Bard
A performer whose music inspires allies and bends minds.
Create a hero of this class- Hit die
- d8
- Primary ability
- CHA
- Saving throws
- DEX, CHA
- Spellcasting
- Full caster · CHA
Progression, levels 1-20
- Level 1Prof. bonus +2
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, which appear in the Bard spell list. Cantrips. You know two cantrips of your choice from the Bard spell list. 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. 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. The chosen spells must be of a level for which you have spell slots. 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.Cantrips: 2. Spell slots: level 1 — 2
- Level 2Prof. bonus +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. At Bard level 9, you gain Expertise in two more of your skill proficiencies of your choice.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.Cantrips: 2. Spell slots: level 1 — 3
- Level 3Prof. bonus +2
Bard Subclass
You gain a Bard subclass of your choice. The College of Lore subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Bard levels. For the rest of your career, you gain each of your subclass's features that are of your Bard level or lower.Cantrips: 2. Spell slots: level 1 — 4, level 2 — 2
- Level 4Prof. bonus +2Ability Score Improvement
Cantrips: 3. Spell slots: level 1 — 4, level 2 — 3
- Level 5Prof. bonus +3
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.Bardic Inspiration (d8)
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.Cantrips: 3. Spell slots: level 1 — 4, level 2 — 3, level 3 — 2
- Level 6Prof. bonus +3Subclass Feature
Cantrips: 3. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3
- Level 7Prof. bonus +3
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.Cantrips: 3. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 1
- Level 8Prof. bonus +3Ability Score Improvement
Cantrips: 3. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 2
- Level 9Prof. bonus +4
Expertise
You gain Expertise in two of your skill proficiencies of your choice. Performance and Persuasion are recommended if you have proficiency in them. At Bard level 9, you gain Expertise in two more of your skill proficiencies of your choice.Cantrips: 3. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 1
- Level 10Prof. bonus +4
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.Bardic Inspiration (d10)
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.Cantrips: 4. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 2
- Level 11Prof. bonus +4
Cantrips: 4. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 2, level 6 — 1
- Level 12Prof. bonus +4Ability Score Improvement
Cantrips: 4. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 2, level 6 — 1
- Level 13Prof. bonus +5
Cantrips: 4. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 2, level 6 — 1, level 7 — 1
- Level 14Prof. bonus +5Subclass Feature
Cantrips: 4. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 2, level 6 — 1, level 7 — 1
- Level 15Prof. bonus +5
Bardic Inspiration (d12)
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.Cantrips: 4. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 2, level 6 — 1, level 7 — 1, level 8 — 1
- Level 16Prof. bonus +5Ability Score Improvement
Cantrips: 4. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 2, level 6 — 1, level 7 — 1, level 8 — 1
- Level 17Prof. bonus +6
Cantrips: 4. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 2, level 6 — 1, level 7 — 1, level 8 — 1, level 9 — 1
- Level 18Prof. bonus +6
Superior Inspiration
When you roll Initiative, you regain expended uses of Bardic Inspiration until you have two if you have fewer than that.Cantrips: 4. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 3, level 6 — 1, level 7 — 1, level 8 — 1, level 9 — 1
- Level 19Prof. bonus +6Ability Score Improvement
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Spell Recall is recommended: you can cast any spell you have prepared without expending a spell slot, though you must finish a Long Rest before doing so again.Cantrips: 4. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 3, level 6 — 2, level 7 — 1, level 8 — 1, level 9 — 1
- Level 20Prof. bonus +6
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.Cantrips: 4. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 3, level 6 — 2, level 7 — 2, level 8 — 1, level 9 — 1
Subclasses
College of Lore
Chosen at level 3
Bards of the College of Lore collect knowledge from every corner of the world and use their wit to cut enemies down mid-swing.
- 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 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 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.
Lore Weaver
Chosen at level 3
*Tell the Story Before It Happens* You know how tales go and nudge the present to follow them: you foretell your allies' deeds, twist failures into turning points and feed your muse with raw magic. (Level Up: Advanced 5th Edition, adapted.)
- Level 3
Bonus Proficiencies and Specialties
You gain proficiency in History and Insight (a skill you already know grants nothing extra). Choose one of these two skills: your proficiency bonus is doubled for checks with it. Adaptation of A5E: Culture becomes Insight, and the expertise die and lore specialties become expertise in one skill.Foreshadow
As a Bonus Action you spend two uses of Bardic Inspiration on a companion in combat and foretell what it will do: attack, make a saving throw or make an ability check. Until the end of your next turn, its first roll of that kind gets one more Bardic Inspiration die; the companion also keeps your usual Bardic Inspiration die and spends it when it would turn a failure into a success. - Level 6
Plot Twist
When a companion holding your Bardic Inspiration fails an attack roll, saving throw or ability check on its turn in combat and the die alone can't save it, your Reaction declares that the story goes differently: it rerolls the d20, adds your Bardic Inspiration die and keeps the higher result. The inspiration is spent either way. You can do this a number of times equal to your Proficiency Bonus per Long Rest. - Level 14
Feed the Muse
When you have no uses of Bardic Inspiration left, you can expend a spell slot of a level no higher than your Charisma modifier (no action required) and regain uses of Bardic Inspiration equal to half the slot's level, rounded up, instead of the single use Font of Inspiration gives. A higher slot still gives one use.
Minstrel
Chosen at level 3
*Carry the Song Further* You are a performer first: your songs and stories inspire everyone who hears them, you draw on your own inspiration on stage, and at the height of your art your music moves your companions to act as one with you. (Level Up: Advanced 5th Edition, adapted.)
- Level 3
Bonus Proficiency
You gain proficiency in History and Performance (a skill you already know grants nothing extra). Choose one of these two skills: your proficiency bonus is doubled for checks with it. Adaptation of A5E: History stands in for Culture, our expertise replaces the expertise die, and A5E specialties are not used.Better Bardic Inspiration
You can use your own Bardic Inspiration on Performance checks: when you fail one, the game rolls your Bardic Inspiration die and adds it, spending a use only if this turns the failure into a success. In addition, a creature holding your Bardic Inspiration die that must save at the end of its turn to end an effect spends the die to make that save at the start of its turn instead, if the effect keeps it from acting; the die is not added to that save. - Level 6
Endless Legends
You can use Bardic Inspiration additional times equal to your Wisdom modifier (minimum one). When your Bardic Inspiration die is rolled, add your Wisdom modifier (minimum +1) to the result. - Level 14
Act of Unison
In combat, on your turn you can use your action and your bonus action and spend one use of Bardic Inspiration to spur a companion fighting at your side: it immediately takes one action, chosen by its own tactics. Each companion can benefit from this feature only once between long rests.
Mountebank
Coming soon — not yet available to pick
*The Show Must Fool On* Your silver tongue and stagecraft hide your magic in plain sight: you strike before anyone moves, cast while seeming only to talk, and talk foes into hitting someone else. (Level Up: Advanced 5th Edition, adapted.)
- Level 3
Silver Tongue
You gain proficiency in Deception and Persuasion, and Expertise in one of them.Rapid Response
When initiative is rolled and you aren't surprised, you can cast a spell with a vocal component and a casting time of 1 action; it takes effect before anyone acts, and you have no action on your first turn. - Level 6
Honeyed Words
When you cast a bard spell, you can hide it in speech and gestures: only a sharp observer notices. A Deception, Intimidation, or Persuasion check made as part of it comes after the spell takes effect. Proficiency Bonus times per Long Rest. - Level 14
Kill Me Last
When a creature you can see targets you with an attack or spell, you can use your Reaction to turn its attention to another creature in its reach: on a failed Charisma saving throw it targets that creature instead (with Advantage if it is its ally). Proficiency Bonus times per Long Rest.