 3 3 3 2 1 1 1
20th +6 Ability Score Improvement, Magical Performance, Magical Secrets 4 22 + Intelligence modifier 4 3 3 3 3 2 2 1 1
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Quick Build

You can make a bard quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the entertainer background. Third, choose the dancing lights and vicious mockery cantrips, along with the following 1st level spells: charm person, detect magic, healing word and thunderwave.

Class Features

As a bard, you gain the following class features.

Hit Points

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at 2nd and 3rd Levels: The higher of 1d8 or 5 + your Constitution modifier per bard level

Hit Points at Higher Levels: Roll 1d8 (reroll a result of 1) + your Constitution modifier per bard level

Proficiencies

Armour: Light armour

Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords

Tools: Three musical instruments of your choice

Saving Throws: Dexterity, Charisma

Skills: Choose any three skills

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 armour 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. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list.

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 on the Cantrips Known column of the Bard table.

Additionally, when you gain a level in this class, you can choose to forget one cantrip and replace it with another from the bard spell list.

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 a number of 1st level spells equal to 3 + your Intelligence modifier of your choice from the bard spell list. So a 1st level Bard with an intelligence of 14 will know 5 spells (3 spells at 1st level plus the intelligence modifier of +2 gives a total of 5).

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. For instance, when you reach 5th 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 may 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.

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 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 Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Inspiration die is rolled it is lost. A creature can have only one Inspiration die at a time.

You can use this feature a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest.

Your 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.

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Ability Score Improvement

When you reach 2nd level and again at 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th and 20th level, you can increase an ability score of your choice by 1. You can’t increase an ability score above 20 using this feature.

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 revitalise 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 a short rest, each of those creatures regains an extra number of hit points equal to your proficiency bonus.

Bard College

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

Expertise

At 4th 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 9th level, you can choose another two skill proficiencies to gain this benefit.

Font of Inspiration

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

Countercharm

At 8th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. If you or a friendly creature within 30 feet of you is frightened or charmed, you can use a reaction to allow them to make a new saving throw with advantage against the spell that caused one of the conditions. A creature must be able to hear you to gain this benefit.

Magical Secrets

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. You may choose your new spell that you learn at this level from the Bard, Cleric, Duid or Wizard spell lists. The spell you choose must be of a level you can cast, as shown on the Bard table.

The chosen spell counts as a bard spell for you and is included in the number in the Spells Known column of the Bard table.

Subsequently, you may choose from the spells of any class for the new spell that you learn at 12th level, 14th level, 16th level, 18th level and finally at 20th level.

Feat

At 19th level you gain one feat of your choice.

Magical Performance

At 20th level a bard may use a musical performance to magically affect the creatures around them. You may begin a Magical Performance by spending an action to play a musical instrument. You then choose the effect of the Magical Performance: you may put your audience to sleep or you may charm them. The sleep is a magical slumber and a creature affected falls unconscious until the sleeper takes damage or someone uses an action to shake or slap the sleeper awake. The charm causes a creature affected to be charmed by you until you or your companions do anything harmful to it.

The creatures must be within 40 feet of you and be able to hear you. You can weave the music to affect only the creatures you want to target. Each creature must make a Wisdom saving throw. If a creature fails the saving throw, it is affected by the spell until the spell duration ends. The spell duration is twice the number of rounds that you continue to keep playing the magical performance while maintaining concentration. For example, if you play the magical performance for 5 rounds and then stop, the spell duration will continue for another 5 rounds, making a total of 10 rounds. Each round you must continue to spend your action to keep playing the magical performance. The concentration rules apply, so if your concentration is broken by taking damage then your playing comes to an end. The maximum duration for the magical performance is 1 minute so the maximum spell duration is 2 minutes. When the spell duration ends the magical effect of sleep or charm will turn into a natural state of sleep or friendship, so if it is late a sleeping creature may naturally continue sleeping until morning unless they are awoken by noise, shaken, etc., and a charmed creature will continue to like the bard and comply with reasonable requests the bard persuaded them to do while charmed as long as the bard or their companions do not act badly toward them.

You may not use this feature again until after a long rest.

 

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