Bard
Class
Primary Ability Charisma
Hit Die d8 per Bard level
Saving Throws Dexterity, Charisma
Proficiencies Light Armor, Simple Weapons
Skills Choose any 3 skills
Skills Three musical instruments of your choice
Spellcasting Ability Charisma
Starting Equipment (a) Leather Armor, 2 Daggers, Musical Instrument of your choice, Entertainer’s Pack, and 19 GP; or (b) 90 GP
Subclasses College of Lore, College of Masks
Class Features
LVL 1Bardic Inspiration
You can supernaturally inspire others through words, music, or dance. This inspiration is repre- sented 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 your- self 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 Inspira- tion die and add the number rolled to the d20, po- tentially turning the failure into a success. A Bardic Inspiration die is expended when it's rolled. Number of Uses. You can confer a Bardic Inspira- tion die a number of times equal to your Charisma modifier (minimum of once), and you regain all ex- pended 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 Fea- tures table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15.
LVL 1Spellcasting
You have learned to cast spells through your bardic arts. See "Spells" for the rules on spellcasting. The information below details how you use those rules with Bard spells, which appear in the Bard spell list later in the class's description. Cantrips. You know two cantrips of your choice from the Bard spell list. and 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 fin- ish 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. , , Dissonant Whispers, and 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 spellcast- ing ability for your Bard spells. Spellcasting Focus. You can use a Musical Instru- ment as a Spellcasting Focus for your Bard spells.
LVL 2Expertise
You gain Expertise (see "Rules Glossary") in two of your skill proficiencies of your choice. Performance and Persuasion are recommended if you have profi- ciency in them. At Bard level 9, you gain Expertise in two more of your skill proficiencies of your choice.
LVL 2Jack 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.
LVL 3Bard Subclass
You gain a Bard subclass of your choice. 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.
LVL 4Ability Score Improvement
You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Bard levels 8, 12, and 16.
LVL 5Font of Inspiration
You now regain all your expended uses of Bardic In- spiration 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.
LVL 6Bard Subclass
You gain a Bard subclass of your choice. 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.
LVL 7Countercharm
You can use musical notes or words of power to dis- rupt 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 con- dition, you can take a Reaction to cause the save to be rerolled, and the new roll has Advantage.
LVL 8Ability Score Improvement
You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Bard levels 8, 12, and 16.
LVL 9Expertise
You gain Expertise (see "Rules Glossary") in two of your skill proficiencies of your choice. Performance and Persuasion are recommended if you have profi- ciency in them. At Bard level 9, you gain Expertise in two more of your skill proficiencies of your choice.
LVL 10Magical Secrets
You've learned secrets from various magical tradi- tions. 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 (see a class's section for its spell list). In addition, whenever you replace a spell prepared for this class, you can replace it with a spell from those lists.
LVL 12Ability Score Improvement
You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Bard levels 8, 12, and 16.
LVL 14Bard Subclass
You gain a Bard subclass of your choice. 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.
LVL 16Ability Score Improvement
You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Bard levels 8, 12, and 16.
LVL 18Superior Inspiration
When you roll Initiative, you regain expended uses of Bardic Inspiration until you have two if you have fewer than that.
LVL 19Epic Boon
You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Spell Recall is recommended.
LVL 20Words 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 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.
Subclass: College of Lore
Plumb the Depths of Magical Knowledge
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.
LVL 3Bonus Proficiencies
You gain proficiency with three skills of your choice.
LVL 3Cutting 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.
LVL 6Magical Discoveries
You learn two spells of your choice. These spells can come from the Cleric, Druid, or Wizard spell list or any combination thereof (see a class's section for its spell list). 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.
LVL 14Peerless 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.
Subclass: College of MasksOriginal
Become Whoever the Story Needs
Bards of the College of Masks learn their craft in travelling theatres and masked festivals, where a face is just another costume. Each carries a set of masks, and each mask is a character with its own voice and manner. On the stage of the world, they slip from one role to the next, and few ever see the face beneath.
LVL 3Player's Kit
You gain proficiency with the Disguise Kit and in one of the following skills of your choice: Deception, Insight, or Performance. You always have the spell prepared, and you can cast it without expending a spell slot once per Long Rest.
LVL 3Mask of the Moment
As a Bonus Action, you can expend one use of your Bardic Inspiration to don one of the following masks. It lasts for 1 minute, until you have the Incapacitated condition, or until you don another mask. Mask of the Fool. Creatures have Disadvantage on Opportunity Attacks against you, and you can take the Disengage action as a Bonus Action. Mask of the Hero. When you hit a creature with an attack, you can roll your Bardic Inspiration die and add the number rolled to the damage. You can do so once per turn. Mask of the Villain. When a creature within 30 feet of you that can see you makes an attack roll against one of your allies, you can take a Reaction to roll your Bardic Inspiration die and subtract the number rolled from the attack roll.
LVL 6A Thousand Faces
Your masks hide more than your face. While wearing a mask from Mask of the Moment, you have Advantage on saving throws against being Charmed, and spells and other magic can't read your thoughts, determine whether you are lying, or reveal your true form unless you allow it.
LVL 14Final Act
When you don a mask with Mask of the Moment, you can choose to wear two masks at once, gaining the benefits of both. Once you do so, you can't do so again until you finish a Long Rest, unless you expend a level 5+ spell slot (no action required) to restore your use of it.