Bard

Bards are charismatic performers and enchanting storytellers, wielding the power of music, words, and charm to captivate audiences and manipulate the fabric of reality. Masters of versatility, they combine spellcasting with artistic talents, employing musical instruments, singing, oration, or even comedic wit to cast spells and inspire their allies. Bards possess an extensive repertoire of spells, including healing, illusions, and enchantments, making them valuable in both combat and social situations. With their innate ability to inspire courage and elevate their companions’ abilities, they bolster the party’s effectiveness in dire situations. Beyond their magical talents, Bards also possess a diverse range of skills, excelling in knowledge, diplomacy, and deception. Adaptable, persuasive, and creative, Bards navigate the world with finesse and leave a lasting impact wherever they go.

Class Features

As a bard, you gain the following 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
Weapon: Simple Weapon, hand crossbows, longswords, rapiers, shortswords
Tool: Musical Instrument. Three musical instruments of your choice
Saving Throw: Dexterity, Charisma
Skills: Choose any 3

Starting Gold

You start with 5d4 x 10 gold pieces (GP) unless you choose to take the equipment below.

Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) rapier or (b) longsword or (c) any simple weapon
  • (a) diplomat's pack or (b) entertainer's pack
  • (a) lute or (b) any musical instrument
  • leather armor
  • dagger

Bard Features Table

LVL Pro+ Features Cantrips Known Spells Known Spell Slots per Spell Level
1st2nd3rd4th5th6th7th8th9th
1st +2 Spellcasting, Bardic Inspiration (d6) 2 4 2
2nd +2 Jack of All Trades, Song of Rest (d6) 2 5 3
3rd +2 Expertise, Bard College, Bard College Feature 2 6 4 2
4th +2 Ability Score Improvement 3 7 4 3
5th +3 Bardic Inspiration (d8), Font of Inspiration 3 8 4 3 2
6th +3 Countercharm, Bard College Feature 3 9 4 3 3
7th +3 3 10 4 3 3 1
8th +3 Ability Score Improvement 3 11 4 3 3 2
9th +4 Song of Rest (d8) 3 12 4 3 3 3 1
10th +4 Bardic Inspiration (d10), Expertise, Magical Secrets 4 14 4 3 3 3 2
11th +4 4 15 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 15 4 3 3 3 2 1
13th +5 Song of Rest (d10) 4 16 4 3 3 3 2 1 1
14th +5 Magical Secrets, Bard College Feature 4 18 4 3 3 3 2 1 1
15th +5 Bardic Inspiration (d12) 4 19 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 19 4 3 3 3 2 1 1 1
17th +6 Song of Rest (d12) 4 20 4 3 3 3 3 2 1 1 1
18th +6 Magical Secrets 4 22 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 22 4 3 3 3 3 2 1 1 1
20th +6 Superior Inspiration 4 22 4 3 3 3 3 2 2 1 1

Class Features at Level

Level 1

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.

Spellcasting Ability: CHA

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 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. 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 Equipment) as a spellcasting focus for your bard spells.

Level 1

Bardic Inspiration (d6)

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 GM 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.

Level 2

Jack 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.

Level 2

Song of Rest (d6)

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.

Level 3

Expertise

Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Level 3

Bard College

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

Level 3

Bard College Feature

Your Bard College grants you abilities at this level.

Level 4

Ability Score Improvement

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. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 5

Bardic Inspiration (d8)

Your Bardic Inspiration die changes to a d8 at 5th level.

Level 5

Font of Inspiration

You regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

Level 6

Countercharm

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).

Level 6

Bard College Feature

Your Bard College grants you abilities at this level.

Level 8

Ability Score Improvement

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. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 9

Song of Rest (d8)

Your Song of Rest extra hit points increase to 1d8 at 9th level.

Level 10

Bardic Inspiration (d10)

Your Bardic Inspiration die changes to a d10 at 10th level.

Level 10

Expertise

Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Level 10

Magical Secrets

You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, 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.

Level 12

Ability Score Improvement

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. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 13

Song of Rest (d10)

Your Song of Rest extra hit points increase to 1d10 at 13th level.

Level 14

Magical Secrets

You learn two additional spells from any class at 14th level.

Level 14

Bard College Feature

Your Bard College grants you abilities at this level.

Level 15

Bardic Inspiration (d12)

Your Bardic Inspiration die changes to a d12 at 15th level.

Level 16

Ability Score Improvement

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. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 17

Song of Rest (d12)

Your Song of Rest extra hit points increase to 1d12 at 17th level.

Level 18

Magical Secrets

You learn two additional spells from any class at 18th level.

Level 19

Ability Score Improvement

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. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 20

Superior Inspiration

When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

Bard College

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

College of Echoes

College of Echoes

Bards of the College of Echoes delve into the mysteries of sound and time, learning to harness the power of echoes to influence the world around them. Whether it’s replicating sounds to confuse their enemies or listening closely to glean information from the whispers of the past, these bards are masters of sonic manipulation.

College of Echoes Features Table

LVL Pro+ Features Cantrips Known Spells Known Spell Slots per Spell Level
1st2nd3rd4th5th6th7th8th9th
1st +2 2 4 2
2nd +2 2 5 3
3rd +2 Echoing Chords 2 6 4 2
4th +2 3 7 4 3
5th +3 3 8 4 3 2
6th +3 Whispers of the Past 3 9 4 3 3
7th +3 3 10 4 3 3 1
8th +3 3 11 4 3 3 2
9th +4 3 12 4 3 3 3 1
10th +4 4 14 4 3 3 3 2
11th +4 4 15 4 3 3 3 2 1
12th +4 4 15 4 3 3 3 2 1
13th +5 4 16 4 3 3 3 2 1 1
14th +5 Symphony of Echoes 4 18 4 3 3 3 2 1 1
15th +5 4 19 4 3 3 3 2 1 1 1
16th +5 4 19 4 3 3 3 2 1 1 1
17th +6 4 20 4 3 3 3 3 2 1 1 1
18th +6 4 22 4 3 3 3 3 1 1 1 1
19th +6 4 22 4 3 3 3 3 2 1 1 1
20th +6 4 22 4 3 3 3 3 2 2 1 1
Level 3

Echoing Chords

Starting at 3rd level, when you cast a spell that deals damage, you can use your Bardic Inspiration to echo its effects. Roll a Bardic Inspiration die and add it as extra damage to the spell. On your next turn, you can release the echo, dealing half of the initial extra damage (rounded down) to the original target if it is within range.

Level 6

Whispers of the Past

At 6th level, you can use your action and expend one use of your Bardic Inspiration to focus on the echoes of the past in a specific area within 30 feet. You gain brief insights into past events that occurred there, providing you with advantage on your next Investigation, History, or Perception check related to that area or event.

Level 14

Symphony of Echoes

By the time you reach 14th level, you have mastered the art of manipulating time-bound sounds. As an action, you can create a symphonic aura of echoes within a 30-foot radius. For the next minute, whenever an enemy within the aura takes an action, the echo reverberates, dealing psychic damage equal to your Charisma modifier. Additionally, allies within the aura can use their reaction to gain temporary hit points equal to your Charisma modifier when they are targeted by an attack.

You can use this feature once per long rest or by expending a 5th-level spell slot or higher to use it again.

College of Lore

College of Lore

Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. 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 loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.

The college’s members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.

College of Lore Features Table

LVL Pro+ Features Cantrips Known Spells Known Spell Slots per Spell Level
1st2nd3rd4th5th6th7th8th9th
1st +2 2 4 2
2nd +2 2 5 3
3rd +2 Bonus Proficiencies, Cutting Words 2 6 4 2
4th +2 3 7 4 3
5th +3 3 8 4 3 2
6th +3 Additional Magical Secrets 3 9 4 3 3
7th +3 3 10 4 3 3 1
8th +3 3 11 4 3 3 2
9th +4 3 12 4 3 3 3 1
10th +4 4 14 4 3 3 3 2
11th +4 4 15 4 3 3 3 2 1
12th +4 4 15 4 3 3 3 2 1
13th +5 4 16 4 3 3 3 2 1 1
14th +5 Peerless Skill 4 18 4 3 3 3 2 1 1
15th +5 4 19 4 3 3 3 2 1 1 1
16th +5 4 19 4 3 3 3 2 1 1 1
17th +6 4 20 4 3 3 3 3 2 1 1 1
18th +6 4 22 4 3 3 3 3 1 1 1 1
19th +6 4 22 4 3 3 3 3 2 1 1 1
20th +6 4 22 4 3 3 3 3 2 2 1 1
Level 3

Bonus Proficiencies

You gain proficiency with three skills of your choice.

Level 3

Cutting Words

You learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet 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 the GM determines whether the attack roll or ability check succeeds or fails, 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.

Level 6

Additional Magical Secrets

You learn two spells of your choice from any class. 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 but don’t count against the number of bard spells you know.

Level 14

Peerless Skill

When you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail.

College of Scribes

College of Scribes

Bards from the College of Scribes are the keepers of history, tradition, and knowledge. More academically inclined than other bards, they specialize in the magic inherent in written words and symbols. They collect ancient manuscripts, write powerful scrolls, and often serve as the historians or chroniclers of their adventuring parties.

College of Scribes Features Table

LVL Pro+ Features Cantrips Known Spells Known Spell Slots per Spell Level
1st2nd3rd4th5th6th7th8th9th
1st +2 2 4 2
2nd +2 2 5 3
3rd +2 Scroll Mastery 2 6 4 2
4th +2 3 7 4 3
5th +3 3 8 4 3 2
6th +3 Inkbound Defense 3 9 4 3 3
7th +3 3 10 4 3 3 1
8th +3 3 11 4 3 3 2
9th +4 3 12 4 3 3 3 1
10th +4 4 14 4 3 3 3 2
11th +4 4 15 4 3 3 3 2 1
12th +4 4 15 4 3 3 3 2 1
13th +5 4 16 4 3 3 3 2 1 1
14th +5 Lorekeeper's Truth 4 18 4 3 3 3 2 1 1
15th +5 4 19 4 3 3 3 2 1 1 1
16th +5 4 19 4 3 3 3 2 1 1 1
17th +6 4 20 4 3 3 3 3 2 1 1 1
18th +6 4 22 4 3 3 3 3 1 1 1 1
19th +6 4 22 4 3 3 3 3 2 1 1 1
20th +6 4 22 4 3 3 3 3 2 2 1 1
Level 3

Scroll Mastery

Starting at 3rd level, you gain the ability to inscribe spells onto scrolls. As part of a long rest, you can create a spell scroll of a bard spell you know of 1st level or higher, expending a spell slot of the spell’s level. You can use this scroll as an action on your turn, and the scroll is usable only by you.

Level 6

Inkbound Defense

At 6th level, you can infuse your armor, or that of an ally, with powerful runes and scripts. As a bonus action, you can expend one of your Bardic Inspirations to grant temporary hit points equal to the number rolled + your Intelligence modifier to the wearer of the inscribed armor. This lasts for 10 minutes or until the temporary hit points are depleted.

Level 14

Lorekeeper's Truth

Reaching 14th level grants you the ability to uncover the deepest secrets hidden in text or spoken words. As an action, you can target a creature within 60 feet and force it to make a Wisdom saving throw against your spell save DC. On a failed save, the creature cannot speak a deliberate lie for 1 minute. You also gain insights into its thoughts, allowing you to ask it up to three yes-or-no questions that it must answer truthfully.

You can use this feature once per long rest or by expending a spell slot of 4th level or higher.

Bard Spells

L Title Class Range
1 Animal Friendship 30 feet
2 Animal Messenger 30 feet
5 Animate Objects 120 feet
7 Arcane Sword 60 feet
5 Awaken Touch
1 Bane 30 feet
3 Bestow Curse Touch
2 Blindness/Deafness 30 feet
1 Cacophony 60
2 Calm Emotions 60 feet
3 Catalepsy Touch
0 Charismatic
1 Charm Person 30 feet
3 Clairvoyance 1 mile
1 Comprehend Languages Self
4 Compulsion 30 feet
4 Confusion 90 feet
1 Cure Wounds Touch
0 Dancing Lights 120 feet
1 Detect Magic Self
2 Detect Thoughts Self
4 Dimension Door 500 feet
1 Disguise Self Self
3 Dispel Magic 120 feet
8 Dominate Monster 60 feet
5 Dominate Person 60 feet
5 Dream Special
2 Enhance Ability Touch
2 Ensnare 120
2 Enthrall 60 feet
7 Etherealness Self
6 Eyebite Self
3 Fear Self
1 Feather Fall 60 feet
8 Feeblemind 150 feet
6 Find the Path Self
7 Forcecage 100 feet
9 Foresight Touch
4 Freedom of Movement Touch
5 Geas 60 feet
8 Glibness Self
3 Glyph of Warding Touch
4 Greater Invisibility Touch
5 Greater Restoration Touch
0 Guardian's Aegis
6 Guards and Wards Touch
4 Hallucinatory Terrain 300 feet
1 Healing Word 60 feet
2 Heat Metal 60 feet
1 Heroism Touch
1 Hideous Laughter 30 feet
5 Hold Monster 90 feet
2 Hold Person 60 feet
3 Hypnotic Pattern 120 feet
1 Identify Touch
2 Illusory Assault 60'
1 Illusory Script Touch
2 Invisibility Touch
6 Irresistible Dance 30 feet
2 Knock 60 feet
5 Legend Lore Self
2 Lesser Restoration Touch
0 Light Touch
2 Locate Animals or Plants Self
4 Locate Creature Self
2 Locate Object Self
1 Longstrider Touch
1 Luminous Web 60'
0 Mage Hand 30 feet
2 Magic Mouth 30 feet
7 Magnificent Mansion 300 feet
3 Major Image 120 feet
5 Mass Cure Wounds 60 feet
6 Mass Suggestion 60 feet
0 Mending Touch
0 Message 120 feet
8 Mind Blank Touch
0 Minor Illusion 30 feet
7 Mirage Arcane Sight
5 Mislead Self
5 Modify Memory 30 feet
3 Nondetection Touch
5 Planar Binding 60 feet
3 Plant Growth 150 feet
4 Polymorph 60 feet
9 Power Word Kill 60 feet
8 Power Word Stun 60 feet
0 Prestidigitation 10 feet
6 Programmed Illusion 120 feet
7 Project Image 500 miles
5 Raise Dead Touch
7 Regenerate Touch
7 Resurrection Touch
5 Scrying Self
2 See Invisibility Self
5 Seeming 30 feet
3 Sending Unlimited
2 Shards of Glass 60'
2 Shatter 60 feet
2 Silence 120 feet
1 Silent Image 60 feet
1 Sleep 90 feet
1 Speak with Animals Self
3 Speak with Dead 10 feet
3 Speak with Plants Self
3 Stinking Cloud 90 feet
2 Suggestion 30 feet
7 Symbol Touch
7 Teleport 10 feet
5 Teleportation Circle 10 feet
1 Thunderwave Self
3 Tiny Hut Self
3 Tongues Touch
9 True Polymorph 30 feet
6 True Seeing Touch
0 True Strike 30 feet
1 Unseen Servant 60 feet
0 Vicious Mockery 60 feet
9 Word of Restoration Touch
2 Zone of Truth 60 feet

Credits: SRD 5.1