The Bard Class

 
 

undefinedProficiency BonusCantrips KnownSpells Known1st Level Spell Slots2nd Level Spell Slots3rd Level Spell Slots4th Level Spell Slots5th Level Spell Slots6th Level Spell SlotsFeatures
1+224200000Spellcasting, Bardic Inspiration
2+225300000Jack of All Trades, Song of Rest
3+226420000Subclass Feature, Expertise
4+237430000Ability Score Improvement
5+338432000Font of Inspiration
6+339433000Countercharm
7+3310433100Bard College Imporvement
8+3311433200Ability Score Improvement
9+4313433310None
10+4415433320Magical Secrets
11+4416443321None
12+4418543322Ability Score Improvement

Basic Stats:

Level 1 HP = 8 + your Constitution Modifier; Gaining an additional [1d8 (or 5) + your Constitution Modifier] HP with every additional Bard Level

Proficiencies

  • Armor: Light Armor

  • Weapons: Simple Weapons

  • Tools: 3 Musical Instruments of your Choice, Disguise Kit

  • Saves: Proficiency with Charisma and Dexterity Saving Throws

  • Skills: Proficiency with Society and any other 3 Skills

Equipment:

  • All 3 of the musical instruments you're Proficient with and a Disguise Kit

  • Simple Light Armor and any 2 Simple Weapons

  • a Backpack w/ A Bedroll, a Saex, a Mess Kit, a Tinderbox, 10 Torches, 10 Day of Rations, a Waterskin, and a 15m bundle of Hempen Rope

Features:

  • Spellcasting

    • Spellcasting

      • As a conduit for the arcane nature of emotion you can cast Arcane Spells. However this emotion also allows you to pull from the other sources of power, having access to some of the Divine and Natural Spells from those Lists as well

    • Cantrips

      • At 1st level, you know three cantrips of your choice from the Bard spell list. You learn additional bard cantrips of your choice at 4th and 10th 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. The power of your spells comes from your prowess with the emotion inherent in performance to activate the pieces of magic you have learned. You use your Charisma whenever a bard 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 can cast a cleric spell 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 instead of a wand or staff although some bard can utilize their voice instead 

  • Bardic Inspiration

    • You can use your Bonus Action to target a Creature within 30m who can hear you, granting them a Bardic Inspiration Die. They can utilize this any time within the next Hour to add to an Ability Check, Attack Roll, or Saving Throw they make, calling it out before rolling. Each creature can only have one of these dice at a time and if it isn’t used within 10 minutes it is lost

      • You have a number of dice equal to your Charisma Modifier, regaining all of them on a Short or Long Rest

      • Your Bardic Inspiration Die increases to a d8 when you reach Bard Level 5, then to a d10 at Level 9, and to a d12 at Level 12

  • Jack of All Trades

    • With your ability to flow along the music of the world you have become Trained with every Skill you’re not Proficient with, granting you +1 to the Roll now and +2 when you reach Bard Level 9

  • Song of Rest 

    • You can play a soothing piece of music as a part of your Short Rest as you inspire regeneration within yourself and your allies. When a friendly creature heals during this period they regain additional HP equal to a Roll of your Bardic Inspiration Die. You can affect up to 6 Creatures at once with this ability

  • Expertise

    • Choose one of the Bard Skills you selected at Level 1, you gain Expertise with it. You can select another of these Skills to gain Expertise with at Levels 6 and 9 of this Class

  • Ability Score Improvement: 

    • When you reach a Level with this Feature you can increase any Ability Score by +2 or two separate Ability Scores by +1 each

  • Font of Inspiration

    • You gain 1 use of Bardic Inspiration if you roll Initiative while you have no uses of Bardic Inspiration left

  • Countercharm

    • At this level you can use your music to disrupt mental effects to you and your allies within 20m that can hear you for up to 1 minute. You use an Action to begin this song, granting all affected creatures Advantage on all Mental (Charisma, Intelligence, and Wisdom) Saving Throws plus a bonus equal to your Charisma Modifier. To continue this performance you must use a Bonus Action on every turn, while if you are incapacitated, silenced, or if you voluntarily end it (as a Free Action) then the song ends

  • Magical Secrets

    • You discover (or plunder) magical knowledge from a wide spectrum of areas. You can choose 2 Spells from any Spell List (regardless of Class requirements) for which you have Spell Slots for and add them to your Spells Known, these don’t count against your total Spells Known but do count as Bard Spells for you

Bard Colleges: Whenever you begin the process of becoming a bard there is a moment where you’re inspired to grow in your abilities, taking up schooling in the art of moving magic through your music. For some this represents a true college and for others its learning from their fellow musicians on the road. You gain your basic abilities at 3rd level when you select a subclass and your additional abilities when you reach 7th Level of this Class

  • Eloquent:

    • I

      • Silver Tongue - You are adept at saying the right word at the right time

        • You gain Expertise with Deception and Persuasion

      • Unsettling Words - As equally degrading as you are inspiring, you’ve learned how to disparage others

        • You can utilize your Bonus Action and 1 use of your Bardic Inspiration to target a Creature you can see within 20m, they must roll your Bardic Inspiration die and subtract the value from their next Saving Throw

    • II

      • Unfailing Inspiration

        • Whenever an ally utilizes one of your Bardic Inspirations and still fails on the roll they do not expend that die

      • Universal Speech

        • At this level, you have gained the ability to make your speech intelligible to any creature. As an Action, choose 1 or more creatures within 30m of you, up to a number equal to your Charisma modifier. The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour. Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it again

        • You learn any 2 Languages of your choice

  • Glamourous: The bards that learn from this College masters their craft in the vibrant realm of the Fae or under the tutelage of someone who once dwelled there. These bards are regarded with a mixture of awe and fear, being so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds, much to the fear of some

    • I

      • Mantel of Inspiration I

        • You gain Proficiency with Wisdom Saving Throws

        • You can enthrall your allies with a Bonus Action and a use of your Bardic Inspiration to target a number of allies (up to your Charisma Modifier) within 30m of you. They gain 5 Shielding and can utilize their Reaction to immediately move up to their Movement Speed without provoking Opportunity Attacks

          • This Shielding increases to 10 at 6th Level, to 15 at 9th Level, and to 20 at 12th Level

      • Enthralling Performance - You can now occasionally enhance one of your Performances with seductive fae magic

        • If you perform for at least 1 minute continuously, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 20m of you who watched and listened to all of it, up to a number equal to your Charisma modifier. Each target must succeed on a Charisma Saving Throw against your spell save DC or be Charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. If a target succeeds on its Save it has no hint that you tried to charm it. 

          • Once you use this feature, you can’t use it again until you finish a Short or Long Rest

    • II

      • Mantle of Inspiration II

        • You gain Expertise with Wisdom Saving Throws

        • You are Immune to the Charmed Condition

        • You gain the ability to cloak yourself in a fey magic that makes others want to serve you for up to 1 minute, using your Action. While in this cloak you can use your Bonus Action to cast Command without expending a spell slot 

          • This Cloak grants them Disadvantage on this roll and you can cast Command as a bonus action on each of your subsequent turns, without expending a spell slot. While it is in effect. Once you use this feature, you can’t use it again until you finish a long rest

  • Loremaster: Those that have pursued the desire to know all things, if only a little at a time, belong to this college. 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 college's members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another.

    • I

      • Wide Knowledge

        • Select 3 Skills or Tools or Weapons you’re not Proficient with, you are now Proficient with them

      • Cutting Words

        • At this Level you learn how to use your wit to distract, confuse, and otherwise put others down quickly. When a creature that you can see within 30m 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 it's determined whether it has succeeded or failed, 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

    • II

      • Minor Magical Secrets

        • You can select any 3 Spells from any Spell List, 1 from each of 3rd, 2nd, and 1st Levels along with a Cantrip and add them to your known Spells, These count as Bard Spells for you but not counting against your total number of Spells or Cantrips known

  • Puppeteer: When a member of this College utilizes their skills they confuse their enemies, seeking to play them like a puppet. Their illusions are known to be very difficult to tell apart from reality and can move through a crowd with little effort. These illusions proclaim rivalry even with the illusionist wizards of higher institutions and there are those that say even the Divines can’t tell the difference between a Puppeteer’s illusion and their own creations

    • I

      • Unstringed

        • You have a +5 bonus to all Investigation Checks against Illusions, and if there is an Illusion within 2m of you then you can immediately tell there is an Illusion present. You may not be able to tell exactly what thing it’s imitating but you can tell its presence

      • Pulling the Strings

        • When you cast an Illusion Spell and a Creature must make a Save against it (whether to detect the Illusion or to avoid the effect) and it Fails you can activate extra effects using your Reaction. You can only choose 1 of the following effects to trigger per use of this ability, regaining all of these uses after finishing a Long Rest

          • It takes Psychic Damage equal to a roll of your Bardic Inspiration die + your Charisma Modifier

          • It treats the Illusion as Difficult Terrain for the duration

          • It has Disadvantage on its next Save as its stricken by sudden extreme overstimulation

          • If it fails by 5 or more you can inflict the Dazed Condition on them during their next turn

          • If it fails by 5 or more you can inflict the Confused Condition on them during their next turn

    • II

      • Guarded Illusions

        • If an opponent were to cast Counterspell or Dispel Magic against an Illusion Spell that you cast the Spell is treated as 2 Spell Levels higher than it actually is. In addition, the Illusions you cast have their Spell DC to Investigate them increased by +3

      • Piercing Strings

        • Once per Long Rest you can harness your words of puppetry to an enemy you can see within 5m of you. It must make a Charisma Saving Throw to fight off these commanding words vs your Spell Save DC or be Charmed for up to 1 minute.  

          • While it’s Charmed in this way, you have a telepathic link with it as long as the two of you are within 1km. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. 

          • You can specify a simple and general course of action, such as "Attack that creature", "Run over there", or "Fetch that object". If the creature completes the order and doesn’t receive further direction from you, it defends itself to the best of its ability. You can use your Action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do.

            • During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Save against the spell

  • Tragedy: This College is a path taken by some bards who tell stories of sorrow and pathos

    • I

      • Poetry in Misery

        • You learn to harness the beauty in failure, finding inspiration in even the most dire twists of fate. Whenever you or an ally within 10m of you rolls a 1 on the d20 for an Attack Roll, an Ability Check, or a Save, you can use your Reaction to soliloquize and regain one expended use of your Bardic Inspiration feature

      • Sorrowful Fate

        • You have also gained the ability to exploit a foe’s peril to instill deep feelings of sorrow and doom. When you or an ally you can see forces a creature to make a Strength or Dexterity Saving Throw, you can expend one use of your Bardic Inspiration to change the type of Save to a Wisdom Saving Throw  instead with a penalty to the roll equal to a roll of your Bardic Inspiration Die. If the target fails this save it takes Psychic Damage equal to the die, and is plagued with regret for 1 minute. If the target is reduced to 0 HP during this time and can speak, they are magically compelled to utter darkly poetic final words before succumbing to their injuries. Once you use this feature, you can’t use it again until you finish a Short or Long Rest

    • II

      • Tale of Hubris

        • You learn to weave a magical narrative that draws out the fatal arrogance of your foes. When a creature scores a Critical Hit against you or an ally within 20m of you that you can see, you can use your Reaction and expend one use of your Bardic Inspiration to target the attacking creature and evoke the story of their downfall. For 1 minute or until the target suffers a Critical Hit, any Weapon Attack against the target scores a Critical Hit on a roll of 18–20

      • Unstoppable

        • Your words can twist the power of fate to create triumph from the promise of future despair. When you make an Attack Roll or a Saving Throw, you can gain a +10 bonus to the roll, but the next Attack Roll or Save you make takes a −10 penalty. If not used, this penalty disappears when you finish a Short or Long Rest. You can’t use this feature again until you finish a Short or Long Rest, or until you are reduced to 0 HP

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