SRD, TCE, Homebrew
In the verdant depths of the Elderwood Forest, where the ancient trees stand as silent witnesses to the passage of time, a Vulpin bard, her fur dappled in the hues of the woodland, weaves tales amidst the twilight. Her melodies intertwine with the rustle of leaves and the murmurs of hidden streams, recounting the lore of the forest spirits and the secret paths that wind beneath the canopy, a testament to the deep bond between the Vulpin and the living heart of Elderwood.
In the vast expanse of the Sarrian Desert, amidst the shifting sands and the haunting remnants of battles long past, a Repti bard, scales shimmering like the desert mirage, recounts the tales of old. Each note from his flute is a drop of life in the arid wasteland, telling stories of the Glass Canyon where fire and sand once danced in a deadly embrace, leaving behind a landscape of glittering glass that tells of the conflict between the Eastern and Western realms.
High above, in the floating city of El'naria, home to the Falkin, a bard of feathered grace and keen eye perches atop the highest spire. Her songs, carried by the wind, resonate through the cloud-wreathed towers, a symphony of air and freedom. Here, among the Falkin, the music speaks of the sky's boundless expanse, of the storms they've tamed, and of the unspoken pact between the wind and their wings.
These bards, with their diverse tales and songs, weave the essence of Farsae into every note and word, binding the land's myriad facets into a single, harmonious narrative. They are the heart of Farsae, beating in rhythm with the pulse of the land itself, their stories a bridge between the ephemeral and the eternal.
Music and the Weave of Magic
In Farsae, music and magic are inseparable, intertwined in the dance of creation. Bards understand this connection deep in their bones; their art is not merely performance but a communion with the fundamental forces that shape reality. They harness the echoes of the primordial song that birthed the stars and the sands, their spells a manifestation of their will, sculpted by melody and intent.
The versatility of the bard is their hallmark; they are as comfortable in the quiet of a library, unraveling the mysteries of ancient texts, as they are on the front lines of a skirmish, their words bolstering the spirits of their allies. Their magic, rich with the nuances of charm and illusion, serves not to dominate but to guide, to inspire, and, when necessary, to protect.
The Path of Discovery
True bards are rare gems in the tapestry of Farsae, their presence bringing light to the darkest corners of the land. They are wanderers at heart, their lives a tapestry of roads traveled and tales gathered. Each song they sing, each story they tell, adds a thread to the rich tapestry of Farsae's history, keeping the culture vibrant and alive.
Their journey is one of perpetual learning, driven by a thirst for the knowledge that lies hidden in the world's forgotten nooks. Every ruin explored, every relic uncovered, every creature encountered adds to their repertoire, enriching their performances and, in turn, the world around them.
Bards walk alongside heroes, not merely as chroniclers of their deeds but as participants in the unfolding drama of history. They understand that the tales of today are the legends of tomorrow, and in their hands, the stories of mere mortals can become the myths that will inspire generations to come.
In the world of Farsae, where the veil between the magical and the mundane is as thin as a bard's whisper, these musical mages play a crucial role, their melodies a testament to the enduring power of story, the unbreakable bond of community, and the indomitable spirit of adventure.
Creating a Bard
Bards thrive on stories, whether those stories are true or not. Your character's background and motivations are not as important as the stories that he or she tells about them. Perhaps you had a secure and mundane childhood. There's no good story to be told about that, so you might paint yourself as an orphan raised by a hag in a dismal swamp. Or your childhood might be worthy of a story. Some bards acquire their magical music through extraordinary means, including the inspiration of fey or other supernatural creatures.
Did you serve an apprenticeship, studying under a master, following the more experienced bard until you were ready to strike out on your own? Or did you attend a college where you studied bardic lore and practiced your musical magic? Perhaps you were a young runaway or orphan, befriended by a wandering bard who became your mentor. Or you might have been a spoiled noble child tutored by a master. Perhaps you stumbled into the clutches of a hag, making a bargain for a musical gift in addition to your life and freedom, but at what cost?
Quick Build
You can make a bard quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the entertainer background. Third, choose the dancing lights and vicious mockery cantrips, along with the following 1st-level spells: charm person, detect magic, healing word, and thunderwave.
The Bard Table
Level | Prof. Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
1st |
+2 |
Bardic Inspiration, Spellcasting |
2 |
4 |
2 |
— |
— |
— |
— |
— |
— |
— |
— |
2nd |
+2 |
Jack of All Trades, Song of Rest (d6), Magical Inspiration |
2 |
5 |
3 |
— |
— |
— |
— |
— |
— |
— |
— |
3rd |
+2 |
Bard College, Expertise |
2 |
6 |
4 |
2 |
— |
— |
— |
— |
— |
— |
— |
4th |
+2 |
Ability Score Improvement, Bardic Versatility |
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 |
2 |
1 |
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 |
Multiclassing
Ability Score Minimum: Charisma 13
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies:
Armor: Light armor
Tools: One musical instrument of your choice
Skills: Choose any skill
hit dice:
1d8
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
armor proficiencies:
Light armor
weapon proficiencies:
Simple weapons, hand crossbows, longswords, rapiers, shortswords
tools:
Three musical instruments of your choice
saving throws:
Dexterity, Charisma
skills:
Choose any 3
starting equipment:
You start with the following items, plus anything provided 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
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. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list.
Cantrips
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level.
Spell Slots
The Bard table shows how many spell slots you have to cast your bard 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.
You learn an additional bard spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. 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 as a spellcasting focus for your bard spells.
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 (d6)
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 by spending Hit Dice 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 1d10 at 13th level, and to 1d12 at 17th level.
Magical Inspiration (TCE)
2nd-level bard optional feature
If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.
Bard College
At 3rd level, you delve into the advanced techniques of a bard college of your choice from the list of available colleges. 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 of 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 of your choice by 2, or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature.
Bardic Versatility (TCE)
4th-level bard optional feature
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change in focus as you use your skills and magic:
Replace one of the skills you chose for the Expertise feature with one of your other skill proficiencies that isn't benefiting from Expertise.
Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the bard spell list.
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, you can choose another two 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.
subclass options:
Bard Colleges
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.
Bonus Proficiencies
When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.
Cutting Words
Also at 3rd level, 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 DM 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.
Additional Magical Secrets
At 6th level, 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.
Peerless Skill
Starting at 14th level, 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 DM tells you whether you succeed or fail.
College of Valor
College of Valor
Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn't pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old.
Bonus Proficiencies
When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.
Combat Inspiration
Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Battle Magic
At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.
College of Voidharmony
College of Voidharmony(Homebrew WIP)
Bards of the College of Voidharmony are daring individuals who delve into the mysteries of the Void, channeling its enigmatic and dangerous energies into their performances and spells. They embrace the chaotic nature of their craft, using their own life force as a conduit to wield the raw, violent power of the Void. These bards flirt with the boundaries of existence, pulling haunting melodies and potent magic from the brink of the abyss.
Voidtouched Melody
When you join the College of Voidharmony at 3rd level, your Baric Inspiration can be intertwined with the potent and eerie energies of the Void. Upon receiving your Bardic Inspiration, a creature can also roll a Void Die of the next larger size alongside the Bardic Inspiration die (d10 for d8, d12 for d10, and d20 for d12). If the Void Die's result is higher, they may use that number for the Bardic Inspiration effect. However, choosing the Void Die's result inflicts psychic damage on the creature equal to the Bardic Inspiration die's result, due to the strain from the Void's chaotic energies.
Abyssal Dissonance
Also at 3rd level, your music can tap into the dissonance of the Void, unsettling foes and warping reality around them. As an action, you can perform a piece that forces enemies within 30 feet to make a Wisdom saving throw against your spell save DC or be disoriented, granting advantage on the next attack roll against them. However, channeling such chaotic energy backlashes against you, causing psychic damage equal to the number of enemies affected.
Harmony of Chaos
At 6th level, you learn to channel the unpredictable nature of the Void into your spells. Whenever you cast a bard spell of 1st level or higher, you can choose to draw from the chaos of the Void to attempt to amplify its effects. Roll a d6; on an odd number, the spell's potency is increased (as determined by the DM, but effects can include increased damage, duration, or area of effect). On an even number, the spell backfires in some way, and you take psychic damage equal to twice the spell's level.
Cacophony of the Void
At 14th level, you can unleash the chaotic energies of the Void to envelop yourself in a dissonant aura for 1 minute. As a bonus action, activate this aura, which grants you resistance to all damage types. At the start of each of your turns while the aura is active, you take psychic damage equal to half your Bard level. Additionally, any creature that starts its turn within 15 feet of you must make a Constitution saving throw against your spell save DC. On a failed save, a creature takes 2d8 psychic damage and is pushed 10 feet away from you. On a successful save, the creature takes half damage and is not pushed. This feature can be used once, regaining use after a long rest. You can end this effect as a bonus action.