Bard

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. The bard is a master of song, speech, and the magic they contain.

You must have a Charisma score of 13 or higher in order to multiclass in or out of this class.

The Bard Spell Slots per Spell Level
Level Proficiency Bonus Features Bardic Die 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Bardic Inspiration, Magic or Martial, Spellcasting d6 2 - - - - - - - -
2nd +2 Bard Talent d6 3 - - - - - - - -
3rd +2 Bard College d6 4 2 - - - - - - -
4th +2 Ability Score Improvement d6 4 3 - - - - - - -
5th +3 Additional Bard Talent d8 4 3 2 - - - - - -
6th +3 Bard College feature d8 4 3 3 - - - - - -
7th +3 Additional Bard Talent d8 4 3 3 1 - - - - -
8th +3 Ability Score Improvement d8 4 3 3 2 - - - - -
9th +4 Skill Expertiese d8 4 3 3 3 1 - - - -
10th +4 Magical Secrets d10 4 3 3 3 2 - - - -
11th +4 Additional Bard Talent d10 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement d10 4 3 3 3 2 1 - - -
13th +5 d10 4 3 3 3 2 1 1 - -
14th +5 Bard College feature d10 4 3 3 3 2 1 1 - -
15th +5 d12 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement d12 4 3 3 3 2 1 1 1 -
17th +6 d12 4 3 3 3 2 1 1 1 1
18th +6 Superior Inspiration d12 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement d12 4 3 3 3 3 2 1 1 1
20th +6 Word of Power d12 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: 8 + 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, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose any three

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

Bardic Inspiration

You can inspire others through stirring words, music, or dance. 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. The inspiration can be used in the following ways:

Boost a d20 Check. Once within the next hour, when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. The Bardic Inspiration die is expended when it's rolled.

Boost Magic. When a spell is cast that requires an attack roll or a saving throw, the creature can roll the Bardic Inspiration die to improve the spell's likelihood of succeeding. You roll that die and add the number rolled to the attack roll or your spell DC for that spell. Cantrips don't expend the Bardic Inspiration die.

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, as shown in the Bardic Die column of the Bard Features table.

 

Martial Talent

When casting spells, the casters have to speak and wave their hands in certain ways to pluck at the strings of the universe. And much to the chagrin of wizards, clerics, and druids, Bards have a natural talent that allows them to harmonize with the flow of magic itself. However, some bars seem to be unable to master the use of magic, preferring the certainty of steel in the heat of battle.

Rather than expressing yourself through song or dance, you prefer to do so through fighting. The rhythm that is the core of all battles speaks to you on a deeper level. You are still able to channel magic, but not to the same extent as other bards.

If you chose to become a Martial Bard. Apply the following changes:

  • Your hit dice from your class change to d10's.
  • You become a half caster. Where your available spell slots are equal to half your Bard level (rounded up).
  • You gain proficiency with all martial weapons and medium armour. You also add your proficiency bonus to Combat Maneuvers saves and to the number of maneuvers you can be proficient in.
  • You chose to become proficient in Constitution saving throws instead of either Dexterity or Charisma.
  • You can only prepare and memorise spells from the following schools:
    • Divination
    • Enchantment
    • Illusion
    • Transmutation
  • At level 5, you get Multi Attack, where instead of once, you can attack twice whenever you take the Attack action on your turn. If your Bard College grants you an extra attack at 6th level, you are instead able to attack three times at 11th level.

Spellcasting

You have developed a talent that allows you to harmonise with the magic that flows through the Etherial and Planar realms. Through the use of song, dance, or a different form of expression, you are able to cast magic that you can tune to different situations. The magic you utilise is of the Arcane type.

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

You are capable of preparing a number of spells equal to either your Charisma Modifier + your Bard level. Or half your level, rounded down if you are a martial bard.

To be able to prepare spells, you need a spellbook, or an object that serves the function of a spellbook, and the ability to read and write in one language. This will serve as your repertoire of magic. Through 1 hour of reading with your spellbook, you can change out one of your spells with another written in your book.

Spellbook Rules
Your spellbook

The spells that you add to your spellbook reflect the magic research you conduct on your own, insight into the power you draw from, and how it can be used. To expand this knowledge, you must seek out locations, people, and powerful entities to learn from. Seeking out organisations dedicated to magic is a safe bet to find new spells. You could also discover a spell recorded on a scroll, the mural on the wall in a temple, or in a dusty tome from the corner of an old library.

Copying a Spell into the Book. When you find a new spell, you can add it to your spellbook if you can spare the time to decipher and copy it. Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the caster who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Book. You can copy a spell from your own spellbook or your memory into another book. If you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need to spend only 1 hour and 10 gp for each level of the copied spell. This also includes spells from your memory.

If you lose your spellbook. You are unable to prepare your spells; the spells you have prepared will be castable until the end of your next long rest. Then any prepared spell will no longer be prepared for you, on account that their intricate castings slipped out of your mind.

If you want to make copies of your notes, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many practitioners of the magic arts keep a backup spellbook in a safe place.

Memorised Spells

You can also choose to commit it to memory for long-term use instead. Where the memorised spell will count as a prepared spell that you won't forget at the end of a long rest. Allowing you to keep casting magic without relying on a spell book.

Memorising Ritual.To memorise a new spell, you need to spend 6 + 2 times spell level in hours partaking in a ritual/study session to learn and memorise the spell, or exchange a spell that you memorised with a new spell. The spell you are memorising can be from a creature that has it memorised or prepared, or scripture containing information on the spell, such as a scroll or spell book.

Forgeting. If you want to forget the spell, to free up space to prepare spells, then all you have to do is finish a long rest to forget one Memorised Spell. Or a short rest with the use of alcohol.

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 Charisma modifier

Spell attack modifier = your Charisma modifier

Ritual Casting

You can cast any Arcane spell you know as a ritual if that spell has the ritual tag. Add 10 minutes to the casting time of the spell

Spellcasting Focus

You can use a musical instrument as a spellcasting focus for your bard spells.

 

Bard Talent

At level 2, you unlock bard talents that allow you to excel in your adventures. Choose two of the following talents. At higher levels, you are able to pick one more talent.

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.

Skill Expertiese

You have a talent with your skills. Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Healing Voice
You have learned how to use your magic to heal wounds. You learn the Healing Word(1st level) and Mass Healing Word(3st level) spells and are able to cast them as arcane spells. These spells don't count against the spells you have memorized.
 

At 5th level, these talents are accessible to you.

Font of Inspiration

Due to your bursting sense of creativity, you 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.

Resotration

You have learned how to use your magic to remove maladies. You learn the Lesser Restoration(2nd level) and Greater Restoration(5th level) spells and can cast them as arcane spells. These spells don't count against the spells you have memorized.

Potent Magic

You can use the Boost Magic option on yourself without needing to use a Bonus action. And your Bardic Inspiration die isn't expended if you only cast your magic when using your charisma modifier and no other bonus, unless it's from items or boons.

 

At 7th level, these talents are accessible to you.

Counter Charmer

You know how to 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 or spell that applies the Charmed or Frightened condition, you can use your Reaction to cause the save to be rerolled with Advantage.

Queller

You have learned how to use your magic to counter malevolent forces and return it from whence it came. You learn the Remove Curse(3rd level) and Banishment(4th level) spells, and they don't count against the spells you have memorized.

Reactive Inspiration

You are quick to inspire your comrades even in the most stressful of situations. You can use your Reaction to give a friendly creature inspiration. Provided that it doesn't already have an inspiration die to use.

At 11th level, Pick one of the talents above.

Bard College

At 3rd level, you delve into the advanced techniques of a bard college of your choice. Your choice grants you features at 3rd level and again at 6th and 14th level.

College Source
Creation Tasha's Cauldron of Everything
Eloquence Mythic Odysseys of Theros
Tasha's Cauldron of Everything
Glamour Xanathar's Guide to Everything
Lore Player's Handbook
Spirits Van Richten's Guide to Ravenloft
Swords Xanathar's Guide to Everything
Valor Player's Handbook
Whispers Xanathar's Guide to Everything
Dirge Singer Exploring Eberron
Maestro DMSGuild
Storytelling RPathos
Dance RPathos

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.

Skill Expertiese

At 9th level, you gain Expertise in two of your Skill Proficiencies of your choice. 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 collected magical knowledge from a wide spectrum of disciplines. You can learn and cast spells from the Divine or Primal magic type. The number of Non-arcane spells that you can prepare or memorize is equal to your proficiency bonus.

The chosen spells count as bard spells for you and don't count against the number in the Spells you have already memorized.

Superior Inspiration

At 18th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

Words of Power

At 20th level, you have attained the fundamental understanding of meaning bound to sound. A power that the legendary few have hoped to even imagine, to understand. Choose one of the following boons.

Death Word

You have mastered the prime Words of death. You learn and always have the Power Word Kill spells prepared, and can cast them once without expending a spell slot. You regain this expended use when you finish a long rest.

Heal Word

You have mastered the prime Words of life. You learn and always have the Power Word Heal spells prepared, and can cast them once without expending a spell slot. You regain this expended use when you finish a long rest.

Quick Word

Any spell you know that only has Verbal components can be cast with ease. If its casting time is a bonus action, it's a free action. A spell with a casting time of an Action is a bonus action for you. And any spell with a casting time of longer than an action can be cast with an action.