Bard

“Hear the voice of the Bard!
Who present, past, and future sees;
Whose ears have heard
The Holy Word
That walked among the ancient trees.”

-William Blake

Bard.png

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 © any simple weapon
• (a)diplomat’s pack 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 o f your vast repertoire, magic that you
can tune to different situations. See chapter 10 for the
general rules of spellcasting and here for the
Bard Spell List.

Cantrips

You know two cantrips o f your choice from the bard
spell list. You learn additional bard cantrips o f 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 spells of 1st level and higher. To cast one of
these spells, you must expend a slot o f 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 o f your choice from the
Bard Spell List.
The Spells Known column of the Bard table shows
when you learn more bard spells o f your choice. Each of
these spells must be o f 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
o f 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 o f 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 o f 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.

Spell Casting Focus

You can use a musical instrument (found in chapter 5)
as a spellcasting focus for your bard spells.

Bardic Inspiration

You can inspire others through stirring w ords 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 o f times equal
to your Charisma modifier (a minimum o f 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 w ho can
hear your performance regain hit points at the end of
the short rest, 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 1d 10 at 13th
level, and to 1d 12 at 17th level.

Bard College

At 3rd level, you delve into the advanced techniques of
a bard college o f your choice: the College of Lore or the
College of Valor, both detailed at the end o f the class
description. Your choice grants you features at 3rd level
and again at 6th and 14th level.

Expertise

At 3rd level, choose two of your skill proficiencies. Your
proficiency bonus is doubled for any ability check you
make that uses either o f the chosen proficiencies.
At 10th level, you can choose another two skill
proficiencies to gain this benefit.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score o f your
choice by 2, or you can increase two ability s cores o f
your choice by 1. As normal, you can’t increase an ability
score above 20 using this feature.

Font of Inspiration

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

Countercharm

At 6th level, you gain the ability to use musical notes or
words o f power to disrupt mind-influencing effects. As
an action, you can start a performance that lasts until
the end o f your next turn. During that time, you and any
friendly creatures within 30 feet o f 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).

Magical Secrets

By 10th level, you have plundered magical knowledge
from a w ide spectrum of disciplines. Choose two spells
from any class, including this one. A spell you choose
must be o f 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 class at 14th
level and again at 18th level.

Superior Inspiration

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

Bard

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