# Bard

> From the Curse of Strahd game wiki (it covers the whole game, spoilers included): https://curseofstrahd.app/wiki/characters/classes/bard.html. Unofficial Fan Content permitted under the Fan Content Policy, not approved or endorsed by Wizards of the Coast.

*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](https://curseofstrahd.app/wiki/spells/spells-by-class.md))

## 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.
