In the D&D worlds, words and music are not just simple vibrations in the air but sounds with their own power. The bard is a master of song, oratory, and the magic that both contain. The bards say that it was necessary to speak to bring the multiverse into existence, that the words of the gods shaped it, and that the echoes of those first Words of Creation still resonate throughout the cosmos.
The bards’ strong point lies in their incredible versatility. Many bards prefer to stay on the sidelines in combat, using their magic to inspire their allies and hinder their enemies from a distance. But bards are able to defend themselves hand-to-hand if need be, with their magic enhancing their swords and armor. His spells tend toward enchantments and illusions, rather than purely destructive spells. They have extensive knowledge of many subjects and a natural aptitude that allows them to do pretty much everything. Bards become true masters of those talents they decide to perfect, from musical performance to esoteric knowledge Barbarian 5e.
Hit Dice: 1d8 per bard level.
Hitpoints at first level: 8 + your Constitution modifier.
Hit Points at higher levels: 1d8 (or 5) + your Constitution modifier for each bard level after the first level.
Armor: Light armor.
Weapons: Simple weapons, hand crossbows, long swords, wardrobe swords, short swords.
Utensils: Three musical instruments of your choice.
Salvation Rolls: Dexterity, Charisma
Skills: Choose any three.
You start with the following equipment, in addition to the equipment granted by your background:
– a) A rapier sword or b) A long sword. or c) any simple weapon
– a) A diplomatic team or b) An artist team. – a) A lute or b) Any other musical instrument.
– Leather armor and a dagger.
You have learned to undo and redo the fabric of reality in harmony with your wishes and your music. Your spells are part of your vast repertoire, magic that you can fine-tune for different situations.
You know two tricks of your choice from the bard spell list. You learn additional tricks of your choice at higher levels, as shown in the Known Tricks column of the Bardo chart.
The Bardo table shows how many spell spaces you have to cast your spells of level 1 and higher. To cast one of these spells, you must spend a space at the same level or higher than the spell’s level. You recover all your spent spell spaces when you finish a long rest. For example, if you know the level 1 spell heal wounds and you have a level 1 space and a level 2 space, you can cast heal wounds using either one.
Level 1 and higher known spells
You know four levels 1 spell you choose from the bard’s spell list.
The Known Spells column in 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 spaces, as shown in the table. For example, when you reach level 3 in this class, you can learn a new level 1 or 2 spells.
Additionally, when you gain a level in this class, you can choose a bard spell you already know, and replace it with another one from the list. of bard spells, which must be of a level for which you have spell spaces.
Charisma is the spellcasting feature for your bard spells. Your magic comes from the passion and spirit that you pour into the interpretation of your music or your rhetoric.
You use your Charisma every time a spell references your spellcasting characteristic. In addition, you use your Charisma to determine the DC of the saving throw of your bard spells and when you make an attack roll with one of them.
Spell Salvage CD = 8 + your proficiency bonus + your Charisma
modifier Spell attack modifier = your proficiency bonus + your Charisma modifier
You can cast any bard spell you know as a ritual if that spell has the ritual tag.
You can use a musical instrument as a spellcasting focus for your bard spells.
You can inspire others with music or encouraging words. To do so, you use a bonus action on your turn to choose a creature other than yourself 60 feet or less from you that can hear you. That creature gains a Bardic Inspiration die, a d6.
Only once for the next 10 minutes, the creature can roll the die and add the resulting number to a characteristic check, attack roll, or save roll it makes. The creature can wait until after rolling the d20 before deciding whether to use the Bardic Inspiration die, but it must decide before the DM says whether or not it succeeds on the roll. 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 trait a number of times equal to your Charisma modifier (minimum of one). Recover all spent uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15.
Small for everything
Starting at level 2, you can add half of your competition bonus, rounding down, to any feature test you do that does not already include your competition bonus.
Starting at level 2, you can use relaxing music or rhetoric to help your wounded allies recover during a short break. If you or any friendly creature that can hear your performance recovers hit points at the end of the short break as a result of spending 1 or more hit dice, each of these creatures recovers an additional 1d6 hit points.
These additional hit points increase when you reach certain levels in this class: 1d8 at level 9, 1d10 at level 13, and 1d12 at level 17.
At level 3, you delve into the advanced techniques of a bardic school of your choice: the School of Knowledge, or the School of Valor, both detailed at the end of the class description.
Your choice grants you class traits at level 3, and again at level 6 and level 14.
At 3rd level, choose two of your Skill Competencies. Your competition bonus is doubled for any characteristic test you do that uses any of the chosen competitions.
At level 10, you can choose two other skills with the skill to earn this same benefit.
When you reach the 4th level, and again at the 8th, 12th, 16th, and 19th level, you can increase a characteristic score of your choice by 2, or you can increase two characteristic scores of your choice by 1. As a general rule, you cannot increase a characteristic score above 20 using this trait.
Source of inspiration
Starting at level 5, you recover all of your spent uses of Bardic Inspiration when you finish a short or long rest.
At 6th level, you gain the ability to use musical notes or power words to interrupt mind control effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creature within 30 feet of you have advantage on saving throws to resist being scared or bewitched. A creature must be able to hear you to gain this benefit. The performance ends earlier if you become incapacitated or silenced, or if you voluntarily decide to end it (no action required).
At level 10, you’ve robbed magical knowledge from a wide spectrum of disciplines. Choose two spells of any kind, including this one. The spells must be of a level that you can cast, as shown in the Bardo table, or a trick.
The chosen spells count as bard spells for you and are included in the number in the Known Spells column of the Bardo table.
You learn two additional spells of any kind at level 14 and again at level 18.
At level 20, when you roll initiative and you have no uses for Bardic Inspiration, you get one use back.
The bard’s life is gregarious. Bards seek each other out to exchange songs and stories, brag about their accomplishments, and share their knowledge. Bards form informal associations, which they call schools, to facilitate their gatherings and preserve their traditions.