Being a bard is more than just grabbing a musical instrument and strumming alongside the party. Your job—outside of basically being the lifeline of everyone’s livelihood—is to tell the tales of adventure and valor from the perspective of someone who lived them. Are you doing it so you can tell the specific tales of a specific person? Are you on the hunt for something grander than other people have found? Or have you foreseen the course of current events and noticed that a pivotal moment shall come with the actions of a few good adventurers, so you join them hoping to become something greater?
Always remember however that of all things your reputation is what makes you stronger, be it good or bad. Not many can work wonders amongst the people of your world like you can.
Level |
Proficiency Bonus |
Features |
Battle Hymns |
Tricks Known |
---|---|---|---|---|
1st |
+2 |
Art Speciality, Bardic Inspiration, Battle Hymn, Spellcasting |
1 |
— |
2nd |
+2 |
Adventuring Tricks, Jack-of-All-Trades, Varied Expertise |
1 |
1 |
3rd |
+2 |
Bard Archetype Feature |
1 |
1 |
4th |
+2 |
Ability Score Increase, Bardic Legend (1st), Battle Hymn Focus |
2 |
1 |
5th |
+3 |
Bardic Inspiration (d8), Font of Inspiration, Key Change |
2 |
1 |
6th |
+3 |
Bard Archetype Feature, Prestigious, Varied Expertise |
2 |
2 |
7th |
+3 |
Bardic Legend (2nd), Maestro |
3 |
2 |
8th |
+3 |
Ability Score Increase, Battle Hymn Specialization |
3 |
2 |
9th |
+4 |
Bard Archetype Feature |
3 |
3 |
10th |
+4 |
Bardic Inspiration (d10), Varied Expertise |
4 |
3 |
11th |
+4 |
Art Mastery, Bardic Legend (3rd) |
4 |
3 |
12th |
+4 |
Ability Score Increase, Battle Hymn Specialization |
4 |
3 |
13th |
+5 |
Universal Trick |
5 |
4 |
14th |
+5 |
Bard Archetype Feature, Varied Expertise |
5 |
4 |
15th |
+5 |
Bardic Inspiration (d12) Bard Archetype Feature |
5 |
4 |
16th |
+5 |
Ability Score Increase, Universal Trick |
6 |
5 |
17th |
+6 |
Art Mastery, Grand Battle Hymn |
6 |
5 |
18th |
+6 |
Varied Expertise |
6 |
5 |
19th |
+6 |
Ability Score Increase, Universal Trick |
7 |
5 |
20th |
+6 |
Virtuoso |
8 |
6 |
As a bard, you gain the following class features.
Hit Dice: 1d8 per bard level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Two musical instruments of your choice, or 1 musical instrument and any other tool
Saving Throws: Dexterity, Charisma
Skills: Choose any three
You begin the game with 135 gold which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background.
No bard is complete without their instrument. Be it a flute, a lute, or even your own voice, starting at 1st level you learn how to make art your greatest weapon for influencing the battlefield. For the purposes of spellcasting, any musical instrument that you have proficiency with counts as a spell focus. Although spells can be cast without these instruments, only targets that are able to perceive your performance can benefit from this feature. Whenever you finish a short or long rest, choose one of the following to be your Art Specialty.
Percussion (Casabas, Castanets, Drums, Maracas). Any instrument played by being struck or scraped (either by other instruments or against each other) qualifies as a percussion instrument. When using this musical art as a spell focus, you double the ranges of bard spells from the sound school. A sound spell that has a range of touch increases its range to 30 feet.
String Instruments (Harp, Lute, Lyre, Violin, Dulcimer). String instruments are played by plucking and twanging strings. When using this musical art as a spell focus, whenever you cast a bard spell from the movement or teleportation school you can target an additional creature within 15 feet of you.
Visual (Calligraphy, Dance, Light Manipulation, Shapes). There are many ways to undertake a visual performance whether through illustration, illusion magic, or legerdemain. When using this art as a spell focus, whenever you cast a bard spell you may choose to make an ally able to see you the point of origin of that spell. You must be able to see any targets of the spell.
Voice (Humming, Insults, Oration, Singing). When using this musical art as a spell focus, you have advantage on checks made to maintain concentration on a bard spell.
Wind Instruments (Flute, Horn, Ocarina, Trombone, Bagpipes). Any instrument played by passing air through it qualifies as a wind instrument. When using this musical art as a spell focus, whenever you cast a bard spell you can make a Deception or Performance check. Any observers with a passive Insight score equal to or less than the result of your check do not see or hear you cast the spell. Once you have used this feature three times, you cannot do so again until you finish a long rest.
You have a preternatural ability to inspire those around you. You can use a bonus action to choose one creature other than yourself within 60 feet of you who can hear or see you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the Narrator says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (minimum once). You regain any expended uses when you finish a long rest.
At 5th level your Bardic Inspiration die increases to d8, at 10th level it increases to d10, and at 15th level it increases to d12.
Like music, battle can be wild and chaotic, and through the sensible use of formula and talent order can be brought with a dedicated change of tune. At 1st level, you learn a battle hymn. It can be expressed in any way you like—a special leitmotif in your music, a change in pitch, or even a more advanced version of your favorite art.
Once at the start of your turn, you can activate a battle hymn by expending a use of Bardic Inspiration (no action is required). Performing a battle hymn requires your concentration, as though you were casting a spell. Once activated, a battle hymn continues until you lose concentration or the start of your next turn.
The number of battle hymns you know are listed in the Battle Hymns Known column of the Bard table. Whenever you gain a bard level, you may swap one battle hymn you know for a new battle hymn.
Audience. Unless stated otherwise a battle hymn does not have a target until you choose one, and each targets a single creature within 30 feet. You may choose to target a creature at any point, but after targeting a battle hymn its target cannot be changed.
Sustained Song. When you have an activated battle hymn but have not chosen a creature to benefit from it yet, at the start of your turn when it would end you can instead choose to sustain the battle hymn until the start of your next turn without expending a use of Bardic Inspiration.
TABLE: BATTLE HYMNS
BARD LEVEL | BATTLE HYMN |
---|---|
1st–4th | Harmony of Pain. The creature gains a number of temporary hit points equal to your Bardic Inspiration die. Overbearing Rhythm. An attacker targeting the creature has disadvantage on its attack roll. Song of Clarity. At the start of the creature’s turn, if it is not at 0 hit points the creature may expend and roll one of its hit dice to regain hit points. |
5th–8th | Bastions of Justice. The creature gains a bonus to saving throws equal to your Charisma modifier (minimum +1). Call to Arms. The creature can roll one additional weapon damage die on its weapon attacks. If the creature makes weapon attacks on its next turn and misses, you can sustain this battle hymn without expending a use of Bardic Inspiration. Placid Tones. The creature gains an expertise die on Intelligence, Wisdom, and Charisma checks. |
9th–12th | Heaven’s Blessing. When the creature benefits from your Bardic Inspiration, it rolls the Bardic Inspiration die twice and uses the higher result. Ode of Blood. If the creature is dying, it continues making death saving throws but stops being incapacitated for up to 3 rounds. The creature becomes incapacitated if it takes any damage, and it dies if it fails its last death saving throw. Once a creature has benefited from this battle hymn, it can’t benefit from it again until it finishes a short or long rest. Willful Serenade. Until the end of the combat, the creature ignores up to 4 levels of fatigue or strife it is suffering from (how much of each to ignore is determined by the creature). |
13th–16th | Doomsayer. The creature takes a –1d8 penalty on attack rolls. Onward to Battle. The creature gains a 40 foot increase to Speed. Rise and Fight. A dying creature regains hit points equal to your Bardic Inspiration die. Once a creature has benefited from this battle hymn, it can’t benefit from it again until it finishes a long rest. |
17th–20th | Bring Low the Foe. The creature takes a –1d8 penalty on saving throws. In addition, it is rattled for 1d4 rounds after the battle hymn ends. Carry the Spirit. The creature gains advantage on saving throws. Inspiring Crescendo. The creature gains a 1d6 expertise die on ability checks. Unlike normal, this expertise die can be as high as a d12. |
You have developed a talent for creating magic through artistic expression, whether that be a melody made enchanted or a dance that unlocks power from beyond the mortal realms.
Level |
Cantrips Known |
Spells Known |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
---|---|---|---|---|---|---|---|---|---|---|---|
1st |
2 |
4 |
2 |
— |
— |
— |
— |
— |
— |
— |
— |
2nd |
2 |
5 |
3 |
— |
— |
— |
— |
— |
— |
— |
— |
3rd |
2 |
6 |
4 |
2 |
— |
— |
— |
— |
— |
— |
— |
4th |
3 |
7 |
4 |
3 |
— |
— |
— |
— |
— |
— |
— |
5th |
3 |
8 |
4 |
3 |
2 |
— |
— |
— |
— |
— |
— |
6th |
3 |
9 |
4 |
3 |
3 |
— |
— |
— |
— |
— |
— |
7th |
3 |
10 |
4 |
3 |
3 |
1 |
— |
— |
— |
— |
— |
8th |
3 |
11 |
4 |
3 |
3 |
2 |
— |
— |
— |
— |
— |
9th |
3 |
12 |
4 |
3 |
3 |
3 |
1 |
— |
— |
— |
— |
10th |
4 |
13 |
4 |
3 |
3 |
3 |
2 |
— |
— |
— |
— |
11th |
4 |
14 |
4 |
3 |
3 |
3 |
2 |
1 |
— |
— |
— |
12th |
4 |
15 |
4 |
3 |
3 |
3 |
2 |
1 |
— |
— |
— |
13th |
4 |
16 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
— |
— |
14th |
4 |
17 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
— |
— |
15th |
4 |
18 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
— |
16th |
4 |
19 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
— |
17th |
4 |
20 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
1 |
18th |
4 |
21 |
4 |
3 |
3 |
3 |
3 |
1 |
1 |
1 |
1 |
19th |
4 |
22 |
4 |
3 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
20th |
4 |
23 |
4 |
3 |
3 |
3 |
3 |
2 |
2 |
1 |
1 |
At 1st level, you know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.
The Bard table shows how many spell slots you have to cast your spells of 1st-level and higher. To cast one of these bard spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You know four 1st-level spells of your choice from the bard spell list.
The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st- or 2nd-level.
Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.
You can cast any bard spell you know as a ritual if it has the ritual tag.
Charisma is your spellcasting ability for your bard spells, as your magic is fueled by how you express your inner self upon the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
You can use an arcane focus or Art Specialty as a spellcasting focus for your bard spells.
Even when abroad you are most at home when surrounded by those who love you—or at least tolerate you. At 2nd level you learn one adventuring trick of your choice. Adventuring tricks are detailed at the end of the class description. The Adventuring Tricks Known column of the Bard table shows when you learn more adventuring tricks.
A full list of Adventuring Tricks with Descriptions can be found here.
Starting at 2nd Level, whenever you make an ability check with a skill or tool you are not proficient with, you add half your proficiency bonus (rounded down).
Also at 2nd level, choose one skill or tool you are proficient with. You gain an expertise die on checks made using the chosen skill or tool. At 6th level, and again at 10th, 14th, and 18th level, choose an additional skill or tool.
At 3rd level you choose exactly what kind of bard you want to be: a loremaster, minstrel, mountebank, or warchanter. Your choice grants you features at 3rd level and again at 6th and 14th level.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or increase two ability scores of your choice 1. As normal, you can’t increase an ability score above 20 using this feature.
No one is a true artist until others appreciate their work. Through the course of your career as a bard your talent can attract to your doorstep both the most curious of fans and also the vilest of enemies.
At 4th level you write a bardic tale of your adventures. Your bardic legend takes whatever form you like. When you enter a settlement and spend a day playing or recounting the tale, the reputation of you and your allies starts to grow. In addition to receiving local quests suited to the exploits detailed in your bardic legend, when you rest in a settlement that knows your bardic legend you and your allies regain all spent Hit Dice over the course of a long rest. In addition, you gain an expertise die on Prestige checks made in the settlement.
Starting at 7th level, you craft a second bardic legend. Commoners are either more amenable or afraid of you depending on the type of bardic legend you create. Choose one of the following skills: Deception, Insight, Intimidation, or Persuasion. You gain advantage on checks made using the chosen skill against any commoner that has heard your bardic legend.
Beginning at 11th level, you craft a third bardic legend that is able to spawn other tales. Whenever you enter a settlement, you can name a new bardic legend of your choice. Allies that are part of the tale gain inspiration when they finish a long rest in that settlement. Any other creatures that are part of that tale have their reputations ruined—either they confront you directly to stop the rumor, or they are unable to hide or deal in that town for the length of time you are in it. Once you have used this feature in a settlement, you cannot do so again until you finish a long rest.
Also at 4th level, as soon as battle commences your mind focuses on inspiring your allies. At the end of another creature’s turn, you can use your reaction to activate a battle hymn. This battle hymn replaces any currently activated battle hymns. Replacing an activated battle hymn does not require expending a use of Bardic Inspiration if it has no target yet.
In addition, choose one of the following.
Whenever you gain a bard level, you may change your Battle Hymn Focus.
Starting at 5th level, you regain all expended uses of Bardic Inspiration whenever you finish a short rest.
Also at 5th level, you can use a bonus action to switch instruments and change your Art Speciality. Once you have used this feature, you cannot do so again until you finish a short or long rest.
Beginning at 6th level, you cannot help but draw attention and spread your reputation. Your Prestige rating increases by an amount equal to half your proficiency bonus. When you reach 11th level, your Prestige rating instead increases by an amount equal to your proficiency bonus.
At 6th level you gain another archetype feature.
At 7th level you become so perfect in your craft that your style begins to bleed over into all your other workings. Choose one type of Art Speciality. You always gain the benefits of that Art Speciality no matter what instrument or art you are using.
At 8th level, the energy and focus you bring to battle make your presence in combat a crucial factor for victory. The range of your battle hymns increases to 60 feet.
In addition, choose one of the following.
Whenever you gain a bard level, you may change your Battle Hymn Specialization.
At 12th level, you gain a second Battle Hymn Specialization.
At 11th level, the use of your art specialty has transcended into something beyond majestic. You gain one of the following art masteries. At 17th level, you gain an additional art mastery.
Percussion: Rolling Rhythm. You can throw a spell’s magic, rebounding it from one place to another. When using this musical art as a spell focus, if you cast a spell that targets only one creature, you can target an additional creature within range of the first (as if it were casting the spell). Once you have used this feature a number of times equal to half your proficiency bonus, you can’t do so again until you finish a short rest.
String Instruments: Melody for All. The melodies you pluck spread like gusts of wind. You gain a number of melody charges equal to your Charisma modifier, which you regain whenever you finish a long rest. When using this musical art as a spell focus, if you cast a spell that targets only one creature you can spend a melody charge to target an additional creature within the spell’s range.
Visual: Dual Masterpiece. Your magic resonates through the air. When using this musical art as a spell focus, after casting a bard spell that used an ally as its point of origin on your last turn, if you cast the same spell normally its spell level increases by 2. Once you have used this feature a number of times equal to your proficiency bonus, you can’t do so again until you finish a long rest.
Voice: Everlasting Song. The spells you cast resound upon themselves. When concentrating on a bard spell, you automatically succeed on checks made to maintain concentration while you are using this musical art as a spell focus.
Wind Instruments: Perfect Pitch. While using this musical art as a spell focus, you gain advantage on Deception and Performance checks to conceal the casting of bard spells.
Whether from watching your fellow adventurers work, from tales of your predecessors, or simply because you are just that talented, you have taken to adopting the techniques of your peers.
At 13th level, and again at 16th and 19th level, you learn a developed talent from the berserker class, a sign of faith from the cleric class, a soldiering knack from the fighter class, or an elective study from the wizard class. You may only learn one Universal Trick from any individual class.
At 14th level you gain another archetype feature.
At 17th level, you master one of three grand battle hymns that can shake the firmament with arcane power. Choose one of the following grand battle hymns. Once you have used your grand battle hymn, you can’t do so again until you finish a long rest.
Beyond the Grave. All allies within 60 feet of you that are bloodied or unconscious are restored to half their maximum hit points. In addition, each is healed of up to 3 levels of fatigue.
Magic Never Dies. Allies within 30 feet of you regain up to 5 levels of spell slots, or if they have no spell slots, gain 30 temporary hit points.
Taste of Victory. Allies within 30 feet of you gain a blessing of victory that remains for up to 24 hours or until it is expended. A blessing of victory can be expended while rolling a d20 to gain advantage on an attack roll or opposed ability check.
At 20th level, your capacity for drawing a crowd reaches dizzying new heights. As an action, you can expend a use of Bardic Inspiration to start an epic performance that lasts for 1d4 rounds. During that time, you can choose up to 50 creatures that are within 120 feet of you. Each creature able to hear or see your Epic Performance makes a Charisma saving throw against your bard spell save DC. If a creature fails its saving throw, it is charmed by you for the duration plus 6 days, or until you or your companions do anything harmful to it. A charmed creature regards you as a friendly acquaintance.
The performance ends early if you are incapacitated or silenced, or if you voluntarily end it (no action required). At the end of the duration, you can expend an additional use of Bardic Inspiration to extend the duration by 1d4 rounds.
When your Epic Performance lasts at least 1 minute, at the end of the duration you can target each charmed creature as if using the mass suggestion spell cast at 9th-level. Creatures do not make saving throws to resist this effect. The commands you give a charmed creature are not obvious, and other creatures must make a Wisdom (Insight) check opposed by your Charisma (Performance) check to understand that you are doing anything more than giving a performance. You can give each creature its own set of commands, but can only give out 6 different sets of commands.
Once you use this feature, you can’t use it again until you finish a long rest.