|1st||+2||2||d6||2||4||2||—||—||—||—||Spellcasting, Composition, Bardic Inspiration, Bard College|
|2nd||+2||3||d6||2||5||3||—||—||—||—||Jack of All Trades, Song of Rest|
|3rd||+2||4||d6||2||6||4||2||—||—||—||Expertise, Bard College Features|
|4th||+2||5||d6||3||7||4||3||—||—||—||Ability Score Improvement|
|6th||+3||9||d8||3||9||4||3||3||—||—||Countercharm, Bard College Features|
|8th||+3||14||d8||3||11||4||3||3||2||—||Greater Ability Score Improvement|
|10th||+4||20||d10||4||12||4||3||3||3||2||Magical Secrets, Chords of Power, Bard College Features|
- Hit Dice: 1d8 per bard level.
- Hit Points (1st-level): 8 + your Constitution modifier.
- Hit Points (Higher Levels): 1d8 (or 5) + your Constitution modifier per bard level after 1st.
- 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.
Choose one of the following equipment options—preset or custom. You gain these items in addition to any other gear you might have (such as from your background):
A. Preset Equipment
- (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
B. Custom Equipment
You gain 5d4 x 10 gold pieces (or 120 gp). You may spend some or all of this gold to purchase your own equipment.
As a bard, you gain the following class features.
You gain the ability to cast magic spells using words of power and musical notes.
At 1st-level, 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 Class Features (Bard) table.
Replacing Known Cantrips: When you gain a bard level, you can choose one of the bard cantrips you know and replace it with another cantrip from the bard spell list.
The Class Features (Bard) table shows how many spell slots you have to cast your spells of 1st-level and higher. To cast one of your spells, you must spend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st-level and Higher
At 1st-level, you know four 1st-level spells of your choice from the bard spell list. The Spells Known column of the Class Features (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.
Replacing Known Spells: When you gain a bard level, you may choose one of the bard spells you know and replace it with another spell from the bard spell list. This new spell must be of a level for which you have spell slots.
Charisma is your spellcasting ability for your bard spells. Use your Charisma modifier to determine the saving throw DC or attack modifier for a bard spell you cast.
Spell Save DC: 8 + your proficiency bonus + your Charisma modifier
Spell Attack Modifier: your proficiency bonus + your Charisma modifier
You can cast any bard spell you know as a ritual if that spell has the ritual tag.
You use a musical instrument as a spellcasting focus for your bard spells.
You have a number of composition points, as shown in the Composition Points column of the Class Features (Bard) table. You can spend composition to inspire and revitalize your allies—and you may learn other applications from your Bard College.
You recover all expended composition points when you finish a long rest.
You can use your compositions to inspire other creatures with stirring words and music.
Spend one bonus action and one point of composition to choose one creature other than yourself that is (a) within 60 feet of you and (b) can hear you. The chosen creature gains one Bardic Inspiration die—a d6.
Being Inspired: A creature with Bardic Inspiration has 10 minutes in which to choose to 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 before deciding to use the Bardic Inspiration die, but it must do so before the GM says whether the roll succeeds or fails.
Once the die is rolled, it is spent. A creature can have only one Bardic Inspiration die at a time.
- Growing Inspiration: The Bardic Inspiration die grows as you gain bard levels, as shown in the Bardic Inspiration column of the Class Features (Bard) table.
Choose a Bard College. You gain features from your Bard College at 1st, 3rd, 6th, and 10th-level.
Each college has a set of three guiding principles—its pledges—that help to preserve bardic traditions. Respect these pledges to gain distinction from fellow bards.
Collegiate Distinction: If you make a notable effort while honoring your collegiate pledges, you may gain a mark of distinction.
During a long rest, you can spend one mark of distinction to share songs with another bard and replace one of your known bard spells (including cantrips) with another spell from the bard spell list. The new spell must be of the same spell level as the one you replace.
At 1st-level, you gain a unique way to use your Bardic Inspiration class feature from your Bard College.
2Jack of All Trades
You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
2Song of Rest
During a short rest, you can help to revitalize your allies by playing a soothing song or telling an inspiring story.
If you—or any friendly creature who can hear your performance—regain hit points by spending one or more Hit Dice, each creature regains an extra 1d6 hit points.
Greater Song of Rest: At 9th-level, the extra hit points regained increases from 1d6 to 1d8.
Composed Song of Rest
When you begin a Song of Rest, you can spend composition to increase the bonus hit points granted.
For each point of composition you spend, increase the die size of your song by one step (to a maximum of 1d12).
Composed Song of Rest: d6 → d8 → d10 → d12
Choose two skills in which you are proficient. You gain expertise in these skills, doubling your proficiency bonus for any ability check you make that uses either skill.
Greater Expertise: At 10th-level, choose two additional skills in which you are proficient—you gain expertise in these skills also.
4Ability Score Improvement
You can increase one ability score of your choice by +2, or two ability scores of your choice by +1. You can't increase an ability score above 20 using this feature.
Greater Ability Score Improvement: At 8th-level, you gain another ability score improvement.
As an action, you 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 benefit from this. The performance ends early if you are incapacitated, silenced, or if you voluntarily end it as a free action.
As you begin to perform Countercharm, you may choose to alter your performance in the following ways.
Fermata: Spend one point of composition to extend the maximum duration of your Countercharm by one additional round.
Forte: Spend one point of composition to extend the maximum range of your Countercharm from 30 ft to 60 ft.
Vivace: Spend one point of composition to perform Countercharm as a bonus action instead of a full action.
You learn two spells of your choice from any class. The spells don't have to be from the same class, but they must be a cantrip or of a spell level that you can cast.
The chosen spells count as bard spells for you and don't count against the number of bard spells you know.
10Chords of Power
In your trained hands, a musical instrument can suddenly become a dangerous, sonic weapon.
As a bonus action, you start a performance that lasts for up to 1 minute. During this time, any musical instrument that you hold can be used as:
- A simple weapon that deals 1d10 thunder damage.
- A simple ranged weapon (range 60 ft) that deals 1d8 thunder damage.
When you make an attack with a musical instrument, you can use your Charisma modifier (instead of Strength or Dexterity) for the attack and damage rolls.
- Curtain Call: Your performance ends early if (a) you are incapacitated, (b) you are silenced, or (c) you voluntarily end it as a free action.
- Limited Run: You may use this feature once, and you regain expended uses when you finish a long rest.
|85-88||Speak with Animals|
|89-92||Tasha's Hideous Laughter|
|13-15||Cloud of Daggers|
|16-18||Crown of Madness|
|46-48||Locate Animals or Plants|
|85-87||Zone of Truth|
|29-32||Glyph of Warding|
|37-40||Leomund's Tiny Hut|
|45-48||Mass Healing Word|
|65-68||Speak with Dead|
|69-72||Speak with Plants|
|41-50||Freedom of Movement|
|11-15||Contact Other Plane|
|46-50||Mass Cure Wounds|
|71-75||Rary's Telepathic Bond|