Bard
Hit Points
Hit Dice: d8 per Bard level
Hit Points at first Level: 8 + CON
Hit Points at Higher Levels: 5 + CON
Proficiences
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments of your choice: Bagpipes, Dulcimer, Viol
Saving Throws: Dexterity, Charisma
Skills: Choose any three:
- Arcana
- Intimidation
- Religion
Class Features
Bardic Inspiration (3 uses/Long Rest)
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.
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 (e.g. to 1d8 at 9th level).
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- any simple weapon (Light Hammer)
- any musical instrument (Bagpipes)
- 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:
- Minor Illusion
- Vicious Mockery
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.
Spells Known of 1st Level and Higher
You know five 1st-level spells of your choice from the bard spell list:
- Bane
- Cure Wounds
- Dissonant Whispers
- Sleep
- Tasha's Hideous Laughter
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
= 13
Spell attack modifier = your proficiency bonus + your Charisma modifier
= +5
Ritual Casting
You can cast any bard spell you know as a ritual if that spell has the ritual tag.