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Bard


Hit Points

Hit Dice: d8 per Bard level
Hit Points at first Level: 8 + Constitution Modifier
Hit Points at Higher Levels: 1d8 (or 5) + Consititution modifier per bard level

Proficiences

Armor: Light
Weapons: Simple, Hand Crossbow, Longsword, Rapier, Shortsword
Tools: 3 Instruments of player's choice
Saving Throws: Dexterity, Charisma
Skills: Choose any 3

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.  
Bardic Traditions
At 3rd level, you join a Tradition of your choice. See Subclass options for more details.  
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 Improvements
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

  • (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.   SPELLCASTING ABILITY Charisma is the spellcasting ability for all Bards. Anytime a spell refers to a spellcasting ability, you apply your Charisma. Spell Save DC: 8 + Prof. Bonus + Charisma Modifier Spell Attack Modifier: Proficiency Bonus + Charisma Modifier Ritual Casting: Any spell that has the ritual tag can be cast as a ritual IF it is a bard spell. Spellcasting Focus: You can use an instrument as the focus for your bard spells.  


 


Created by

Kraheera.

Statblock Type

Class Features

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