Revised 5.24e Bard Spell Slots per Spell Level
| Level | Proficiency Bonus | Features | Bardic Die | Cantrips Known | Prepared Spells | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Bardic Inspiration, Spellcasting | d6 | 2 | 4 | 2 | — | — | — | — | — | — | — | — |
| 2nd | +2 | Expertise, Jack of All Trades | d6 | 2 | 4 | 3 | — | — | — | — | — | — | — | — |
| 3rd | +2 | Bard Subclass | d6 | 2 | 6 | 4 | 2 | — | — | — | — | — | — | — |
| 4th | +2 | Ability Score Improvement | d6 | 3 | 7 | 4 | 3 | — | — | — | — | — | — | — |
| 5th | +3 | Font of Inspiration | d8 | 3 | 9 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6th | +3 | Subclass Feature | d8 | 3 | 10 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7th | +3 | Countercharm | d8 | 3 | 11 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8th | +3 | Ability Score Improvement | d8 | 3 | 12 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9th | +4 | Magical Secrets | d8 | 3 | 14 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10th | +4 | Subclass Feature | d10 | 4 | 15 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11th | +4 | Expertise | d10 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12th | +4 | Ability Score Improvement | d10 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13th | +5 | Unrelenting Inspiration | d10 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14th | +5 | Subclass Feature | d10 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15th | +5 | Superior Inspiration | d12 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16th | +5 | Ability Score Improvement | d12 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17th | +6 | Magical Secrets | d12 | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | Subclass Feature | d12 | 4 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Ability Score Improvement+ | d12 | 4 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | Master of All Trades | d12 | 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: 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
- Tools: Three Musical Instruments of your choice
- Saving Throws: Dexterity, Charisma
- Skills: Any 3 skills of your choice
Starting Equipment
- You start with the following equipment, in addition to the
- equipment granted by your background:
- Dagger (2), Entertainer's Pack, Leather Armor
- Musical Instrument (one of your choice), 26 gp
1st level: Bardic Inspiration
- You can supernaturally inspire others through words,
- music, or dance. This inspiration is represented by your
- Bardic Inspiration die, which is a d6.
- Using Bardic Inspiration: As a Bonus Action, you can
- inspire another creature within 60 feet of yourself who
- can see or hear you. That creature gains one of your
- Bardic Inspiration dice. A creature can have only one
- Bardic Inspiration die at a time.
- Once within the next hour when the creature fails a d20
- Test, the creature can roll that die and add the number
- rolled to the d20, potentially turning the failure into a
- success. A Bardic Inspiration die is expended when it’s
- rolled.
- Number of Uses: You can confer a Bardic Inspiration die
- a number of times equal to your Spellcasting Ability
- Modifier (minimum of once), and you regain all expended
- uses when you finish a Long Rest.
- At Higher Levels: Your Bardic Inspiration die changes
- when you reach certain Bard levels, as shown in the
- Bardic Die column of the Bard table. The die becomes a
- d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
1st level: Spellcasting
- You have learned to cast spells through your bardic arts.
- See the Player’s Handbook for the rules on spellcasting.
- The information below details how you use those rules as
- a Bard.
- Chosen Spell List: At 1st level, choose a spell list:
- Sorcerer, Bard, Cleric, or Druid. The chosen list is your
- Bard spell list and represents the magical tradition in
- which you learned your bardic arts. Whichever list you
- choose, it includes the Vicious Mockery cantrip for you.
- Cantrips: You know two cantrips of your choice from your
- Bard spell list. Whenever you gain a Bard level, you can
- replace one of your cantrips with another cantrip of your
- choice from your Bard spell list. When you reach 4th and
- 10th level in this class, you learn another cantrip of your
- choice from your Bard spell list, as shown in the Cantrips
- 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.
- Prepared Spells of 1st+ Level: You prepare the list of
- spells of 1st level and higher that are available for you to
- cast with this feature. To start, choose four 1st-level spells
- from your Bard spell list. The number of spells on your list
- also increases as you gain Bard levels, as shown in the
- Prepared Spells column of the Bard table. Whenever that
- number increases, choose additional spells from your
- Bard spell list until the number of spells on your list
- matches the number on the table. The chosen spells must
- be of a level for which you have spell slots. For example, if
- you’re a 3rd-level Bard, your list of prepared spells can
- include six spells of 1st or 2nd level, in any combination. If
- another Bard feature gives spells that you always have
- prepared, those spells don’t count against the number of
- spells on the list you prepare with this Spellcasting
- feature, but those spells otherwise follow the rules in this
- feature.
- Changing Your Prepared Spells: Whenever you gain a
- Bard level, you can replace one spell on your list with
- another spell for which you have spell slots and that is on
- your Bard spell list.
- Chosen Spellcasting Ability: Choose between
- Intelligence, Wisdom, or Charisma to be your Spellcasting
- Ability for your Bard spells.
- Spellcasting Focus: You can use a musical instrument as
- a Spellcasting Focus for the spells you cast with your Bard
- features.
2nd level: Jack of All Trades
- You can add half your Proficiency Bonus (round down) to
- any ability check you make that uses a skill proficiency
- you lack and that doesn’t otherwise use your Proficiency
- Bonus.
- For example, if you make a Strength (Athletics) check and
- lack Athletics proficiency, you can add half your
- Proficiency Bonus to the check.
2nd level: Expertise
- You gain Expertise in two of your skill proficiencies of your
- choice.
- Performance and Persuasion are iconic choices for a Bard
- if you have proficiency in them.
3rd level: Bard Subclass
- You gain a Bard subclass of your choice: College of Dance,
- College of Glamour, College of Lore, or College of Valor.
- Subclasses are detailed after this class’s description.
- A subclass is a specialization that grants you special
- abilities at certain Bard levels. For the rest of your career,
- you gain each of your subclass’s features that are of your
- Bard level and lower.
4th level: Ability Score Improvement
- You gain the Ability Score Improvement feat or another
- feat of your choice for which you qualify. As shown on the
- Bard table, you gain this feature again at levels 8, 12, 16,
- and 19.
5th level: Font of Inspiration
- You now also regain all your expended uses of Bardic
- Inspiration when you finish a Short Rest.
- In addition, if you have no uses of Bardic Inspiration left,
- you can give yourself one use by expending a spell slot
- (no action required). You can do so only once per turn.
7th level: Countercharm
- You can use musical notes or words of power to disrupt
- mind-influencing effects. If you or a creature within 30
- feet of you fails a saving throw against an effect that
- applies the Charmed or Frightened condition, you can use
- your Reaction to cause the save to be rerolled, and the
- new roll has Advantage.
9th level: Magical Secrets
- You have collected magical knowledge from a wide
- spectrum of disciplines. As a result, your Bard spell list
- now includes eiher the Bard, Sorcerer, Druid, or Cleric
- spell lists. You may not choose the same list as you did as
- a level 1 Bard.
11th level: Expertise
- You gain Expertise in two of your skill proficiencies of your
- choice.
13th level: Unrelenting Inspiration
- When creatures rolling your inspiration on a d20 test, they
- may roll twice and keep the higher of the 2 rolls.
15th level: Superior Inspiration
- When you roll Initiative and have less than 3 uses of
- Bardic Inspiration left, you regain 2 uses, up to your
- maximum number of uses.
17th level: Magical Secrets
- You have collected magical knowledge from a wide
- spectrum of disciplines. As a result, your Bard spell list
- now includes either the Bard, Sorcerer, Druid, or Cleric
- spell lists. You may not choose the same list as you did as
- at level 1 or at level 9 Bard.
20th level: Epitome of Virtuosity
- Your Proficiency modifier increases by +2 and when you
- cast Epitome of Virtuosity spells, you may target 1
- additional target within range to receive the full effect.
- You also have the following spells always prepared that
- do not count towards your prepared spells.
- You may cast one spell from your Epitome of Virtuosity
- once per Long Rest without using a spell slot. You still
- must provide any costly components, including any that
- are consumed.
| Spell Level | Spells |
|---|---|
| 5th | Creation, Scrying |
| 6th | Heroes Feast, Mass Suggestion |
| 7th | Power Word Fortify, Power Word Pain |
| 8th | Power Word Stun, Glibness |
| 9th | Power Word Heal, Power word Kill |
Bard Subclasses
| College of Dance |
| College of Glamour |
| College of Lore |
| College of the Moon |
| College of Valor |
College of Dance
- Bards of the College of Dance know that the Words of
- Creation can’t be contained within speech or even song;
- they are uttered by the movements of celestial bodies
- and flow through the motions of even the smallest
- creatures. To these Bards, dance is art freed from the
- constraints of a single point in space and time; it is
- meaning unconfined by narrow definitions of words and
- structures of grammar. The College of Dance practices a
- way of being in harmony with the ever-whirling cosmos,
- emphasizing agility, speed, and grace.
3rd level: Dazzling Footwork
- Your practice of dance gives you the ability to gracefully
- dodge and make agile strikes. While you aren’t wearing
- armor or wielding a Shield, you gain the following
- benefits:
- Unarmored Defense: Your base Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.
- Agile Strikes: When you expend a use of your Bardic Inspiration as part of an action, a Bonus Action, or a Reaction, you can make one Unarmed Strike as part of that action, Bonus Action, or Reaction.
- Bardic Damage: You can use Charisma instead of Strength for the attack rolls of your Unarmed Strikes, and when you deal damage with an Unarmed Strike, you can deal Bludgeoning damage equal to a roll of your Bardic Inspiration die plus your Charisma modifier. This roll doesn’t expend the die.
- Inspiring Dance: You may make a Persuasion check whenever you Expend at least one Bardic Inspiration Die. If this is done outside of combat, the Persuasion roll is done so with Advantage.
3rd level: Inspiring Movement
- When an enemy you can see ends its turn within 5 feet of
- an ally of yours who is within 60 feet of you, you can use
- your Reaction and expend one use of your Bardic
- Inspiration to move up to half your Speed. Then take the
- Maximum of your Bardic Inspiration die, and the ally can
- move up to a number of feet equal to 5 times the
- maximum on the die. None of this feature’s movement
- provokes Opportunity Attacks.
6th level: Tandem Footwork
- When you roll Initiative, you can spend one use of your
- Bardic Inspiration if you don’t have the Incapacitated
- condition. When you do so, roll your Bardic Inspiration
- die, and choose a number of creatures within 60 feet of
- yourself (you can choose yourself), up to a number equal
- to your Charisma modifier (minimum of one creature).
- Each of them gains a bonus to their Initiative equal to the
- number rolled.
- When you make an Unarmed Strike using Dazzling
- Footwork: Agile Strikes feature, you may make 2 Unarmed
- Strikes instead of one.
10th level: Leading Evasion
- When you are subjected to an effect that allows you to
- make a Dexterity saving throw to take only half damage,
- you instead take no damage if you succeed on the saving
- throw, and you take only half damage if you fail. If any
- creatures within 5 feet of you are making the same
- Dexterity saving throw, you can share this benefit with
- them for that save.
- You can’t use this feature if you have the Incapacitated
- condition.
- In addition, gain the Vicious Mockery cantrip. If you
- already have this cantrip, choose another Bard cantrip
- instead. Whenever you use your Reaction to cast Vicious
- Mockery on a target within 5ft of you, you may also make
- an Unarmed Strike against the same target as part of the
- same Reaction.
14th level: Irresistible Dance
- You always have the Otto’s Irresistible Dance spell
- prepared. You can cast it without expending a spell slot.
- Once you cast the spell in this way, you can’t do so again
- until you finish a Long Rest. You can also restore your use
- of the feature by expending four uses of your Bardic
- Inspiration (no action required).
18th level: Enthralling Dance
- Whenever you cast Otto's Irresitible Dance, you may
- target up to 6 creatures with 1 casting of the spell.
- Whenever you use Persuasion check to influence a
- creature, if you succeed, the target must make a Wisdom
- saving throw or be Charmed by you and a number of
- other creatures you designate up to your Charisma
- modifier. If the creature is Immune to the Charmed
- condition it is Dazed instead. The creature may make an
- additional Wisdom save if they take any damage or if it is
- attacked.
College of Glamour
- The College of Glamour traces its origins to the beguiling
- magic of the Feywild. The Bards who study this magic
- weave threads of beauty and terror into their songs and
- stories, and the mightiest among them can cloak
- themselves in otherworldly majesty. Their performances
- stir up wistful longing for forgotten innocence, evoke
- unconscious memories of long-held fears, and tug at the
- emotions of even the most hardhearted listeners.
3rd level: Beguiling Magic
- You always have the Charm Person and Mirror Image
- spells prepared.
- In addition, immediately after you cast an Enchantment or
- Illusion spell, you can cause a creature you can see within
- 60 feet of yourself to make a Wisdom saving throw
- against your Spell Save DC. On a failed save, the target
- has the Charmed or Frightened condition (your choice) for
- 1 minute. The target can repeat the saving throw at the
- end of each of its turns, ending the effect on itself on a
- success.
- Once you use this benefit, you can’t use it again until you
- finish a Long Rest. You can also restore your use of the
- feature by expending one use of your Bardic Inspiration
- (no action required).
3rd level: Mantle of Inspiration
- You can weave fey magic into a song or dance to fill
- others with vigor. As a Bonus Action, you can expend a
- use of Bardic Inspiration, rolling a Bardic Inspiration die.
- When you do so, choose a number of other creatures
- within 60 feet of yourself, up to a number equal to your
- Charisma modifier (minimum of one creature). Each of
- them gains a number of Temporary Hit Points equal to 2
- times the number rolled on the Bardic Inspiration die, and
- then each of them can use its Reaction to move up to its
- Speed without provoking Opportunity Attacks.
6th level: Mantle of Majesty
- You always have the Command spell prepared. As a
- Bonus Action, you cast Command without expending a
- spell slot, and you take on an unearthly appearance for 1
- minute or until your Concentration ends (as if you were
- concentrating on a spell). During this time, you can cast
- Command as a Bonus Action without expending a spell
- slot.
- Any creature Charmed by you automatically fails its saving
- throw against the Command you cast with this feature.
- Once you use this feature, you can’t use it again until you
- finish a Long Rest. You can also restore your use of the
- feature by expending a spell slot of 3rd level or higher (no
- action required).
10th level: Naturally Charismatic
- Whenever you have make a Charisma check with
- someone who can see you, your check is done so with
- Advantage and you add twice your Proficiency bonus if
- you are proficient, and 3 times your proficiency bonus if
- you have Expertise in the skill
- Finally, creatures you have no attacked, harmed or
- sabotaged are never initially hostile towards you when
- trying to influence them.
14th level: Unbreakable Majesty
- As a Bonus Action, you can assume a magically majestic
- presence for 1 minute or until you have the Incapacitated
- condition. For the duration, whenever any creature hits
- you with an attack roll for the first time on a turn, the
- attacker must succeed on a Charisma saving throw
- against your Spell Save DC, or the attack misses instead,
- as the creature recoils from your majesty.
- Once you assume this majestic presence, you can’t do so
- again until you finish a Short Rest or Long Rest.
18th level: Stunning Majesty
- You may prepare Power Word Stun without affecting your
- alloted number of Prepared Spells. When you Cast Power
- Word Stun, you may effect any number of creatures of
- your choice within 30 feet of you instead of just 1 target.
- You may cast Power Word Stun once per Long Rest
- without expended a Spell Slot. If target is not successfully
- Stunned with Power Word Stun, they are Dazed until the
- end of your next turn instead.
College of Lore
- Bards of the College of Lore plumb the depths of magical
- knowledge, collecting spells and secrets from sources as
- diverse as scholarly tomes, mystical rites, and peasant
- tales. The college’s members gather in libraries and
- universities 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.
3rd level: Improved Talents
- You gain proficiency with three skills of your choice.
3rd level: Cutting Words
- You learn how to use your wit to supernaturally distract,
- confuse, and otherwise sap the confidence and
- competence of others. You learn the Vicious Mockery
- Cantrip, if you already know this cantrip you may learn
- another Bard cantrip of your choice. When a creature
- that you can see within 60 feet of you makes an attack
- roll, Ability Check, or a Saving Throw and you cast Vicious
- Mockery as a Reaction, with the same Reaction, you may
- expend a Bardic Inspiration die and subtract the number
- rolled from the creature’s roll.
- If this results in the creature failing the d20 roll, the
- creature take additional Psychic Damage depending on
- the level of the Bard. The Damage Roll equals 1 roll of
- Bardic Inspiration die at Bard level 3, 2 rolls at Bard level
- 10 and 3 rolls at Bard level 18.
Vicious Mockery (Revised)
Enchantment Cantrip (Bard)
- Casting Time: Reaction, which you take in
- response to a creature rolling a d20 test
- Range: 60 feet
- Components: V
- Duration: Instantaneous
- You unleash a string of insults laced with
- subtle enchantments at a creature you can see
- within range. If the target can hear you (though
- it need not understand you), impose
- Disadvantage on the creature’s d20 test. If the
- creature fails the d20 test, they take 1d6
- psychic damage from the humiliation.
- Cantrip Upgrade: This spell’s damage
- increases by 1d6 when you reach certain Bard
- levels: 5th level (2d6), 11th level (3d6), and 17th
- level (4d6).
6th level: Magical Discoveries
- Choose a spell list you didn't choose at bard level 1:
- Sorcerer, Bard, Cleric, or Druid. The chosen list is your
- Bard spell list and represents the magical tradition in
- which you learned your bardic arts. A spell you choose
- must be a cantrip or a spell for which you have spell slots,
- as shown on the Bard table. You always have the chosen
- spells prepared, and whenever you gain a Bard level, you
- can replace one of the spells with another spell that
- meets the requirements above.
- When you reach Bard level 9 and Bard level 17, you may
- not choose Magical Secrets with the same choice you
- made for Magical Discoveries.
10th level: Peerless Skill
- When you make an Ability check, saving throw, or attack
- roll and fail, you can expend one use of Bardic Inspiration,
- roll the Bardic Inspiration die, and add the number rolled
- to the d20, potentially turning the failure into a success.
- On a failure, the Bardic Inspiration use isn't expended.
14th level: Legendary Knowledge
- You learn the Legend Lore spell, and the spell doesn't
- count against the number of bard spells you know.
- Additionally, you may cast Legend Lore at will, provided
- you have the Material components necessary.
- Furthermore, when you cast the Legend Lore spell, if the
- thing isn't of legendary importance, you still learn some
- obscure facts or trivia about it regardless. Repeated
- castings of the spell targeting same person, place, or
- object doesn't ever give you the same information twice,
- but it will let you know if there isn't any additional
- relevant information to ascertain.
- In addition with repeated castings, if the answers were
- shrouded in riddles, you may make a Wisdom (Insight)
- check to gain meaning behind the information given. You
- make 1 Insight check per casting and the DC is 30, but the
- DC drops by 5 each times you cast Legend Lore on the
- same topic.
- Finally, you add your Charisma modifier to all Arcana,
- History, Insight, Investigation, Nature, Religion, and
- Survival ability checks you make.
18th level: Infectious Morale
- When an allied creature within 15 ft of you succeeds on a
- d20 test and you have no uses of Bardic Inspiration, gain
- 1 use of Bardic Inspiration.
College of Valor
- Bards of the College of Valor are daring storytellers whose
- tales keep alive the memory of the great heroes of the
- past. These Bards sing the deeds of the mighty, both past
- and present, in vaulted halls or to crowds gathered
- around great bonfires. They travel the land to witness
- great events firsthand and to ensure that the memory of
- these events doesn’t pass from the world. With their
- songs, they inspire new generations to reach the same
- heights of accomplishment as the heroes of old.
3rd level: Combat Inspiration
- You can use your wit to turn the tide of battle. A creature
- that has a Bardic Inspiration die from you can use it for
- one of the following effects:
- Defense: When the creature is hit by an attack
roll, that creature can use its Reaction to roll
the Bardic Inspiration die and add the number
rolled to its AC against that attack, potentially
causing the attack to miss.
- Offense: Immediately after the creature hits a
target with an attack roll, the creature can roll
the Bardic Inspiration die and add the number
rolled to the attack’s damage against the
target.
3rd level: Martial Training
- You gain proficiency with Martial Weapons and armor
- training with Medium Armor and Shields.
- In addition, you can use a Simple or Martial weapon as a
- spellcasting focus to cast spells from your Bard spell list.
- Finally you learn 1 Weapon Mastery of your choice. It
- must be with a weapon with the Light, Versatile, or
- Finesse properties.
6th level: Inspiring Attacks
- You can attack twice, instead of once, whenever you take
- he Attack action on your turn.
- When you take the Attack action on your turn, you can
- replace one of the attacks with a casting of one of your
- Bard cantrips that has a casting time of an action.
- When you use your Bardic Inspiration as a Bonus action,
- you may make an additional attack with a one-handed
- weapon as part of the same Bonus action.
10th level: Bolstered in Combat
- Whenever a creature uses of your Bardic Inspiration die,
- they gain temporary hit points equal to 2 rolls of the same
- Bardic Inspiration die + your Charisma modifier.
14th level: Leading to Victory
- As long as another creature has one of your Bardic
- Inspiration die that they haven't used and is within 30 feet
- of you can see in combat, you may utilize both the
- Offense and Defense features of Combat Inspiration,
- without expending a Bardic Inspiration die. You using
- Defense aspect of Combat Inspiration doesn't take your
- Reaction, but can only be used once per turn.
18th level: Battle Magic
- When you make an attack as part of the Attack action, you
- may replace 1 attack to cast a spell of 2nd level or lower
- with a casting time of an Action. If you hit with a weapon
- attack before you cast a spell from this feature, either the
- spell attack roll of the spell is done so with advantage, or
- the target has disadvantage on their saving throw.
College of the Moon
- The College of the Moon traces its origins to the ancient
- druidic circles of the Moonshae Isles, who entrusted the
- first Bards of this tradition with chronicling the stories of
- the islands and their people. Bards of this college draw
- from the isles’ Fey magic and the primal power of the
- moonwells to bolster their allies, protect the natural
- world, and inspire their bardic works. Such works tend to
- be based on well-known Moonshae myths such as the
- whimsy of fairy pranksters, the viciousness of the Beast,
- and the mysteries of the moonwells.
3rd level: Moonshae Folktales
- As a Magic action, you can invoke the power of a folktale,
- imbuing yourself with primal magicuntil you use this
- feature again. When you use this feature, choose which of
- the following folktales you invoke; your choice gives you
- certain benefits while this magic is active.
- Tale of Life: You invoke a tale of vitality and
thriving earth. When you restore Hit Points to a
creature with a spell or class feature, you can expend a Bardic
Inspiration die and increase the amount of Hit
Points restored by a number equal to a roll of the
Bardic Inspiration die. You can do this once per turn.
This increases to 2 rolls of Bardic Inspiration at Bard level 10
and 3 rolls of Bardic Inspiration at Bard level 18.
- Tale of Gloam: You invoke a tale of mystery
and secrets. When you use a Bonus Action to
give a creature a Bardic Inspiration die, you can
take the Disengage or Hide action as part of that
Bonus Action.
- Tale of Mirth: You invoke a tale of merriment
and fey guile. When an enemy you can see within
60 feet of yourself succeeds on a saving throw,
you can expend a Bardic Inspiration as a Reaction to cause
the roll to be rerolled and is then subject to the effects of
a Vicious Mockery spell with the same reaction.
3rd level: Primal Lorist
- You learn Druidic and one cantrip from the Druid spell
- list. It counts as a Bard spell for you but doesn’t count
- against the number of cantrips you know.
- Additionally, choose one of the following skills: Animal
- Handling, Insight, Medicine, Nature, Perception, or
- Survival. You have proficiency in that skill.
6th level: Blessings of the Moonwells
- You always have the Moonbeam spell prepared. As a
- Bonus Action, you can cast Moonbeam without expending
- a spell slot. When you cast it using this feature, you glow
- faintly while you maintain Concentration on the spell.
- While glowing, you shed Dim Light out to 5 feet, and
- whenever a creature fails its saving throw against the
- effects of this Moonbeam, another creature of your
- choice that you can see within 60 feet of you regains 2d4
- Hit Points. While Concentrating on Moonbeam, if you
- pend your Bonus action to give Bardic Inspiration, you
- may take a Magic action with the same Bonus action to
- switch your Moonshae Folktales selection.
- Once you use this feature, you can’t use it again until you
- finish a Long Rest. You can also restore your use of it by
- expending a level 3+ spell slot (no action required). You
- may also regain this feature if you take a Short rest while
- exposed to Moonlight.
10th level: Bolstered Folktales
- The power of your Moonshae Folktales improves. When
- you use your Tale of Life or Tale of Mirth, you can roll 1d6
- instead of expending a Bardic Inspiration die, and when
- you use your Tale of Gloam, you can also teleport up to 30
- feet to an unoccupied space you can see as part of that
- Bonus Action. You may also attempt to Hide when
- Concentrating on either Moonbeam or Font of Moonlight,
- even while not heavily obscured or without cover.
- In addition you may have up to 2 of your 3 Moonshae
- Folktales active at once. When taking the Magic Action to
- activate your Moonshae Folktales, you may activate 2
- instead of just one.
14th level: Greater Blessing of the Moonwells
- You always have the Font of Moonlight spell prepared. As
- a Bonus Action, you can cast Font of Moonlight without
- expending a spell slot. Whenever a creature is hit while
- using this feature with any attack they take the Radiant
- damage from Font of Moonlight. They also take the
- damage of Font of Moonlight when they fail their saving
- throw for Font of Moonlight or and Bard spell. While
- Concentrating on Font of Moonlight, if you spend your
- Bonus action to give Bardic Inspiration, you may take a
- Magic action with the same Bonus action to switch your
- Moonshae Folktales selection.
- Once you use this feature, you can’t use it again until you
- finish a Long Rest. You can also restore your use of it by
- expending a level 5th+ spell slot (no action required). You
- may also regain this feature if you take a Short rest while
- exposed to Moonlight.
18th level: Gift from the Moon
- When you cast Moonbeam with Blessings of the
- Moonwells, it's duration is increased to 10 minutes, When
- you cast Font of Moonlight with Greater Blessing of
- the Moonwells, it's damage increases by 1d6 and if you
- are Concentrating on Moonbeam or Font of Moonlight,
- you may cast the other without interrupting your
- Concentration on the other spell. You are Concentrating
- on Both spells with the same Concentration.
- In addition you have all 3 Moonshae Folktales active at
- once. When taking the Magic Action to activate your
- Moonshae Folktales, you may activate 3 instead of 2.