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Bard


Hit Points

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

Proficiences

Armor: Light
Weapons: Simple, Hand Crossbows, Longswords, Rapiers, Shortswords
Tools: 3 musical instruments
Saving Throws: Dex, Cha
Skills: Any 3

Overview & Creation

PHB, Pgs. 51-54


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 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.   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.

Bard College

At 3rd level, you delve into the advanced techniques of a Bardic College.   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. 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 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).

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 Inspiriation

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


Starting Equipment

  • A Rapier, Longsword, or Simple weapon
  • A Diplomats pack or an Entertainer's pack
  • A Lute or any other musical instrument
  • Leather armor and a Dagger


Spellcasting

Choose 2 cantrips: Dancing Light, Light, Mage Hand, Mending Message, Minor Illusion, Prestidigitation, True Strike
Choose 4 1st level spells: Bane, Charm Person, Comprehend Languages, Cure Wounds, Detect Magic, Disguise Self, Faerie Fire, Feather Fall, Healing Word, Heroism, Hideous Laughter, Identify, Illusory Script, Longstrider, Silent Image, Sleep, Speak with Animals, Thunderwave, Unseen Servant


LevelProficiency BonusFeaturesCantrips KnownSpells Known1st Slots2nd Slots3rd Slots4th Slots5th Slots6th Slots7th Slots8th Slots9th Slots
1st+2Spellcasting, Bardic Inspiration (d6)242----------------
2nd+2Jack of All Trades, Song of Rest (d6)253----------------
3rd+2Bard College, Expertise2642--------------
4th+2Ability Score Improvement3743--------------
5th+3Bardic Inspiration (d8), Font of Inspiration38432------------
6th+3Countercharm, Bard College feature39433------------
7th+3--3104331----------
8th+3Ability Score Improvement3114332----------
9th+4Song of Rest (d8)31243331--------
10th+4Bardic Inspiration (d10), Expertise, Magical Secrets41443332--------
11th+4--415433321------
12th+4Ability Score Improvement415433321------
13th+5Song of Rest (d10)4164333211----
14th+5Magical Secrets, Bard College feature4184333211----
15th+5Bardic Inspiration (d12)41943332111--
16th+5Ability Score Improvement41943332111--
17th+6Song of Rest (d12)420433321111
18th+6Magical Secrets422433331111
19th+6Ability Score Improvement422433332111
20th+6Superior Inspiration422433332211

Created by

M45TERT045T.

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Class Features

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