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Bard


Hit Points

Hit Dice: d4 per Bard level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st

Proficiences

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

Overview & Creation

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.


Class Features

Bardic 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 Bardic 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 Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.   You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.   Your Bardic 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.  

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 revitalize 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 the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.   The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.  

Bard College

  At 3rd level, you delve into the advanced techniques of a bard college of your choice: College of Fortune, College of Grace, College of Flags, College of Maestro, or College of Heroes.  

Expertise

  At 3rd 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.  

Ability Score Improvement

  When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

Font of Inspiration

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

Countercharm

  At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can 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 gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).  

Expertise

  At 10th level, choose two more of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.  

Magical Secrets

  By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.   The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.   You learn two additional spells from any classes at 14th level and again at 18th level.  

Superior Inspiration

  At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.


Starting 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 armor 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.

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 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.  

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

Spellcasting Focus

  You can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells.


Subclass Options

College of Fortune

  Bards in the college of fortune know that if you trust Lady Luck she never lets you down with the result. These performers travel from town to town, typically fleeting the locals in whatever casino or gambling institute the local laws allow. Amongst their companions, bards in the College of Fortune are known to walk in an almost populated halo of good fortune. A good fortune, thankfully: they are willing to share.  

Bonus Proficiencies

  At 3rd level, you gain proficiency in three gaming sets and one skill in : Deception, Insight, Perception, or Sleight of Hand. Your proficiency bonus is doubled for any ability check you make that uses a gaming set proficiency.  

Push Your Luck

  Starting at 3rd level, you instill a bit of your gambling confidence in your compatriots when you inspire them. When a creature you inspired rolls a Bardic Inspiration die, they can choose to roll an additional Bardic Inspiration die. If the additional Bardic Inspiration die result is lower than the first, the roll loses its benefit from Bard Inspiration and the creature loses the Bardic Inspiration die. If the additional Bardic Inspiration die result is equal to or higher than the initial, add the result of both dice to the roll and the creature loses the Bardic Inspiration die.  

Luck of the Draw

  Starting at 6th level, you find mystical powers in a deck of cards capable of invoking its esoteric symbolism when it suits you. When you complete a long rest, draw three random cards by rolling a d12 according to the chart below:
1 Strength Woe 7 Strength Weal
2 Dexterity Woe 8 Dexterity Weal
3 Constitution Woe 9 Constitution Weal
4 Intelligence Woe 10 Intelligence Weal
5 Wisdom Woe 11 Wisdom Weal
6 Charisma Woe 12 Charisma Weal
  You keep each card until you play it or your next long rest. When a creature you can see makes a saving throw, ability check, or attack roll and applies the ability score of a card you drew, you can expend your reaction and play a card that matches the applied ability score. If you play a weal, the creature gains advantage on the roll. If you play a woe, the creature gains disadvantage on the roll.  

Pocket Ace

  Starting at 14th level, you gain an additional use of Bardic Inspiration. When you complete a long rest, roll one of your Bardic Inspiration dice and record the result as your Pocket Ace. After a creature rolls a Bardic Inspiration die but before they choose to use your Push Your Luck feature, you can exchange the results of their Bardic Inspiration die and your Pocket Ace. You must choose to replace the result before the DM announces if the roll succeeds or fails.  

College of Grace

  Epic tales, dazzling feats, and perilous stunts make up the daily lives of students of the College of Grace. These wondrous acrobats can narrate tales of battle like no one else. Concomitantly with their artistic skills, they develop an original fighting style capable of vexing and disorienting even the most seasoned opponents.   Such bards will be found on many improvised stages: village festivals, the periphery of a battlefield, the funeral of a warlord. Their gymnastics attract dozens of onlookers for whom they remain mysterious individuals, at the same time fascinating and formidable.  

Consummate Acrobatics

  At 3rd level, you gain proficiency with the Acrobatics and Athletics skills. If you were already proficient in either of these skills, your proficiency bonus is doubled for any ability check you make that uses it.  

Graceful

  Beginning at 3rd level, if you are not suffering a condition, you get a +1 bonus to your AC.  

Feint

  Also at 3rd level, you can use your virtuosity to draw the attention of your opponent and leave them open to attack.   As an action, you can make a Dexterity (Acrobatics) check contested by a creature’s Wisdom (Insight) or Dexterity (Acrobatics) check (creature’s choice). If you succeed on the check, all your allies have advantage on melee attacks against the creature until the end of your next turn.   Additionally, you can use a bonus action to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s AC. This effect also lasts until the end of your next turn.  

Contortionist

  Starting at 6th level, your agility and escape artistry enable you to slip through the clutches of your enemies and roll between their legs. As a bonus action, you can take the Disengage action or move through another creature’s space in the course of your movement.   Additionally, your body is so supple that it can absorb the most violent shocks. When you take bludgeoning damage, you can use your reaction to make a Dexterity (Acrobatics) check and subtract the result from the damage. Once you use this feature, you can’t use it again until you finish a short or long rest.   Finally, you can apply twice your proficiency bonus to ability checks whose purpose is to slip free from bonds or physical restraints, even if the ability check is not associated with a skill or type of tool.   You contort your body and dislocate some of your joints, in particular in your shoulders and thumbs.  

Befuddling Stunt

  At 14th level, you have become a master in the art of confusing and bedazzling your opponents with your twirls and spins.   Before a creature makes an attack roll against you, you can use your reaction to make a Dexterity (Acrobatics) check and use the result as your AC against this one attack.   Additionally, if the attack fails and was a melee attack, you can expend one of your uses of Bardic Inspiration. The attacker must then make a Wisdom saving throw against your spell save DC. On a failure, it must repeat its attack against another target of your choice (including itself), adding the die of your Bardic Inspiration to its attack roll.   You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.

College of Flags

  Bards of the College of Flags are commanders who lead by force of personality and will. Rather than use their abilities to empower themselves, they focus on teamwork and support, all while swinging their sword next to their allies. They look to inspire those around them to great feats of bravery and heroism, and will go the extra mile to ensure the success of their allies on the field of battle.

Bonus Proficiencies

  At 3rd level, you gain proficiency in medium armor and martial weapons without the heavy property.  

Inspired Command

  Your presence and tactical acumen allow you to command others in combat. As an action, you can expend a use of your Bardic Inspiration to give a command to a willing creature other than yourself within 60 ft. that can see or hear you. The creature gains one of the following benefits of your choice:  
  • Gallant Strike. If the creature takes the Attack action before the start of your next turn, it can make one additional attack, and it rolls one of your Bardic Inspiration die and adds the number rolled to the attack damage roll.
  • Inspiring Word. The creature rolls one of your Bardic Inspiration die and gains temporary hit points equal to the roll + your Charisma modifier, which last for 1 hour.
  • Heroic Surge. The creature's movement speed increases by a number of feet equal to 5 times your Charisma modifier, and its movement doesn't provoke opportunity attacks. These effects last until the beginning of your next turn.
 

Coordinated Strike

  Starting at 6th level, when you use your Inspired Command feature, you can make one weapon attack.   Additionally, whenever you make a melee weapon attack, you gain temporary hit points equal to your Charisma modifier + your proficiency bonus, which last for 1 minute.  

Invigorating Words

  At 14th level, you can imbue your speech with the residual magic of your spells, giving your allies the strength to fight on. Whenever you cast a spell of 1st-level or higher, you can grant one creature that can see or hear you within 60 ft. of your temporary hit points equal to your Bard level. These temporary hit points last for 1 minute.  

College of Heroes

  Bards of the College of Heroes are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn't pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old.

Bonus Proficiencies

  When you join the College of Heroes at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.  

Fighting Style

  At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.  
  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Blade Flourish

  At 3rd level, you learn to conduct impressive displays of martial prowess and speed.   Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.  
  • Defensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
  • Slashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
  • Mobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.

Combat Inspiration

  Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.  

Extra Attack

  Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Battle Magic

  At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.  

College of Maestro

  With but a raised hand or wand, a Maestro listens for the clang of arms on armor, the heavy footfalls of a giant, the crackle of a bold of lightning, and catches them, crafting them into a symphony of rousing musical movements. They conduct the sounds of the battlefield like a phantom orchestra, empowering the blows of their allies, altering the minds and moods of their opponents, and changing the pace of the fray in their favor.  

Battle Muse

  When you join the College of Maestro at 3rd level, you gain two additional uses of your Bardic Inspiration feature.   This feature grants you one additional use of Bardic Inspiration at 6th level, and again at 14th level.  

Symphony of Conflict

You've been trained in the bardic art of magically manipulating the sounds of combat into a concert of power melodies that can alter the very battlefield around you.   When you select this bardic school at 3rd level, you learn three Conducting Techniques of your choice:  
  • Aria of Suspense (Ansia). You build an air of tension and paranoia with subtle, droning tones. As an action, you expend a use of Bardic Inspiration. For the next 10 minutes, any creatures of your choice within 60 feet cannot be surprised, and gain advantage on saving throws against traps.
  • Crash (Marcato). You learn how to harness and amplify the roar of a well-placed blow into a violent explosion of sound. When a creature other than yourself within 60 feet of you hits with an attack, you can use your reaction to expend and roll a Bardic Inspiration die. The target of the triggering attack must make a Strength saving throw against your Spell Save DC or take damage equal to the number rolled and by knocked prone.
  • Dirge of Dread (Finale). YOu play a terrifying dirge to accompany a deathblow, striking fear into the hearts of your nearby enemies. When an ally brings a creature within 60 feet to 0 HP, you can use your reaction and expend a use of Bardic Inspiration. All creatures of your choice within 15 feed of the fallen foe must make a Wisdom saving throw against your Spell Save DC or become frightened of your ally until the end of that all's next turn. If the saving throw is successful, or the duration ends, affected creatures are immune to Dirge of Dread for the next 24 hours.
  • Dissonance (Discordia). Summoning a harsh, discordant tone, you muddle the mind of an opponent, lessening their reflexes. When a creature within 60 feet is forced to make a Dexterity saving throw, you can use your reaction and expend one of your uses of Bardic Inspiration to increase the DC of that single saving throw by 2. You can use this feature after the creature makes its roll, but before the DM determines a success or failure.
  • Guiding Tone (Fermata). You drag a sharp, powerful chord through the mind of a creature, forcing it to suddenly stumble. As a bonus action, you expend a use of Bardic Inspiration and select a creature other that yourself within 60 feet. The target must succeed on a Wisdom Saving throw against your Spell Save DC or be pushed 15 feet in a direction of your choice.
  • Hasten Tempo (Accelerando). Your manipulation of tempo and song can inspire others to act more quickly. You can use a Bonus action on your turn to choose one creature other than yourself within 60 feet. Expend an roll a Bardic Inspiration die, adding the number rolled to the creature's initiative and moving them up the initiate order accordingly. If this would move them higher than you, they immediately take their turn after you this round.
  • Hym of Harmony (Armonia). The melodies surrounding your allies promote rapid recover. When a creature that has a Bardic Inspiration die from you regains any hitpoints, they can expend and roll their inspiration die to regain additional hit points equal to the number rolled.
  • Majestic Anthem (Maetoso). Pulled from the choas, you muster an uplifting melody that bolsters the resolve of your allies. You can expend and roll a Bardic Inspiration die as an action, and all other creature you choose within 60 feet gain temporary hit points qual to the number rolled plus your CHA modifier. These temporary hit points last until the end of your next turn.
  • Resonance (Risonanza). You concentrate and shape the harmonic vibrations of a weapon's movements into a dangerous, curring enhancement. Using an Action, you can expend one of your uses of Bardic Inspiration and choose one weapon within 60 feet of your to imbue with sonic power. Until the end of your next turn, all attack with that weapon deal additional thunder damage equal to your Bardic Inspiration die.
  • Sprint (Presto). The song you conjure can stir the winds, pushing along those who require expedient travel. A creautre that has a Bardic Inspiration die from you can expend their inspiration duirng their turn to increase their speed by 15 feet for that turn.
All techniques require at least one free hand, baton, or wand to utilize. For these techniques to function, you must be able to see your target, and they must be able to hear you.   You learn one additional Conducting Technique of your choice at 6th and 14th level. Each time you learn a new technique, you can also replace one technique you know with a different one.  

Frenetic Cresendo

  At 6th level, you can harness the beat of battle, shipping it into a frenzy of drums, chants, and glory. You can use your action to expend any number of uses of your Bardic Inspiration feature. For each expended use, you can immediately grant a Bardic Inspiration die to a creature other than yourself within 60 feet that you can see. A creature can have only one Bardic Inspiration die at a time from you.   Once you use this feature, you must finish a long rest before you can use it again.  

Virtuoso of Captivation

  Upon reaching 14th level, you can begin conducting a mystical symphony as an action, distracting and capturing the minds of nearby creatures. For up to 5 minutes, any number of creature you choose within 60 feet who can hear you have disadvantage on any saving throws against being charmed and against magical sleep. In addition, affected targets have disadvantage on Wisdom (Perception) rolls that rely on sight or sound to detect targets other than you.   In combat, you must spend your action each turn to continue the performance or the effect ends. One you use Virtuoso of Captivation, you must take a short or long rest before you can use it again.


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Lamp Kin.

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