Bard
A performer whose words and music carry magic: Bardic Inspiration lifts allies and a broad spell list covers almost any need.
- Hit die: d8
- Primary ability: CHA
- Saving throws: DEX, CHA
- Skills: choose 3 from
- Armor: light
- Weapons: simple
- Spellcasting: CHA, full caster (spell list)
Features by level
- 1: Bardic Inspiration. Bonus Action: give a creature within 60 feet a Bardic Inspiration die (d6) to add to a D20 Test it fails.
- 1: Spellcasting. Cast Bard spells with Charisma; two cantrips and four prepared spells to start.
- 2: Expertise. Expertise in two skills you're proficient in.
- 2: Jack of All Trades. Add half your Proficiency Bonus (round down) to skill checks you aren't proficient in.
- 3: Bard Subclass. Choose a Bard subclass.
- 4: Ability Score Improvement. Gain the Ability Score Improvement feat or another feat you qualify for.
- 5: Font of Inspiration. Bardic Inspiration comes back on a Short Rest too, and you can trade a spell slot for a use.
- 6: Subclass Feature. Gain a feature from your Bard subclass.
- 7: Countercharm. Reaction: a creature within 30 feet that fails a save against Charmed or Frightened rerolls it with Advantage.
- 8: Ability Score Improvement. Gain the Ability Score Improvement feat or another feat you qualify for.
- 9: Expertise. Expertise in two more skills you're proficient in.
- 10: Magical Secrets. From now on your prepared spells can come from the Bard, Cleric, Druid and Wizard lists.
- 12: Ability Score Improvement. Gain the Ability Score Improvement feat or another feat you qualify for.
- 14: Subclass Feature. Gain a feature from your Bard subclass.
- 16: Ability Score Improvement. Gain the Ability Score Improvement feat or another feat you qualify for.
- 18: Superior Inspiration. When you roll Initiative, regain Bardic Inspiration uses until you have at least two.
- 19: Epic Boon. Gain an Epic Boon feat or another feat you qualify for.
- 20: Words of Creation. Power Word Heal and Power Word Kill are always prepared and can each target a second creature.
Subclasses (from level 3)
College of Dance
A bard whose magic flows through movement: unarmored grace, inspired Unarmed Strikes and an ensemble that moves as one.
- 3: Dazzling Footwork. Without armor or a Shield: AC 10 + Dex + Cha, Advantage on dancing Performance, and Bardic Inspiration fuels Unarmed Strikes that use your Bardic die.
- 6: Inspiring Movement. Reaction when an enemy ends its turn within 5 feet: spend Bardic Inspiration to move half your Speed, and an ally can move too.
- 6: Tandem Footwork. When you roll Initiative, spend Bardic Inspiration to add the die to your roll and to nearby allies' rolls.
- 14: Leading Evasion. You gain Evasion, and creatures within 5 feet caught in the same effect share it.
College of Glamour
A bard touched by the Feywild who charms, beguiles and inspires with otherworldly majesty.
- 3: Beguiling Magic. Charm Person and Mirror Image always prepared; after casting an Enchantment or Illusion spell with a slot, Charm or Frighten a creature within 60 feet.
- 3: Mantle of Inspiration. Bonus Action: spend Bardic Inspiration to give up to Cha-modifier creatures Temporary Hit Points (twice the die) and a free move.
- 6: Mantle of Majesty. Command is always prepared; Bonus Action: cast it without a slot and keep casting it each turn for 1 minute.
- 14: Unbreakable Majesty. Bonus Action: for 1 minute, a creature that attacks you must make a Charisma save or choose another target.
College of Lore
A collector of secrets who learns spells from other traditions and blunts foes with Cutting Words.
- 3: Bonus Proficiencies. Proficiency in three skills of your choice.
- 3: Cutting Words. Reaction: spend Bardic Inspiration to subtract the die from a creature's damage roll, or from an attack roll or ability check it succeeds on.
- 6: Magical Discoveries. Learn two spells from the Cleric, Druid or Wizard lists; they're always prepared.
- 14: Peerless Skill. When you fail an ability check or attack roll, add a Bardic Inspiration die; the use isn't spent if it still fails.
College of Spirits
Bards who reach past death with cards, candles and ink, borrowing the help of restless and unpredictable spirits.
- 3: Channeler. Guidance (60-foot range); proficiency with playing cards, which (like a crystal, orb, candle or ink pen) serve as your Bard focus.
- 3: Spirits from Beyond. Bonus Action, a Bardic Inspiration use: roll the die and a spirit acts on a creature you see within 30 feet (heal, blast, teleport, frighten and more).
- 6: Empowered Channeling. Once per turn +1d6 to a Bard spell's damage or healing; Spirit Guardians always prepared, free once per Long Rest, and once per Short Rest it can also give Half Cover.
- 14: Mystical Connection. Roll twice on the Spirits from Beyond table and pick either effect.
College of the Moon
Moonshae storytellers draw on primal magic to restore and shelter their companions.
- 3: Moon’s Inspiration. When granting Bardic Inspiration as a Bonus Action, you may teleport up to 30 feet to a visible empty space and become Invisible until your next turn starts; attacking, dealing damage, or casting a spell ends that invisibility. Once per turn when a spell heals a creature, you may spend and roll a Bardic Inspiration die to add its result to that healing and increase that creature’s Speed by 10 feet until its next turn ends.
- 3: Primal Lore. Learn Druidic, a Druid cantrip that counts as a Bard cantrip, and one listed skill. The cantrip can change on gaining a Bard level.
- 6: Moonbeam. Moonbeam is always prepared.
- 6: Blessing of Moonlight. Once per Long Rest, modify a casting of Moonbeam: while it lasts you shed Dim Light for 5 feet; each failed save against that Moonbeam lets you heal another visible creature within 60 feet for 2d4 Hit Points.
- 14: Eventide’s Splendor. Inspired Eclipse may also make the Bardic Inspiration recipient Invisible until its next turn starts and let it use a Reaction to teleport up to 30 feet to a visible empty space. Lunar Vitality may use a rolled 1d6 instead of spending a Bardic Inspiration die.
College of Valor
A battle-skald who fights in the front rank, armored and armed, and lets allies turn inspiration into blows and parries.
- 3: Combat Inspiration. A creature holding your Bardic Inspiration die can add it to a weapon's damage, or to its AC as a Reaction against an attack.
- 3: Martial Training. Proficiency with Martial weapons and training with Medium armor and Shields; a weapon can be your spellcasting focus.
- 6: Extra Attack. Attack twice with the Attack action; one attack can be a cantrip instead.
- 14: Battle Magic. After you cast a spell that takes an action, you can make one weapon attack as a Bonus Action.