Invoking magic through music, dance, and verse, Bards are expert at inspiring others, soothing hurts, disheartening foes, and creating illusions. Bards believe the multiverse was spoken into existence and that remnants of its Words of Creation still resound and glimmer on every plane of existence. Bardic magic attempts to harness those words, which transcend any language.
Anything can inspire a new song or tale, so Bards are fascinated by almost everything. They become masters of many things, including performing music, working magic, and making jests.
A Bard's life is spent traveling, gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer. But Bards' depth of knowledge and mastery of magic sets them apart.
Bards believe the cosmos is a work of art—the creation of the first dragons and gods. That creative work included harmonies that continue to resound through existence today, a power known as the Song of Creation. The bards of the College of Creation draw on that primeval song through dance, music, and poetry, and their teachers share this lesson: "Before the sun and the moon, there was the Song, and its music awoke the first dawn. Its melodies so delighted the stones and trees that some of them gained a voice of their own. And now they sing too. Learn the Song, students, and you too can teach the mountains to sing and dance."
Dwarves and gnomes often encourage their bards to become students of the Song of Creation. And among dragonborn, the Song of Creation is revered, for legends portray Bahamut and Tiamat—the greatest of dragons—as two of the song's first singers.
Bards of the College of Dance know that the Words of Creation can't be contained within speech or song; the words are uttered by the movements of celestial bodies and flow through the motions of the smallest creatures. These Bards practice a way of being in harmony with the whirling cosmos that emphasizes agility, speed, and grace.
Students of both history and war, Dirge Singer Bards use tales of past glory to inspire their allies and provide keen strategic insight, directing their comrades to strike when enemies are weak. This college was born in the Empire of Dhakaan, but over the course of the Last War, Cyre developed its own version of these techniques, and now Bards that follow this path keep the memory of their fallen nation alive through song.
Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more persuasive than facts. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to appeal to the emotions of audiences.
The College of Glamour traces its origins to the beguiling magic of the Feywild. Bards who study this magic weave threads of beauty and terror into their songs and stories, and the mightiest among them can cloak themselves in otherworldly majesty. Their performances stir up wistful longing for forgotten innocence, evoke unconscious memories of long-held fears, and tug at the emotions of even the most hard-hearted listeners.
Bards of the College of Lore collect spells and secrets from diverse sources, such as scholarly tomes, mystical rites, and peasant tales. The college's members gather in libraries and universities 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.
The College of the Moon traces its origins to the ancient druidic circles of the Moonshae Isles, who entrusted the first Bards of this tradition with chronicling the stories of the islands and their people. Bards of this college draw from the isles' fey magic and the primal power of the moonwells to bolster their allies, protect the natural world, and inspire their bardic works.
Bards of the College of Spirits conjure legendary spirits to change the world. But such entities are capricious, and what a Bard summons isn't always entirely under their control.
Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.
Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade's talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks.
Blades who abandon their lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves' guilds or strike out on their own as adventurers.
Bards of the College of Valor are daring storytellers whose tales preserve the memory of the great heroes of the past. These Bards sing the deeds of the mighty in vaulted halls or to crowds gathered around great bonfires. They travel to witness great events firsthand and to ensure that the memory of these events doesn't pass away. With their songs, they inspire new generations to reach the same heights of accomplishment as the heroes of old.
Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.
Many other bards hate the College of Whispers, viewing it as a parasite that uses a bard's reputation to acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts and other settings of power.
Core Bard Traits
| Primary Ability | Charisma |
|---|---|
| Hit Point Die | d8 per Bard level |
| Saving Throw Proficiencies | Dexterity, Charisma |
| Skill Proficiencies | Choose 3 from any |
| Weapon Proficiencies | Simple weapons |
| Armor Training | Light armor |
| Tool Proficiencies | Three Musical Instruments of your choice |
| Starting Equipment | Choose A or B: (A) Leather Armor, Dagger (2), Musical Instrument of your choice, Entertainer's Pack, 19 GP or (B) 90 GP |
Becoming a Bard...
As a Level 1 Bard
- Gain all the traits in the Core Bard Traits table.
- Gain the Bard's level 1 features, which are listed in the Bard Features table.
As a Multiclass Bard
- Gain the following traits from the Core Bard Traits table: Hit Point Die, proficiency in one skill of your choice, proficiency with one Musical Instrument of your choice, and training with Light armor.
- Gain the Bard's level 1 features, which are listed in the Bard Features table.
Bard Features
| Level | Proficiency Bonus | Class Features | Bardic Die | Cantrips | Prepared Spells | Spell Slots per Spell Level | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||
| 1 | +2 | Bardic Inspiration, Spellcasting | 1d6 | 2 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2 | +2 | Expertise, Jack of All Trades | 1d6 | 2 | 5 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3 | +2 | Bard Subclass | 1d6 | 2 | 6 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 1d6 | 3 | 7 | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5 | +3 | Font of Inspiration | 1d8 | 3 | 9 | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 6 | +3 | Subclass Feature | 1d8 | 3 | 10 | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
| 7 | +3 | Countercharm | 1d8 | 3 | 11 | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 1d8 | 3 | 12 | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
| 9 | +4 | Expertise | 1d8 | 3 | 14 | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
| 10 | +4 | Magical Secrets | 1d10 | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
| 11 | +4 | - | 1d10 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 1d10 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 13 | +5 | - | 1d10 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 14 | +5 | Subclass Feature | 1d10 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 15 | +5 | - | 1d12 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 16 | +5 | Ability Score Improvement | 1d12 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 17 | +6 | - | 1d12 | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | +6 | Superior Inspiration | 1d12 | 4 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | +6 | Epic Boon | 1d12 | 4 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | +6 | Words of Creation | 1d12 | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Level 1
Bardic Inspiration
You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6.
- Using Bardic Inspiration. As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time.
Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it's rolled. - Number of Uses. You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
- At Higher Levels. Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15.
Spellcasting
You have learned to cast spells through your bardic arts. The information below details how you use those rules with Bard spells:
- Cantrips. You know two cantrips of your choice from the Bard spell list. Dancing Lights and Vicious Mockery are recommended.
Whenever you gain a Bard level, you can replace one of your cantrips with another cantrip of your choice from the Bard spell list.
When you reach Bard levels 4 and 10, you learn another cantrip of your choice from the Bard spell list, as shown in the Cantrips column of the Bard Features table. - Spell Slots. The Bard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
- Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Bard spell list. Charm Person, Color Spray, Dissonant Whispers, and Healing Word are recommended.
The number of spells on your list increases as you gain Bard levels, as shown in the Prepared Spells column of the Bard Features table. Whenever that number increases, choose additional spells from the Bard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Bard, your list of prepared spells can include six spells of levels 1 and 2 in any combination.
If another Bard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Bard spells for you. - Changing Your Prepared Spells. Whenever you gain a Bard level, you can replace one spell on your list with another Bard spell for which you have spell slots.
- Spellcasting Ability. Charisma is your spellcasting ability for your Bard spells.
- Spellcasting Focus. You can use a Musical Instrument as a Spellcasting Focus for your Bard spells.
Level 2
Expertise
You gain Expertise in two of your skill proficiencies of your choice. Performance and Persuasion are recommended if you have proficiency in them.
Jack of All Trades
You can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn't otherwise use your Proficiency Bonus.
For example, if you make a Strength (Athletics) check and lack Athletics proficiency, you can add half your Proficiency Bonus to the check.
Level 3
Bard Subclass
You gain a Bard subclass of your choice.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Font of Inspiration
You now regain all your expended uses of Bardic Inspiration when you finish a Short or Long Rest.
In addition, you can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration.
Level 6
Subclass Feature
You gain a feature from your Bard Subclass.
Level 7
Countercharm
You can use musical notes or words of power to disrupt mind-influencing effects. If you or a creature within 30 feet of you fails a saving throw against an effect that applies the Charmed or Frightened condition, you can take a Reaction to cause the save to be rerolled, and the new roll has Advantage.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Expertise
You gain Expertise in two more of your skill proficiencies of your choice.
Level 10
Magical Secrets
You've learned secrets from various magical traditions. Whenever you reach a Bard level (including this level) and the Prepared Spells number in the Bard Features table increases, you can choose any of your new prepared spells from the Bard, Cleric, Druid, and Wizard spell lists, and the chosen spells count as Bard spells for you. In addition, whenever you replace a spell prepared for this class, you can replace it with a spell from those lists.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 14
Subclass Feature
You gain a feature from your Bard Subclass.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 18
Superior Inspiration
When you roll Initiative, you regain expended uses of Bardic Inspiration until you have two if you have fewer than that.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Spell Recall is recommended.
Level 20
Words of Creation
You have mastered two of the Words of Creation: the words of life and death. You therefore always have the Power Word Heal and Power Word Kill spells prepared. When you cast either spell, you can target a second creature with it if that creature is within 10 feet of the first target.
Bard Features
| Level | Proficiency Bonus | Class Features | Bardic Die | Cantrips | Prepared Spells | Spell Slots per Spell Level | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||
| 1 | +2 | Bardic Inspiration, Spellcasting | 1d6 | 2 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2 | +2 | Expertise, Jack of All Trades | 1d6 | 2 | 5 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3 | +2 | Mote of Potential, Performance of Creation | 1d6 | 2 | 6 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 1d6 | 3 | 7 | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5 | +3 | Font of Inspiration | 1d8 | 3 | 9 | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 6 | +3 | Animating Performance | 1d8 | 3 | 10 | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
| 7 | +3 | Countercharm | 1d8 | 3 | 11 | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 1d8 | 3 | 12 | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
| 9 | +4 | Expertise | 1d8 | 3 | 14 | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
| 10 | +4 | Magical Secrets | 1d10 | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
| 11 | +4 | - | 1d10 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 1d10 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 13 | +5 | - | 1d10 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 14 | +5 | Creative Crescendo | 1d10 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 15 | +5 | - | 1d12 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 16 | +5 | Ability Score Improvement | 1d12 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 17 | +6 | - | 1d12 | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | +6 | Superior Inspiration | 1d12 | 4 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | +6 | Epic Boon | 1d12 | 4 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | +6 | Words of Creation | 1d12 | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Level 1
Bardic Inspiration
You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6.
- Using Bardic Inspiration. As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time.
Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it's rolled. - Number of Uses. You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
- At Higher Levels. Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15.
Spellcasting
You have learned to cast spells through your bardic arts. The information below details how you use those rules with Bard spells:
- Cantrips. You know two cantrips of your choice from the Bard spell list. Dancing Lights and Vicious Mockery are recommended.
Whenever you gain a Bard level, you can replace one of your cantrips with another cantrip of your choice from the Bard spell list.
When you reach Bard levels 4 and 10, you learn another cantrip of your choice from the Bard spell list, as shown in the Cantrips column of the Bard Features table. - Spell Slots. The Bard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
- Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Bard spell list. Charm Person, Color Spray, Dissonant Whispers, and Healing Word are recommended.
The number of spells on your list increases as you gain Bard levels, as shown in the Prepared Spells column of the Bard Features table. Whenever that number increases, choose additional spells from the Bard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Bard, your list of prepared spells can include six spells of levels 1 and 2 in any combination.
If another Bard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Bard spells for you. - Changing Your Prepared Spells. Whenever you gain a Bard level, you can replace one spell on your list with another Bard spell for which you have spell slots.
- Spellcasting Ability. Charisma is your spellcasting ability for your Bard spells.
- Spellcasting Focus. You can use a Musical Instrument as a Spellcasting Focus for your Bard spells.
Level 2
Expertise
You gain Expertise in two of your skill proficiencies of your choice. Performance and Persuasion are recommended if you have proficiency in them.
Jack of All Trades
You can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn't otherwise use your Proficiency Bonus.
For example, if you make a Strength (Athletics) check and lack Athletics proficiency, you can add half your Proficiency Bonus to the check.
Level 3
Mote of Potential
Whenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of potential, which orbits within 5 feet of that creature. The mote is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. The mote looks like a musical note, a star, a flower, or another symbol of art or life that you choose.
When the creature uses the Bardic Inspiration die, the mote provides an additional effect based on whether the die benefits an ability check, an attack roll, or a saving throw, as detailed below:
- Ability Check. When the creature rolls the Bardic Inspiration die to add it to an ability check, the creature can roll the Bardic Inspiration die again and choose which roll to use, as the mote pops and emits colorful, harmless sparks for a moment.
- Attack Roll. Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll against a target, the mote thunderously shatters. The target and each creature of your choice that you can see within 5 feet of it must succeed on a Constitution saving throw against your spell save DC or take thunder damage equal to the number rolled on the Bardic Inspiration die.
- Saving Throw. When the creature rolls the Bardic Inspiration die and adds it to a saving throw, the mote vanishes with the sound of soft music, and the creature gains temporary hit points equal to the number rolled on the Bardic Inspiration die plus your Charisma modifier (minimum of 1 temporary hit point).
Performance of Creation
As an action, you can channel the magic of the Song of Creation to create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can't be more than 20 times your bard level, and the item must be Medium or smaller. The item glimmers softly, and a creature can faintly hear music when touching it. The created item disappears after a number of hours equal to your proficiency bonus.
Once you create an item with this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to use this feature again. You can have only one item created by this feature at a time; if you use this action and already have an item from this feature, the first one immediately vanishes.
The size of the item you can create with this feature increases by one size category when you reach 6th level (Large) and 14th level (Huge).
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Font of Inspiration
You now regain all your expended uses of Bardic Inspiration when you finish a Short or Long Rest.
In addition, you can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration.
Level 6
Animating Performance
As an action, you can animate one Large or smaller nonmagical item within 30 feet of you that isn't being worn or carried. The animate item uses the Dancing Item stat block, which uses your proficiency bonus (PB). The item is friendly to you and your companions and obeys your commands. It lives for 1 hour, until it is reduced to 0 hit points, or until you die.
In combat, the item shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the item can take any action of its choice, not just Dodge.
When you use your Bardic Inspiration feature, you can command the item as part of the same bonus action you use for Bardic Inspiration.
Once you animate an item with this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use this feature again. You can have only one item animated by this feature at a time; if you use this action and already have a dancing item from this feature, the first one immediately becomes inanimate.
Level 7
Countercharm
You can use musical notes or words of power to disrupt mind-influencing effects. If you or a creature within 30 feet of you fails a saving throw against an effect that applies the Charmed or Frightened condition, you can take a Reaction to cause the save to be rerolled, and the new roll has Advantage.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Expertise
You gain Expertise in two more of your skill proficiencies of your choice.
Level 10
Magical Secrets
You've learned secrets from various magical traditions. Whenever you reach a Bard level (including this level) and the Prepared Spells number in the Bard Features table increases, you can choose any of your new prepared spells from the Bard, Cleric, Druid, and Wizard spell lists, and the chosen spells count as Bard spells for you. In addition, whenever you replace a spell prepared for this class, you can replace it with a spell from those lists.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 14
Creative Crescendo
When you use your Performance of Creation feature, you can create more than one item at once. The number of items equals your Charisma modifier (minimum of two items). If you create an item that would exceed that number, you choose which of the previously created items disappears. Only one of these items can be of the maximum size you can create; the rest must be Small or Tiny.
You are no longer limited by gp value when creating items with Performance of Creation.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 18
Superior Inspiration
When you roll Initiative, you regain expended uses of Bardic Inspiration until you have two if you have fewer than that.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Spell Recall is recommended.
Level 20
Words of Creation
You have mastered two of the Words of Creation: the words of life and death. You therefore always have the Power Word Heal and Power Word Kill spells prepared. When you cast either spell, you can target a second creature with it if that creature is within 10 feet of the first target.
Bard Features
| Level | Proficiency Bonus | Class Features | Bardic Die | Cantrips | Prepared Spells | Spell Slots per Spell Level | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||
| 1 | +2 | Bardic Inspiration, Spellcasting | 1d6 | 2 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2 | +2 | Expertise, Jack of All Trades | 1d6 | 2 | 5 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3 | +2 | Dazzling Footwork | 1d6 | 2 | 6 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 1d6 | 3 | 7 | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5 | +3 | Font of Inspiration | 1d8 | 3 | 9 | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 6 | +3 | Inspiring Movement, Tandem Footwork | 1d8 | 3 | 10 | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
| 7 | +3 | Countercharm | 1d8 | 3 | 11 | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 1d8 | 3 | 12 | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
| 9 | +4 | Expertise | 1d8 | 3 | 14 | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
| 10 | +4 | Magical Secrets | 1d10 | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
| 11 | +4 | - | 1d10 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 1d10 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 13 | +5 | - | 1d10 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 14 | +5 | Leading Evasion | 1d10 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 15 | +5 | - | 1d12 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 16 | +5 | Ability Score Improvement | 1d12 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 17 | +6 | - | 1d12 | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | +6 | Superior Inspiration | 1d12 | 4 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | +6 | Epic Boon | 1d12 | 4 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | +6 | Words of Creation | 1d12 | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Level 1
Bardic Inspiration
You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6.
- Using Bardic Inspiration. As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time.
Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it's rolled. - Number of Uses. You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
- At Higher Levels. Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15.
Spellcasting
You have learned to cast spells through your bardic arts. The information below details how you use those rules with Bard spells:
- Cantrips. You know two cantrips of your choice from the Bard spell list. Dancing Lights and Vicious Mockery are recommended.
Whenever you gain a Bard level, you can replace one of your cantrips with another cantrip of your choice from the Bard spell list.
When you reach Bard levels 4 and 10, you learn another cantrip of your choice from the Bard spell list, as shown in the Cantrips column of the Bard Features table. - Spell Slots. The Bard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
- Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Bard spell list. Charm Person, Color Spray, Dissonant Whispers, and Healing Word are recommended.
The number of spells on your list increases as you gain Bard levels, as shown in the Prepared Spells column of the Bard Features table. Whenever that number increases, choose additional spells from the Bard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Bard, your list of prepared spells can include six spells of levels 1 and 2 in any combination.
If another Bard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Bard spells for you. - Changing Your Prepared Spells. Whenever you gain a Bard level, you can replace one spell on your list with another Bard spell for which you have spell slots.
- Spellcasting Ability. Charisma is your spellcasting ability for your Bard spells.
- Spellcasting Focus. You can use a Musical Instrument as a Spellcasting Focus for your Bard spells.
Level 2
Expertise
You gain Expertise in two of your skill proficiencies of your choice. Performance and Persuasion are recommended if you have proficiency in them.
Jack of All Trades
You can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn't otherwise use your Proficiency Bonus.
For example, if you make a Strength (Athletics) check and lack Athletics proficiency, you can add half your Proficiency Bonus to the check.
Level 3
Dazzling Footwork
While you aren't wearing armor or wielding a Shield, you gain the following benefits:
- Dance Virtuoso. You have Advantage on any Charisma (Performance) check you make that involves you dancing.
- Unarmored Defense. Your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.
- Agile Strikes. When you expend a use of your Bardic Inspiration as part of an action, a Bonus Action, or a Reaction, you can make one Unarmed Strike as part of that action, Bonus Action, or Reaction.
- Bardic Damage. You can use Dexterity instead of Strength for the attack rolls of your Unarmed Strikes. When you deal damage with an Unarmed Strike, you can deal Bludgeoning damage equal to a roll of your Bardic Inspiration die plus your Dexterity modifier, instead of the strike's normal damage. This roll doesn't expend the die.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Font of Inspiration
You now regain all your expended uses of Bardic Inspiration when you finish a Short or Long Rest.
In addition, you can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration.
Level 6
Inspiring Movement
When an enemy you can see ends its turn within 5 feet of you, you can take a Reaction and expend one use of your Bardic Inspiration to move up to half your Speed. Then one ally of your choice within 30 feet of you can also move up to half their Speed using their Reaction.
None of this feature's movement provokes Opportunity Attacks.
Tandem Footwork
When you roll Initiative, you can expend one use of your Bardic Inspiration if you don't have the Incapacitated condition. When you do so, roll your Bardic Inspiration die; you and each ally within 30 feet of you who can see or hear you gains a bonus to Initiative equal to the number rolled.
Level 7
Countercharm
You can use musical notes or words of power to disrupt mind-influencing effects. If you or a creature within 30 feet of you fails a saving throw against an effect that applies the Charmed or Frightened condition, you can take a Reaction to cause the save to be rerolled, and the new roll has Advantage.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Expertise
You gain Expertise in two more of your skill proficiencies of your choice.
Level 10
Magical Secrets
You've learned secrets from various magical traditions. Whenever you reach a Bard level (including this level) and the Prepared Spells number in the Bard Features table increases, you can choose any of your new prepared spells from the Bard, Cleric, Druid, and Wizard spell lists, and the chosen spells count as Bard spells for you. In addition, whenever you replace a spell prepared for this class, you can replace it with a spell from those lists.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 14
Leading Evasion
When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. If any creatures within 5 feet of you are making the same Dexterity saving throw, you can share this benefit with them for that save.
You can't use this feature if you have the Incapacitated condition.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 18
Superior Inspiration
When you roll Initiative, you regain expended uses of Bardic Inspiration until you have two if you have fewer than that.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Spell Recall is recommended.
Level 20
Words of Creation
You have mastered two of the Words of Creation: the words of life and death. You therefore always have the Power Word Heal and Power Word Kill spells prepared. When you cast either spell, you can target a second creature with it if that creature is within 10 feet of the first target.
Bard Features
| Level | Proficiency Bonus | Class Features | Bardic Die | Cantrips | Prepared Spells | Spell Slots per Spell Level | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||
| 1 | +2 | Bardic Inspiration, Spellcasting | 1d6 | 2 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2 | +2 | Expertise, Jack of All Trades | 1d6 | 2 | 5 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3 | +2 | Broad Inspiration, Keeper of History | 1d6 | 2 | 6 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 1d6 | 3 | 7 | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5 | +3 | Font of Inspiration | 1d8 | 3 | 9 | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 6 | +3 | Commanding Voice | 1d8 | 3 | 10 | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
| 7 | +3 | Countercharm | 1d8 | 3 | 11 | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 1d8 | 3 | 12 | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
| 9 | +4 | Expertise | 1d8 | 3 | 14 | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
| 10 | +4 | Magical Secrets | 1d10 | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
| 11 | +4 | - | 1d10 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 1d10 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 13 | +5 | - | 1d10 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 14 | +5 | Battle Hymn | 1d10 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 15 | +5 | - | 1d12 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 16 | +5 | Ability Score Improvement | 1d12 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 17 | +6 | - | 1d12 | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | +6 | Superior Inspiration | 1d12 | 4 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | +6 | Epic Boon | 1d12 | 4 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | +6 | Words of Creation | 1d12 | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Level 1
Bardic Inspiration
You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6.
- Using Bardic Inspiration. As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time.
Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it's rolled. - Number of Uses. You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
- At Higher Levels. Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15.
Spellcasting
You have learned to cast spells through your bardic arts. The information below details how you use those rules with Bard spells:
- Cantrips. You know two cantrips of your choice from the Bard spell list. Dancing Lights and Vicious Mockery are recommended.
Whenever you gain a Bard level, you can replace one of your cantrips with another cantrip of your choice from the Bard spell list.
When you reach Bard levels 4 and 10, you learn another cantrip of your choice from the Bard spell list, as shown in the Cantrips column of the Bard Features table. - Spell Slots. The Bard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
- Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Bard spell list. Charm Person, Color Spray, Dissonant Whispers, and Healing Word are recommended.
The number of spells on your list increases as you gain Bard levels, as shown in the Prepared Spells column of the Bard Features table. Whenever that number increases, choose additional spells from the Bard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Bard, your list of prepared spells can include six spells of levels 1 and 2 in any combination.
If another Bard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Bard spells for you. - Changing Your Prepared Spells. Whenever you gain a Bard level, you can replace one spell on your list with another Bard spell for which you have spell slots.
- Spellcasting Ability. Charisma is your spellcasting ability for your Bard spells.
- Spellcasting Focus. You can use a Musical Instrument as a Spellcasting Focus for your Bard spells.
Level 2
Expertise
You gain Expertise in two of your skill proficiencies of your choice. Performance and Persuasion are recommended if you have proficiency in them.
Jack of All Trades
You can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn't otherwise use your Proficiency Bonus.
For example, if you make a Strength (Athletics) check and lack Athletics proficiency, you can add half your Proficiency Bonus to the check.
Level 3
Broad Inspiration
You know how to strengthen the hearts of your troops and stir them to greatness. You learn the Guidance cantrip, which counts as a Bard spell for you. The cantrip doesn't count against your number of cantrips known.
Additionally, when you confer a Bardic Inspiration die to a creature, you can also confer that Bardic Inspiration die to a second creature within range.
Keeper of History
You gain proficiency in the History and Performance skills. If you already have these proficiencies, you instead gain Expertise.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Font of Inspiration
You now regain all your expended uses of Bardic Inspiration when you finish a Short or Long Rest.
In addition, you can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration.
Level 6
Commanding Voice
You excel at inspiring and directing soldiers in battle. When you take the Attack action or the Magic action on your turn, two creatures of your choice who possess one of your Bardic Inspiration die can expend it to use their Reaction to immediately make one attack with a weapon or an Unarmed Strike, adding the Bardic Inspiration die to the attack's damage roll on a hit.
Level 7
Countercharm
You can use musical notes or words of power to disrupt mind-influencing effects. If you or a creature within 30 feet of you fails a saving throw against an effect that applies the Charmed or Frightened condition, you can take a Reaction to cause the save to be rerolled, and the new roll has Advantage.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Expertise
You gain Expertise in two more of your skill proficiencies of your choice.
Level 10
Magical Secrets
You've learned secrets from various magical traditions. Whenever you reach a Bard level (including this level) and the Prepared Spells number in the Bard Features table increases, you can choose any of your new prepared spells from the Bard, Cleric, Druid, and Wizard spell lists, and the chosen spells count as Bard spells for you. In addition, whenever you replace a spell prepared for this class, you can replace it with a spell from those lists.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 14
Battle Hymn
You unflaggingly maintain the spirits and discipline of your unit. As a Bonus Action, you can start a Battle Hymn which can be heard by all creatures within 60 feet. The hymn lasts until the start of your next turn. While the hymn is active, whenever an ally within 30 feet who can hear you makes an ability check or a saving throw, they can add 1d4 to the ability check or save.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 18
Superior Inspiration
When you roll Initiative, you regain expended uses of Bardic Inspiration until you have two if you have fewer than that.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Spell Recall is recommended.
Level 20
Words of Creation
You have mastered two of the Words of Creation: the words of life and death. You therefore always have the Power Word Heal and Power Word Kill spells prepared. When you cast either spell, you can target a second creature with it if that creature is within 10 feet of the first target.
Bard Features
| Level | Proficiency Bonus | Class Features | Bardic Die | Cantrips | Prepared Spells | Spell Slots per Spell Level | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||
| 1 | +2 | Bardic Inspiration, Spellcasting | 1d6 | 2 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2 | +2 | Expertise, Jack of All Trades | 1d6 | 2 | 5 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3 | +2 | Silver Tongue, Unsettling Words | 1d6 | 2 | 6 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 1d6 | 3 | 7 | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5 | +3 | Font of Inspiration | 1d8 | 3 | 9 | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 6 | +3 | Unfailing Inspiration, Universal Speech | 1d8 | 3 | 10 | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
| 7 | +3 | Countercharm | 1d8 | 3 | 11 | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 1d8 | 3 | 12 | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
| 9 | +4 | Expertise | 1d8 | 3 | 14 | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
| 10 | +4 | Magical Secrets | 1d10 | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
| 11 | +4 | - | 1d10 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 1d10 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 13 | +5 | - | 1d10 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 14 | +5 | Infectious Inspiration | 1d10 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 15 | +5 | - | 1d12 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 16 | +5 | Ability Score Improvement | 1d12 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 17 | +6 | - | 1d12 | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | +6 | Superior Inspiration | 1d12 | 4 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | +6 | Epic Boon | 1d12 | 4 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | +6 | Words of Creation | 1d12 | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Level 1
Bardic Inspiration
You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6.
- Using Bardic Inspiration. As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time.
Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it's rolled. - Number of Uses. You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
- At Higher Levels. Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15.
Spellcasting
You have learned to cast spells through your bardic arts. The information below details how you use those rules with Bard spells:
- Cantrips. You know two cantrips of your choice from the Bard spell list. Dancing Lights and Vicious Mockery are recommended.
Whenever you gain a Bard level, you can replace one of your cantrips with another cantrip of your choice from the Bard spell list.
When you reach Bard levels 4 and 10, you learn another cantrip of your choice from the Bard spell list, as shown in the Cantrips column of the Bard Features table. - Spell Slots. The Bard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
- Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Bard spell list. Charm Person, Color Spray, Dissonant Whispers, and Healing Word are recommended.
The number of spells on your list increases as you gain Bard levels, as shown in the Prepared Spells column of the Bard Features table. Whenever that number increases, choose additional spells from the Bard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Bard, your list of prepared spells can include six spells of levels 1 and 2 in any combination.
If another Bard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Bard spells for you. - Changing Your Prepared Spells. Whenever you gain a Bard level, you can replace one spell on your list with another Bard spell for which you have spell slots.
- Spellcasting Ability. Charisma is your spellcasting ability for your Bard spells.
- Spellcasting Focus. You can use a Musical Instrument as a Spellcasting Focus for your Bard spells.
Level 2
Expertise
You gain Expertise in two of your skill proficiencies of your choice. Performance and Persuasion are recommended if you have proficiency in them.
Jack of All Trades
You can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn't otherwise use your Proficiency Bonus.
For example, if you make a Strength (Athletics) check and lack Athletics proficiency, you can add half your Proficiency Bonus to the check.
Level 3
Silver Tongue
You are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.
Unsettling Words
You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Font of Inspiration
You now regain all your expended uses of Bardic Inspiration when you finish a Short or Long Rest.
In addition, you can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration.
Level 6
Unfailing Inspiration
Your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.
Universal Speech
You have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.
Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot of any level to use it again.
Level 7
Countercharm
You can use musical notes or words of power to disrupt mind-influencing effects. If you or a creature within 30 feet of you fails a saving throw against an effect that applies the Charmed or Frightened condition, you can take a Reaction to cause the save to be rerolled, and the new roll has Advantage.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Expertise
You gain Expertise in two more of your skill proficiencies of your choice.
Level 10
Magical Secrets
You've learned secrets from various magical traditions. Whenever you reach a Bard level (including this level) and the Prepared Spells number in the Bard Features table increases, you can choose any of your new prepared spells from the Bard, Cleric, Druid, and Wizard spell lists, and the chosen spells count as Bard spells for you. In addition, whenever you replace a spell prepared for this class, you can replace it with a spell from those lists.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 14
Infectious Inspiration
When you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses.
You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 18
Superior Inspiration
When you roll Initiative, you regain expended uses of Bardic Inspiration until you have two if you have fewer than that.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Spell Recall is recommended.
Level 20
Words of Creation
You have mastered two of the Words of Creation: the words of life and death. You therefore always have the Power Word Heal and Power Word Kill spells prepared. When you cast either spell, you can target a second creature with it if that creature is within 10 feet of the first target.
Bard Features
| Level | Proficiency Bonus | Class Features | Bardic Die | Cantrips | Prepared Spells | Spell Slots per Spell Level | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||
| 1 | +2 | Bardic Inspiration, Spellcasting | 1d6 | 2 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2 | +2 | Expertise, Jack of All Trades | 1d6 | 2 | 5 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3 | +2 | Beguiling Magic, Mantle of Inspiration | 1d6 | 2 | 6 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 1d6 | 3 | 7 | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5 | +3 | Font of Inspiration | 1d8 | 3 | 9 | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 6 | +3 | Mantle of Majesty | 1d8 | 3 | 10 | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
| 7 | +3 | Countercharm | 1d8 | 3 | 11 | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 1d8 | 3 | 12 | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
| 9 | +4 | Expertise | 1d8 | 3 | 14 | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
| 10 | +4 | Magical Secrets | 1d10 | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
| 11 | +4 | - | 1d10 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 1d10 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 13 | +5 | - | 1d10 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 14 | +5 | Unbreakable Majesty | 1d10 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 15 | +5 | - | 1d12 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 16 | +5 | Ability Score Improvement | 1d12 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 17 | +6 | - | 1d12 | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | +6 | Superior Inspiration | 1d12 | 4 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | +6 | Epic Boon | 1d12 | 4 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | +6 | Words of Creation | 1d12 | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Level 1
Bardic Inspiration
You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6.
- Using Bardic Inspiration. As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time.
Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it's rolled. - Number of Uses. You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
- At Higher Levels. Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15.
Spellcasting
You have learned to cast spells through your bardic arts. The information below details how you use those rules with Bard spells:
- Cantrips. You know two cantrips of your choice from the Bard spell list. Dancing Lights and Vicious Mockery are recommended.
Whenever you gain a Bard level, you can replace one of your cantrips with another cantrip of your choice from the Bard spell list.
When you reach Bard levels 4 and 10, you learn another cantrip of your choice from the Bard spell list, as shown in the Cantrips column of the Bard Features table. - Spell Slots. The Bard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
- Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Bard spell list. Charm Person, Color Spray, Dissonant Whispers, and Healing Word are recommended.
The number of spells on your list increases as you gain Bard levels, as shown in the Prepared Spells column of the Bard Features table. Whenever that number increases, choose additional spells from the Bard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Bard, your list of prepared spells can include six spells of levels 1 and 2 in any combination.
If another Bard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Bard spells for you. - Changing Your Prepared Spells. Whenever you gain a Bard level, you can replace one spell on your list with another Bard spell for which you have spell slots.
- Spellcasting Ability. Charisma is your spellcasting ability for your Bard spells.
- Spellcasting Focus. You can use a Musical Instrument as a Spellcasting Focus for your Bard spells.
Level 2
Expertise
You gain Expertise in two of your skill proficiencies of your choice. Performance and Persuasion are recommended if you have proficiency in them.
Jack of All Trades
You can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn't otherwise use your Proficiency Bonus.
For example, if you make a Strength (Athletics) check and lack Athletics proficiency, you can add half your Proficiency Bonus to the check.
Level 3
Beguiling Magic
You always have the Charm Person and Mirror Image spells prepared.
In addition, immediately after you cast an Enchantment or Illusion spell using a spell slot, you can cause a creature you can see within 60 feet of yourself to make a Wisdom saving throw against your spell save DC. On a failed save, the target has the Charmed or Frightened condition (your choice) for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.
Once you use this benefit, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending one use of your Bardic Inspiration (no action required).
Mantle of Inspiration
You can weave fey magic into a song or dance to fill others with vigor. As a Bonus Action, you can expend a use of Bardic Inspiration, rolling a Bardic Inspiration die. When you do so, choose a number of other creatures within 60 feet of yourself, up to a number equal to your Charisma modifier (minimum of one creature). Each of those creatures gains a number of Temporary Hit Points equal to two times the number rolled on the Bardic Inspiration die, and then each can use its Reaction to move up to its Speed without provoking Opportunity Attacks.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Font of Inspiration
You now regain all your expended uses of Bardic Inspiration when you finish a Short or Long Rest.
In addition, you can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration.
Level 6
Mantle of Majesty
You always have the Command spell prepared.
As a Bonus Action, you cast Command without expending a spell slot, and you take on an unearthly appearance for 1 minute or until your Concentration ends. During this time, you can cast Command as a Bonus Action without expending a spell slot.
Any creature Charmed by you automatically fails its saving throw against the Command you cast with this feature.
Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 3+ spell slot (no action required).
Level 7
Countercharm
You can use musical notes or words of power to disrupt mind-influencing effects. If you or a creature within 30 feet of you fails a saving throw against an effect that applies the Charmed or Frightened condition, you can take a Reaction to cause the save to be rerolled, and the new roll has Advantage.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Expertise
You gain Expertise in two more of your skill proficiencies of your choice.
Level 10
Magical Secrets
You've learned secrets from various magical traditions. Whenever you reach a Bard level (including this level) and the Prepared Spells number in the Bard Features table increases, you can choose any of your new prepared spells from the Bard, Cleric, Druid, and Wizard spell lists, and the chosen spells count as Bard spells for you. In addition, whenever you replace a spell prepared for this class, you can replace it with a spell from those lists.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 14
Unbreakable Majesty
As a Bonus Action, you can assume a magically majestic presence for 1 minute or until you have the Incapacitated condition. For the duration, whenever any creature hits you with an attack roll for the first time on a turn, the attacker must succeed on a Charisma saving throw against your spell save DC, or the attack misses instead, as the creature recoils from your majesty.
Once you assume this majestic presence, you can't do so again until you finish a Short or Long Rest.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 18
Superior Inspiration
When you roll Initiative, you regain expended uses of Bardic Inspiration until you have two if you have fewer than that.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Spell Recall is recommended.
Level 20
Words of Creation
You have mastered two of the Words of Creation: the words of life and death. You therefore always have the Power Word Heal and Power Word Kill spells prepared. When you cast either spell, you can target a second creature with it if that creature is within 10 feet of the first target.
Bard Features
| Level | Proficiency Bonus | Class Features | Bardic Die | Cantrips | Prepared Spells | Spell Slots per Spell Level | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||
| 1 | +2 | Bardic Inspiration, Spellcasting | 1d6 | 2 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2 | +2 | Expertise, Jack of All Trades | 1d6 | 2 | 5 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3 | +2 | Bonus Proficiencies, Cutting Words | 1d6 | 2 | 6 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 1d6 | 3 | 7 | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5 | +3 | Font of Inspiration | 1d8 | 3 | 9 | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 6 | +3 | Magical Discoveries | 1d8 | 3 | 10 | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
| 7 | +3 | Countercharm | 1d8 | 3 | 11 | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 1d8 | 3 | 12 | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
| 9 | +4 | Expertise | 1d8 | 3 | 14 | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
| 10 | +4 | Magical Secrets | 1d10 | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
| 11 | +4 | - | 1d10 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 1d10 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 13 | +5 | - | 1d10 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 14 | +5 | Peerless Skill | 1d10 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 15 | +5 | - | 1d12 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 16 | +5 | Ability Score Improvement | 1d12 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 17 | +6 | - | 1d12 | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | +6 | Superior Inspiration | 1d12 | 4 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | +6 | Epic Boon | 1d12 | 4 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | +6 | Words of Creation | 1d12 | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Level 1
Bardic Inspiration
You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6.
- Using Bardic Inspiration. As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time.
Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it's rolled. - Number of Uses. You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
- At Higher Levels. Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15.
Spellcasting
You have learned to cast spells through your bardic arts. The information below details how you use those rules with Bard spells:
- Cantrips. You know two cantrips of your choice from the Bard spell list. Dancing Lights and Vicious Mockery are recommended.
Whenever you gain a Bard level, you can replace one of your cantrips with another cantrip of your choice from the Bard spell list.
When you reach Bard levels 4 and 10, you learn another cantrip of your choice from the Bard spell list, as shown in the Cantrips column of the Bard Features table. - Spell Slots. The Bard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
- Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Bard spell list. Charm Person, Color Spray, Dissonant Whispers, and Healing Word are recommended.
The number of spells on your list increases as you gain Bard levels, as shown in the Prepared Spells column of the Bard Features table. Whenever that number increases, choose additional spells from the Bard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Bard, your list of prepared spells can include six spells of levels 1 and 2 in any combination.
If another Bard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Bard spells for you. - Changing Your Prepared Spells. Whenever you gain a Bard level, you can replace one spell on your list with another Bard spell for which you have spell slots.
- Spellcasting Ability. Charisma is your spellcasting ability for your Bard spells.
- Spellcasting Focus. You can use a Musical Instrument as a Spellcasting Focus for your Bard spells.
Level 2
Expertise
You gain Expertise in two of your skill proficiencies of your choice. Performance and Persuasion are recommended if you have proficiency in them.
Jack of All Trades
You can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn't otherwise use your Proficiency Bonus.
For example, if you make a Strength (Athletics) check and lack Athletics proficiency, you can add half your Proficiency Bonus to the check.
Level 3
Bonus Proficiencies
You gain proficiency with three skills of your choice.
Cutting Words
You learn to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of yourself makes a damage roll or succeeds on an ability check or attack roll, you can take a Reaction to expend one use of your Bardic Inspiration; roll your Bardic Inspiration die, and subtract the number rolled from the creature's roll, reducing the damage or potentially turning the success into a failure.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Font of Inspiration
You now regain all your expended uses of Bardic Inspiration when you finish a Short or Long Rest.
In addition, you can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration.
Level 6
Magical Discoveries
You learn two spells of your choice. These spells can come from the Cleric, Druid, or Wizard spell list or any combination thereof. A spell you choose must be a cantrip or a spell for which you have spell slots, as shown in the Bard Features table.
You always have the chosen spells prepared, and whenever you gain a Bard level, you can replace one of the spells with another spell that meets these requirements.
Level 7
Countercharm
You can use musical notes or words of power to disrupt mind-influencing effects. If you or a creature within 30 feet of you fails a saving throw against an effect that applies the Charmed or Frightened condition, you can take a Reaction to cause the save to be rerolled, and the new roll has Advantage.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Expertise
You gain Expertise in two more of your skill proficiencies of your choice.
Level 10
Magical Secrets
You've learned secrets from various magical traditions. Whenever you reach a Bard level (including this level) and the Prepared Spells number in the Bard Features table increases, you can choose any of your new prepared spells from the Bard, Cleric, Druid, and Wizard spell lists, and the chosen spells count as Bard spells for you. In addition, whenever you replace a spell prepared for this class, you can replace it with a spell from those lists.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 14
Peerless Skill
When you make an ability check or attack roll and fail, you can expend one use of Bardic Inspiration; roll the Bardic Inspiration die, and add the number rolled to the d20, potentially turning a failure into a success. On a failure, the Bardic Inspiration isn't expended.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 18
Superior Inspiration
When you roll Initiative, you regain expended uses of Bardic Inspiration until you have two if you have fewer than that.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Spell Recall is recommended.
Level 20
Words of Creation
You have mastered two of the Words of Creation: the words of life and death. You therefore always have the Power Word Heal and Power Word Kill spells prepared. When you cast either spell, you can target a second creature with it if that creature is within 10 feet of the first target.
Bard Features
| Level | Proficiency Bonus | Class Features | Bardic Die | Cantrips | Prepared Spells | Spell Slots per Spell Level | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||
| 1 | +2 | Bardic Inspiration, Spellcasting | 1d6 | 2 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2 | +2 | Expertise, Jack of All Trades | 1d6 | 2 | 5 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3 | +2 | Moon's Inspiration, Primal Lore | 1d6 | 2 | 6 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 1d6 | 3 | 7 | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5 | +3 | Font of Inspiration | 1d8 | 3 | 9 | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 6 | +3 | Blessing of Moonlight | 1d8 | 3 | 10 | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
| 7 | +3 | Countercharm | 1d8 | 3 | 11 | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 1d8 | 3 | 12 | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
| 9 | +4 | Expertise | 1d8 | 3 | 14 | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
| 10 | +4 | Magical Secrets | 1d10 | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
| 11 | +4 | - | 1d10 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 1d10 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 13 | +5 | - | 1d10 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 14 | +5 | Eventide's Splendor | 1d10 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 15 | +5 | - | 1d12 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 16 | +5 | Ability Score Improvement | 1d12 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 17 | +6 | - | 1d12 | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | +6 | Superior Inspiration | 1d12 | 4 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | +6 | Epic Boon | 1d12 | 4 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | +6 | Words of Creation | 1d12 | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Level 1
Bardic Inspiration
You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6.
- Using Bardic Inspiration. As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time.
Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it's rolled. - Number of Uses. You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
- At Higher Levels. Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15.
Spellcasting
You have learned to cast spells through your bardic arts. The information below details how you use those rules with Bard spells:
- Cantrips. You know two cantrips of your choice from the Bard spell list. Dancing Lights and Vicious Mockery are recommended.
Whenever you gain a Bard level, you can replace one of your cantrips with another cantrip of your choice from the Bard spell list.
When you reach Bard levels 4 and 10, you learn another cantrip of your choice from the Bard spell list, as shown in the Cantrips column of the Bard Features table. - Spell Slots. The Bard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
- Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Bard spell list. Charm Person, Color Spray, Dissonant Whispers, and Healing Word are recommended.
The number of spells on your list increases as you gain Bard levels, as shown in the Prepared Spells column of the Bard Features table. Whenever that number increases, choose additional spells from the Bard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Bard, your list of prepared spells can include six spells of levels 1 and 2 in any combination.
If another Bard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Bard spells for you. - Changing Your Prepared Spells. Whenever you gain a Bard level, you can replace one spell on your list with another Bard spell for which you have spell slots.
- Spellcasting Ability. Charisma is your spellcasting ability for your Bard spells.
- Spellcasting Focus. You can use a Musical Instrument as a Spellcasting Focus for your Bard spells.
Level 2
Expertise
You gain Expertise in two of your skill proficiencies of your choice. Performance and Persuasion are recommended if you have proficiency in them.
Jack of All Trades
You can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn't otherwise use your Proficiency Bonus.
For example, if you make a Strength (Athletics) check and lack Athletics proficiency, you can add half your Proficiency Bonus to the check.
Level 3
Moon's Inspiration
The primal and ever-changing power of the moon flows through you, granting you the following benefits.
- Inspired Eclipse. When you take a Bonus Action to give a creature a Bardic Inspiration die, you can have the Invisible condition and teleport up to 30 feet to an unoccupied space you can see as part of that Bonus Action. This invisibility lasts until the start of your next turn and ends early immediately after you make an attack roll, deal damage, or cast a spell.
- Lunar Vitality. Once per turn when you restore Hit Points to a creature with a spell, you can expend a Bardic Inspiration die and increase the amount of Hit Points restored by a number equal to a roll of the Bardic Inspiration die. The creature's Speed also increases by 10 feet until the end of its next turn.
Primal Lore
You learn Druidic and one cantrip from the Druid spell list. It counts as a Bard spell for you but doesn't count against the number of cantrips you know. Whenever you gain a Bard level, you can replace this cantrip with another cantrip of your choice from the Druid spell list.
Additionally, choose one of the following skills: Animal Handling, Insight, Medicine, Nature, Perception, or Survival. You have proficiency in that skill.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Font of Inspiration
You now regain all your expended uses of Bardic Inspiration when you finish a Short or Long Rest.
In addition, you can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration.
Level 6
Blessing of Moonlight
You always have the Moonbeam spell prepared.
When you cast Moonbeam, you can modify the spell so that you glow faintly while the spell is active. While glowing, you shed Dim Light out to 5 feet, and whenever a creature fails its saving throw against the effects of this Moonbeam, another creature of your choice that you can see within 60 feet of yourself regains 2d4 Hit Points.
Once you use this feature to modify a casting of Moonbeam, you can't use it again until you finish a Long Rest.
Level 7
Countercharm
You can use musical notes or words of power to disrupt mind-influencing effects. If you or a creature within 30 feet of you fails a saving throw against an effect that applies the Charmed or Frightened condition, you can take a Reaction to cause the save to be rerolled, and the new roll has Advantage.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Expertise
You gain Expertise in two more of your skill proficiencies of your choice.
Level 10
Magical Secrets
You've learned secrets from various magical traditions. Whenever you reach a Bard level (including this level) and the Prepared Spells number in the Bard Features table increases, you can choose any of your new prepared spells from the Bard, Cleric, Druid, and Wizard spell lists, and the chosen spells count as Bard spells for you. In addition, whenever you replace a spell prepared for this class, you can replace it with a spell from those lists.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 14
Eventide's Splendor
You become suffused with the might of the moon, improving your Moon's Inspiration in the following ways.
- Shadow of the New Moon. When you use Inspired Eclipse, the creature who received the Bardic Inspiration die can also have the Invisible condition and immediately take a Reaction to teleport up to 30 feet to an unoccupied space it can see. The creature remains Invisible until the start of its next turn.
- Vibrance of the Full Moon. When you use Lunar Vitality, you can roll 1d6 and use the number rolled in place of expending a Bardic Inspiration die.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 18
Superior Inspiration
When you roll Initiative, you regain expended uses of Bardic Inspiration until you have two if you have fewer than that.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Spell Recall is recommended.
Level 20
Words of Creation
You have mastered two of the Words of Creation: the words of life and death. You therefore always have the Power Word Heal and Power Word Kill spells prepared. When you cast either spell, you can target a second creature with it if that creature is within 10 feet of the first target.
Bard Features
| Level | Proficiency Bonus | Class Features | Bardic Die | Cantrips | Prepared Spells | Spell Slots per Spell Level | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||
| 1 | +2 | Bardic Inspiration, Spellcasting | 1d6 | 2 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2 | +2 | Expertise, Jack of All Trades | 1d6 | 2 | 5 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3 | +2 | Channeler, Spirits from Beyond | 1d6 | 2 | 6 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 1d6 | 3 | 7 | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5 | +3 | Font of Inspiration | 1d8 | 3 | 9 | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 6 | +3 | Empowered Channeling | 1d8 | 3 | 10 | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
| 7 | +3 | Countercharm | 1d8 | 3 | 11 | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 1d8 | 3 | 12 | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
| 9 | +4 | Expertise | 1d8 | 3 | 14 | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
| 10 | +4 | Magical Secrets | 1d10 | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
| 11 | +4 | - | 1d10 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 1d10 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 13 | +5 | - | 1d10 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 14 | +5 | Mystical Connection | 1d10 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 15 | +5 | - | 1d12 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 16 | +5 | Ability Score Improvement | 1d12 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 17 | +6 | - | 1d12 | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | +6 | Superior Inspiration | 1d12 | 4 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | +6 | Epic Boon | 1d12 | 4 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | +6 | Words of Creation | 1d12 | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Level 1
Bardic Inspiration
You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6.
- Using Bardic Inspiration. As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time.
Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it's rolled. - Number of Uses. You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
- At Higher Levels. Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15.
Spellcasting
You have learned to cast spells through your bardic arts. The information below details how you use those rules with Bard spells:
- Cantrips. You know two cantrips of your choice from the Bard spell list. Dancing Lights and Vicious Mockery are recommended.
Whenever you gain a Bard level, you can replace one of your cantrips with another cantrip of your choice from the Bard spell list.
When you reach Bard levels 4 and 10, you learn another cantrip of your choice from the Bard spell list, as shown in the Cantrips column of the Bard Features table. - Spell Slots. The Bard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
- Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Bard spell list. Charm Person, Color Spray, Dissonant Whispers, and Healing Word are recommended.
The number of spells on your list increases as you gain Bard levels, as shown in the Prepared Spells column of the Bard Features table. Whenever that number increases, choose additional spells from the Bard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Bard, your list of prepared spells can include six spells of levels 1 and 2 in any combination.
If another Bard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Bard spells for you. - Changing Your Prepared Spells. Whenever you gain a Bard level, you can replace one spell on your list with another Bard spell for which you have spell slots.
- Spellcasting Ability. Charisma is your spellcasting ability for your Bard spells.
- Spellcasting Focus. You can use a Musical Instrument as a Spellcasting Focus for your Bard spells.
Level 2
Expertise
You gain Expertise in two of your skill proficiencies of your choice. Performance and Persuasion are recommended if you have proficiency in them.
Jack of All Trades
You can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn't otherwise use your Proficiency Bonus.
For example, if you make a Strength (Athletics) check and lack Athletics proficiency, you can add half your Proficiency Bonus to the check.
Level 3
Channeler
You learn how to contact spirits beyond the grave, letting their power and knowledge flow through you. You gain the following benefits:
- Guiding Whispers. You know the Guidance cantrip. It has a range of 60 feet when you cast it.
- Spiritual Focus. You employ tools that aid you in channeling spirits. You gain a Gaming Set (playing cards). You have proficiency with this Gaming Set, and you can use it or one of the following items as a Spellcasting Focus for your Bard spells: Arcane Focus (crystal or orb), Candle, or Ink Pen.
Spirits from Beyond
You can call forth spirits of the dead to empower you and your allies. When you take a Bonus Action to give a creature a Bardic Inspiration die, you can call forth the powers of a random spirit. To determine the spirit you channel, roll the Bardic Inspiration die and refer to the Spirits from Beyond table. The spirit remains channeled until you unleash it or until you finish a Short or Long Rest.
- Controlled Channeling. As a Bonus Action, you can expend a use of your Bardic Inspiration and channel a specific spirit. When you do so, choose the spirit from the Spirits from Beyond table rather than rolling. The chosen spirit's corresponding number must be less than or equal to the highest number on your Bardic Inspiration die; for example, if your Bardic Inspiration die is a d8, you can choose to channel any spirit up to (and including) the Shade.
- Unleashing a Spirit. As a Magic action, you can unleash one of your channeled spirits. Choose one creature you can see within 30 feet of yourself as the spirit's target. The spirit then takes effect; if a spirit's effect requires a saving throw, the DC equals your Bard spell save DC.
| Bardic Insp. Die | Spirit and Unleash Effect |
|---|---|
| 1 | Beloved. The target regains Hit Points equal to a roll of your Bardic Inspiration die plus your Charisma modifier. |
| 2 | Sharpshooter. The target takes Force damage equal to a roll of your Bardic Inspiration die plus your Charisma modifier. |
| 3 | Avenger. Until the end of your next turn, any creature that hits the target with a melee attack roll takes Force damage equal to a roll of your Bardic Inspiration die. |
| 4 | Renegade. The target can immediately take a Reaction to teleport up to 30 feet to an unoccupied space it can see. |
| 5 | Fortune Teller. The target has Advantage on D20 Tests until the start of your next turn. |
| 6 | Wayfarer. The target gains Temporary Hit Points equal to a roll of your Bardic Inspiration die plus your Bard level. While the target has these Temporary Hit Points, its Speed increases by 10 feet. |
| 7 | Trickster. The target makes a Wisdom saving throw. On a failed save, the target takes Psychic damage equal to two rolls of your Bardic Inspiration die and has the Charmed condition until the start of your next turn. On a successful save, the target takes half as much damage only. |
| 8 | Shade. The target has the Invisible condition until the end of its next turn or until the target makes an attack roll, deals damage, or casts a spell. When the invisibility ends, each creature in a 5-foot Emanation originating from the target must succeed on a Constitution saving throw or take Necrotic damage equal to two rolls of your Bardic Inspiration die. |
| 9 | Arsonist. The target makes a Dexterity saving throw, taking Fire damage equal to four rolls of your Bardic Inspiration die on a failed save or half as much damage on a successful one. |
| 10 | Coward. The target and each creature of your choice in a 30-foot Emanation originating from the target must succeed on a Wisdom saving throw or have the Frightened condition until the start of your next turn. While a creature is Frightened, its Speed is halved (round down), and it can take either an action or a Bonus Action, not both. |
| 11 | Brute. Each creature of your choice in a 30-foot Emanation originating from the target makes a Strength saving throw. On a failed save, a creature takes Thunder damage equal to three rolls of your Bardic Inspiration die and has the Prone condition. On a successful save, a creature takes half as much damage only. |
| 12 | Priest. The target regains Hit Points equal to two rolls of your Bardic Inspiration die, and one of the following conditions of your choice ends on the target: Blinded, Charmed, Deafened, Paralyzed, Poisoned, or Stunned. |
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Font of Inspiration
You now regain all your expended uses of Bardic Inspiration when you finish a Short or Long Rest.
In addition, you can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration.
Level 6
Empowered Channeling
Your ability to channel spirits improves. You gain the following benefits:
- Power from Beyond. Once per turn, when you cast a Bard spell with a spell slot that deals damage or restores Hit Points, roll 1d6. You gain a bonus equal to the number rolled to one of the spell's damage rolls or to the total Hit Points the spell restores.
- Spiritual Manifestation. You always have the Spirit Guardians spell prepared. You can cast the spell once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.
Whenever you cast the spell, you can modify it so the spirits also guard against worldly threats. When you cast the spell in this way, you and allies within the spell's Emanation have Half Cover. Once you modify the spell in this way, you can't do so again until you finish a Short or Long Rest.
Level 7
Countercharm
You can use musical notes or words of power to disrupt mind-influencing effects. If you or a creature within 30 feet of you fails a saving throw against an effect that applies the Charmed or Frightened condition, you can take a Reaction to cause the save to be rerolled, and the new roll has Advantage.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Expertise
You gain Expertise in two more of your skill proficiencies of your choice.
Level 10
Magical Secrets
You've learned secrets from various magical traditions. Whenever you reach a Bard level (including this level) and the Prepared Spells number in the Bard Features table increases, you can choose any of your new prepared spells from the Bard, Cleric, Druid, and Wizard spell lists, and the chosen spells count as Bard spells for you. In addition, whenever you replace a spell prepared for this class, you can replace it with a spell from those lists.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 14
Mystical Connection
You gain mastery over the spirits you call forth. Whenever you roll on the Spirits from Beyond table, you can roll the die twice and choose which of the two effects to bestow. If you roll the same number on both dice, you can instead choose any effect on the table.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 18
Superior Inspiration
When you roll Initiative, you regain expended uses of Bardic Inspiration until you have two if you have fewer than that.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Spell Recall is recommended.
Level 20
Words of Creation
You have mastered two of the Words of Creation: the words of life and death. You therefore always have the Power Word Heal and Power Word Kill spells prepared. When you cast either spell, you can target a second creature with it if that creature is within 10 feet of the first target.
Bard Features
| Level | Proficiency Bonus | Class Features | Bardic Die | Cantrips | Prepared Spells | Spell Slots per Spell Level | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||
| 1 | +2 | Bardic Inspiration, Spellcasting | 1d6 | 2 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2 | +2 | Expertise, Jack of All Trades | 1d6 | 2 | 5 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3 | +2 | Blade Flourish, Bonus Proficiencies, Fighting Style | 1d6 | 2 | 6 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 1d6 | 3 | 7 | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5 | +3 | Font of Inspiration | 1d8 | 3 | 9 | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 6 | +3 | Extra Attack | 1d8 | 3 | 10 | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
| 7 | +3 | Countercharm | 1d8 | 3 | 11 | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 1d8 | 3 | 12 | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
| 9 | +4 | Expertise | 1d8 | 3 | 14 | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
| 10 | +4 | Magical Secrets | 1d10 | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
| 11 | +4 | - | 1d10 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 1d10 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 13 | +5 | - | 1d10 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 14 | +5 | Master's Flourish | 1d10 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 15 | +5 | - | 1d12 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 16 | +5 | Ability Score Improvement | 1d12 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 17 | +6 | - | 1d12 | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | +6 | Superior Inspiration | 1d12 | 4 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | +6 | Epic Boon | 1d12 | 4 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | +6 | Words of Creation | 1d12 | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Level 1
Bardic Inspiration
You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6.
- Using Bardic Inspiration. As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time.
Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it's rolled. - Number of Uses. You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
- At Higher Levels. Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15.
Spellcasting
You have learned to cast spells through your bardic arts. The information below details how you use those rules with Bard spells:
- Cantrips. You know two cantrips of your choice from the Bard spell list. Dancing Lights and Vicious Mockery are recommended.
Whenever you gain a Bard level, you can replace one of your cantrips with another cantrip of your choice from the Bard spell list.
When you reach Bard levels 4 and 10, you learn another cantrip of your choice from the Bard spell list, as shown in the Cantrips column of the Bard Features table. - Spell Slots. The Bard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
- Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Bard spell list. Charm Person, Color Spray, Dissonant Whispers, and Healing Word are recommended.
The number of spells on your list increases as you gain Bard levels, as shown in the Prepared Spells column of the Bard Features table. Whenever that number increases, choose additional spells from the Bard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Bard, your list of prepared spells can include six spells of levels 1 and 2 in any combination.
If another Bard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Bard spells for you. - Changing Your Prepared Spells. Whenever you gain a Bard level, you can replace one spell on your list with another Bard spell for which you have spell slots.
- Spellcasting Ability. Charisma is your spellcasting ability for your Bard spells.
- Spellcasting Focus. You can use a Musical Instrument as a Spellcasting Focus for your Bard spells.
Level 2
Expertise
You gain Expertise in two of your skill proficiencies of your choice. Performance and Persuasion are recommended if you have proficiency in them.
Jack of All Trades
You can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn't otherwise use your Proficiency Bonus.
For example, if you make a Strength (Athletics) check and lack Athletics proficiency, you can add half your Proficiency Bonus to the check.
Level 3
Blade Flourish
You learn to perform impressive displays of martial prowess and speed.
Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.
- Defensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
- Slashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
- Mobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
Bonus Proficiencies
You gain proficiency with medium armor and the scimitar.
If you're proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.
Fighting Style
You adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if something in the game lets you choose again.
- Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Font of Inspiration
You now regain all your expended uses of Bardic Inspiration when you finish a Short or Long Rest.
In addition, you can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration.
Level 6
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Level 7
Countercharm
You can use musical notes or words of power to disrupt mind-influencing effects. If you or a creature within 30 feet of you fails a saving throw against an effect that applies the Charmed or Frightened condition, you can take a Reaction to cause the save to be rerolled, and the new roll has Advantage.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Expertise
You gain Expertise in two more of your skill proficiencies of your choice.
Level 10
Magical Secrets
You've learned secrets from various magical traditions. Whenever you reach a Bard level (including this level) and the Prepared Spells number in the Bard Features table increases, you can choose any of your new prepared spells from the Bard, Cleric, Druid, and Wizard spell lists, and the chosen spells count as Bard spells for you. In addition, whenever you replace a spell prepared for this class, you can replace it with a spell from those lists.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 14
Master's Flourish
Whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 18
Superior Inspiration
When you roll Initiative, you regain expended uses of Bardic Inspiration until you have two if you have fewer than that.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Spell Recall is recommended.
Level 20
Words of Creation
You have mastered two of the Words of Creation: the words of life and death. You therefore always have the Power Word Heal and Power Word Kill spells prepared. When you cast either spell, you can target a second creature with it if that creature is within 10 feet of the first target.
Bard Features
| Level | Proficiency Bonus | Class Features | Bardic Die | Cantrips | Prepared Spells | Spell Slots per Spell Level | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||
| 1 | +2 | Bardic Inspiration, Spellcasting | 1d6 | 2 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2 | +2 | Expertise, Jack of All Trades | 1d6 | 2 | 5 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3 | +2 | Combat Inspiration, Martial Training | 1d6 | 2 | 6 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 1d6 | 3 | 7 | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5 | +3 | Font of Inspiration | 1d8 | 3 | 9 | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 6 | +3 | Extra Attack | 1d8 | 3 | 10 | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
| 7 | +3 | Countercharm | 1d8 | 3 | 11 | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 1d8 | 3 | 12 | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
| 9 | +4 | Expertise | 1d8 | 3 | 14 | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
| 10 | +4 | Magical Secrets | 1d10 | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
| 11 | +4 | - | 1d10 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 1d10 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 13 | +5 | - | 1d10 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 14 | +5 | Battle Magic | 1d10 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 15 | +5 | - | 1d12 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 16 | +5 | Ability Score Improvement | 1d12 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 17 | +6 | - | 1d12 | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | +6 | Superior Inspiration | 1d12 | 4 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | +6 | Epic Boon | 1d12 | 4 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | +6 | Words of Creation | 1d12 | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Level 1
Bardic Inspiration
You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6.
- Using Bardic Inspiration. As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time.
Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it's rolled. - Number of Uses. You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
- At Higher Levels. Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15.
Spellcasting
You have learned to cast spells through your bardic arts. The information below details how you use those rules with Bard spells:
- Cantrips. You know two cantrips of your choice from the Bard spell list. Dancing Lights and Vicious Mockery are recommended.
Whenever you gain a Bard level, you can replace one of your cantrips with another cantrip of your choice from the Bard spell list.
When you reach Bard levels 4 and 10, you learn another cantrip of your choice from the Bard spell list, as shown in the Cantrips column of the Bard Features table. - Spell Slots. The Bard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
- Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Bard spell list. Charm Person, Color Spray, Dissonant Whispers, and Healing Word are recommended.
The number of spells on your list increases as you gain Bard levels, as shown in the Prepared Spells column of the Bard Features table. Whenever that number increases, choose additional spells from the Bard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Bard, your list of prepared spells can include six spells of levels 1 and 2 in any combination.
If another Bard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Bard spells for you. - Changing Your Prepared Spells. Whenever you gain a Bard level, you can replace one spell on your list with another Bard spell for which you have spell slots.
- Spellcasting Ability. Charisma is your spellcasting ability for your Bard spells.
- Spellcasting Focus. You can use a Musical Instrument as a Spellcasting Focus for your Bard spells.
Level 2
Expertise
You gain Expertise in two of your skill proficiencies of your choice. Performance and Persuasion are recommended if you have proficiency in them.
Jack of All Trades
You can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn't otherwise use your Proficiency Bonus.
For example, if you make a Strength (Athletics) check and lack Athletics proficiency, you can add half your Proficiency Bonus to the check.
Level 3
Combat Inspiration
You can use your wit to turn the tide of battle. A creature that has a Bardic Inspiration die from you can use it for one of the following effects:
- Defense. When the creature is hit by an attack roll, that creature can use its Reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, potentially causing the attack to miss.
- Offense. Immediately after the creature hits a target with an attack roll, the creature can roll the Bardic Inspiration die and add the number rolled to the attack's damage against the target.
Martial Training
You gain proficiency with Martial weapons and training with Medium armor and Shields. In addition, you can use a Simple or Martial weapon as a Spellcasting Focus to cast spells from your Bard spell list.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Font of Inspiration
You now regain all your expended uses of Bardic Inspiration when you finish a Short or Long Rest.
In addition, you can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration.
Level 6
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn. In addition, you can cast one of your cantrips that has a casting time of an action in place of one of those attacks.
Level 7
Countercharm
You can use musical notes or words of power to disrupt mind-influencing effects. If you or a creature within 30 feet of you fails a saving throw against an effect that applies the Charmed or Frightened condition, you can take a Reaction to cause the save to be rerolled, and the new roll has Advantage.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Expertise
You gain Expertise in two more of your skill proficiencies of your choice.
Level 10
Magical Secrets
You've learned secrets from various magical traditions. Whenever you reach a Bard level (including this level) and the Prepared Spells number in the Bard Features table increases, you can choose any of your new prepared spells from the Bard, Cleric, Druid, and Wizard spell lists, and the chosen spells count as Bard spells for you. In addition, whenever you replace a spell prepared for this class, you can replace it with a spell from those lists.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 14
Battle Magic
After you cast a spell that has a casting time of an action, you can make one attack with a weapon as a Bonus Action.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 18
Superior Inspiration
When you roll Initiative, you regain expended uses of Bardic Inspiration until you have two if you have fewer than that.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Spell Recall is recommended.
Level 20
Words of Creation
You have mastered two of the Words of Creation: the words of life and death. You therefore always have the Power Word Heal and Power Word Kill spells prepared. When you cast either spell, you can target a second creature with it if that creature is within 10 feet of the first target.
Bard Features
| Level | Proficiency Bonus | Class Features | Bardic Die | Cantrips | Prepared Spells | Spell Slots per Spell Level | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||
| 1 | +2 | Bardic Inspiration, Spellcasting | 1d6 | 2 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2 | +2 | Expertise, Jack of All Trades | 1d6 | 2 | 5 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3 | +2 | Psychic Blades, Words of Terror | 1d6 | 2 | 6 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 1d6 | 3 | 7 | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5 | +3 | Font of Inspiration | 1d8 | 3 | 9 | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 6 | +3 | Mantle of Whispers | 1d8 | 3 | 10 | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
| 7 | +3 | Countercharm | 1d8 | 3 | 11 | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 1d8 | 3 | 12 | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
| 9 | +4 | Expertise | 1d8 | 3 | 14 | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
| 10 | +4 | Magical Secrets | 1d10 | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
| 11 | +4 | - | 1d10 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 1d10 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 13 | +5 | - | 1d10 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 14 | +5 | Shadow Lore | 1d10 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 15 | +5 | - | 1d12 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 16 | +5 | Ability Score Improvement | 1d12 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 17 | +6 | - | 1d12 | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | +6 | Superior Inspiration | 1d12 | 4 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | +6 | Epic Boon | 1d12 | 4 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | +6 | Words of Creation | 1d12 | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Level 1
Bardic Inspiration
You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6.
- Using Bardic Inspiration. As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time.
Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it's rolled. - Number of Uses. You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
- At Higher Levels. Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15.
Spellcasting
You have learned to cast spells through your bardic arts. The information below details how you use those rules with Bard spells:
- Cantrips. You know two cantrips of your choice from the Bard spell list. Dancing Lights and Vicious Mockery are recommended.
Whenever you gain a Bard level, you can replace one of your cantrips with another cantrip of your choice from the Bard spell list.
When you reach Bard levels 4 and 10, you learn another cantrip of your choice from the Bard spell list, as shown in the Cantrips column of the Bard Features table. - Spell Slots. The Bard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
- Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Bard spell list. Charm Person, Color Spray, Dissonant Whispers, and Healing Word are recommended.
The number of spells on your list increases as you gain Bard levels, as shown in the Prepared Spells column of the Bard Features table. Whenever that number increases, choose additional spells from the Bard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Bard, your list of prepared spells can include six spells of levels 1 and 2 in any combination.
If another Bard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Bard spells for you. - Changing Your Prepared Spells. Whenever you gain a Bard level, you can replace one spell on your list with another Bard spell for which you have spell slots.
- Spellcasting Ability. Charisma is your spellcasting ability for your Bard spells.
- Spellcasting Focus. You can use a Musical Instrument as a Spellcasting Focus for your Bard spells.
Level 2
Expertise
You gain Expertise in two of your skill proficiencies of your choice. Performance and Persuasion are recommended if you have proficiency in them.
Jack of All Trades
You can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn't otherwise use your Proficiency Bonus.
For example, if you make a Strength (Athletics) check and lack Athletics proficiency, you can add half your Proficiency Bonus to the check.
Level 3
Psychic Blades
You gain the ability to make your weapon attacks magically toxic to a creature's mind.
When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn.
The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.
Words of Terror
You learn to infuse innocent-seeming words with an insidious magic that can inspire terror.
If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.
If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.
Once you use this feature, you can't use it again until you finish a short or long rest.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Font of Inspiration
You now regain all your expended uses of Bardic Inspiration when you finish a Short or Long Rest.
In addition, you can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration.
Level 6
Mantle of Whispers
You gain the ability to adopt a humanoid's persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.
You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action.
While you're in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.
Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.
Once you capture a shadow with this feature, you can't capture another one with it until you finish a short or long rest.
Level 7
Countercharm
You can use musical notes or words of power to disrupt mind-influencing effects. If you or a creature within 30 feet of you fails a saving throw against an effect that applies the Charmed or Frightened condition, you can take a Reaction to cause the save to be rerolled, and the new roll has Advantage.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Expertise
You gain Expertise in two more of your skill proficiencies of your choice.
Level 10
Magical Secrets
You've learned secrets from various magical traditions. Whenever you reach a Bard level (including this level) and the Prepared Spells number in the Bard Features table increases, you can choose any of your new prepared spells from the Bard, Cleric, Druid, and Wizard spell lists, and the chosen spells count as Bard spells for you. In addition, whenever you replace a spell prepared for this class, you can replace it with a spell from those lists.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 14
Shadow Lore
You gain the ability to weave dark magic into your words and tap into a creature's deepest fears.
As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn't share a language with you or if it can't hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.
On a failed saving throw, the target is charmed by you for the next 8 hours or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it.
The charmed creature obeys your commands for fear that you will reveal its secret. It won't risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.
When the effect ends, the creature has no understanding of why it held you in such fear.
Once you use this feature, you can't use it again until you finish a long rest.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 18
Superior Inspiration
When you roll Initiative, you regain expended uses of Bardic Inspiration until you have two if you have fewer than that.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Spell Recall is recommended.
Level 20
Words of Creation
You have mastered two of the Words of Creation: the words of life and death. You therefore always have the Power Word Heal and Power Word Kill spells prepared. When you cast either spell, you can target a second creature with it if that creature is within 10 feet of the first target.