The Bard

Class Features


Level Proficiency
Bardic Inspiration Cantrips
Spell Slots
1st 2nd 3rd 4th 5th
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
5th +3 7 d8 3 8 4 3 2
6th +3 9 d8 3 9 4 3 3 Countercharm, Bard College Features
7th +3 11 d8 3 10 4 3 3 1
8th +3 14 d8 3 11 4 3 3 2 Greater Ability Score Improvement
9th +4 17 d8 3 12 4 3 3 3 1
10th +4 20 d10 4 12 4 3 3 3 2 Magical Secrets, Chords of Power, Bard College Features

Hit Points

  • 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.

Class Features

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.

Spell Slots

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.

Spellcasting Ability

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.

Spellcasting Ability

Spell Save DC: 8 + your proficiency bonus + your Charisma modifier

Spell Attack Modifier: your proficiency bonus + your Charisma modifier

Ritual Casting

You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

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.

1Bardic Inspiration

You can use your compositions to inspire other creatures with stirring words and music.

Bardic Inspiration

Class Feature (Bard)

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.

1Bard College

Choose a Bard College. You gain features from your Bard College at 1st, 3rd, 6th, and 10th-level.

Collegiate Pledges

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.

Collegiate Inspiration

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).

Song of Rest

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.

Composed Countercharm

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.

10Magical Secrets

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.

Chords of Power

Class Feature (Bard)

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:

  1. A simple weapon that deals 1d10 thunder damage.
  2. 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.

Spell List

Class Feature (Bard)


01-08Blade Ward
09-16Dancing Lights
33-40Mage Hand
57-64Minor Illusion
81-88True Strike
89-96Vicious Mockery


01-04Animal Friendship
09-12Cause Fear
13-16Charm Person
17-20Color Spray
25-28Comprehend Languages
29-32Cure Wounds
33-36Detect Magic
37-40Disguise Self
41-44Dissonant Whispers
45-48Earth Tremor
49-52Faerie Fire
53-56Feather Fall
57-60Healing Word
69-72Illusory Script
77-80Silent Image
85-88Speak with Animals
89-92Tasha's Hideous Laughter
97-00Unseen Servant


04-06Animal Messenger
10-12Calm Emotions
13-15Cloud of Daggers
16-18Crown of Madness
19-21Detect Thoughts
22-24Enhance Ability
31-33Heat Metal
34-36Hold Person
43-45Lesser Restoration
46-48Locate Animals or Plants
49-51Locate Object
52-54Magic Mouth
55-57Mind Spike
58-60Mirror Image
61-63Phantasmal Force
67-69See Invisibility
82-84Warding Wind
85-87Zone of Truth


01-04Bestow Curse
13-16Dispel Magic
17-20Enemies Abound
25-28Feign Death
29-32Glyph of Warding
33-36Hypnotic Pattern
37-40Leomund's Tiny Hut
41-44Major Image
45-48Mass Healing Word
53-56Plant Growth
65-68Speak with Dead
69-72Speak with Plants
73-76Stinking Cloud
77-80Tiny Servant


01-10Charm Monster
31-40Dimension Door
41-50Freedom of Movement
51-60Greater Invisibility
61-70Hallucinatory Terrain
71-80Locate Creature
81-90Phantasmal Killer


01-05Animate Objects
11-15Contact Other Plane
16-20Dominate Person
31-35Greater Restoration
36-40Hold Monster
41-45Legend Lore
46-50Mass Cure Wounds
56-60Modify Memory
61-65Planar Binding
66-70Raise Dead
71-75Rary's Telepathic Bond
86-90Skill Empowerment
91-95Synaptic Static
96-00Teleportation Circle