Bard, One Variant (5e Class)

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Bard[edit]

Invoking magic through music, dance, and verse, Bards are expert at inspiring others, soothing hurts, disheartening foes, and creating illusions. Bards believe that the creators of the multiverse spoke and signed it into existence and that remnants of those Words of Creation still resound and glimmer on every plane of existence.

The magic of Bards is an attempt to harness those words—which transcend any language—and direct them to create new wonders. Because the Words of Creation resonate throughout the cosmos, different Bards choose different approaches to their magic. Some Bards practice their arts in temples or monasteries, drawing on the power of the Outer Planes to channel divine magic. Others listen to bird song and the music of the wind, associate with Druid circles, and wield primal magic. Still others immerse themselves in the study of magical lore, collecting scraps of mystic knowledge wherever their journeys take them as they master the secrets of arcane magic.

Ultimately, though, these various paths converge as the most accomplished Bards learn to access almost the entire breadth of magical potential. Anything can inspire a new song or tale, so Bards are fascinated by almost everything. They have a wide-ranging knowledge of many subjects and develop an aptitude to do almost anything well. Bards become masters of many things, including performing music, working magic, and making jests. Not every singer or poet in a tavern or jester in a royal court is a Bard. Harnessing the Words of Creation requires hard work and some measure of natural talent that most troubadours and jongleurs lack. A Bard’s life is spent wandering across the land gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer. But Bards’ depth of knowledge and mastery of magic sets them apart.

Creating a Bard[edit]

Bardmybard.jpg
Quick Build

You can make a Bard quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Entertainer background. Third, select a rapier for your weapon, a diplomat’s pack, a lute, leather armor, and a dagger for your starting equipment.

Class Features

As a Bard you gain the following class features.

Hit Points

Hit Dice: 1d8 per Bard level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Bard level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords, whips
Tools: Three musical instruments of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose any three

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Bard

Level Proficiency
Bonus
Features Bardic Die Rest Die Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Bardic Inspiration d6 - 2 4 2
2nd +2 Expertise, Jack of All Trades, Song of Rest d6 d6 2 5 3
3rd +2 Bard College, Magical Inspiration d6 d6 2 6 4 2
4th +2 Ability Score Improvement, Bardic Versatility d6 d6 3 7 4 3
5th +3 Bardic Inspiration, Font of Inspiration d8 d6 3 9 4 3 2
6th +3 Bard College Feature d8 d6 3 10 4 3 3
7th +3 Countercharm d8 d6 3 11 4 3 3 1
8th +3 Ability Score Improvement d8 d6 3 12 4 3 3 2
9th +4 Expertise, Song of Rest d8 d8 3 14 4 3 3 3 1
10th +4 Magical Secrets, Bardic Inspiration d10 d8 4 15 4 3 3 3 2
11th +4 d10 d8 4 16 4 3 3 3 2 1
12th +4 Ability Score Improvement d10 d8 4 16 4 3 3 3 2 1
13th +5 Song of Rest d10 d10 4 17 4 3 3 3 2 1 1
14th +5 Bard College Feature, Magical Secrets d10 d10 4 17 4 3 3 3 2 1 1
15th +5 Bardic Inspiration d12 d10 4 18 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement d12 d10 4 18 4 3 3 3 2 1 1 1
17th +6 Song of Rest d12 d12 4 19 4 3 3 3 2 1 1 1 1
18th +6 Superior Inspiration, Magical Secrets d12 d12 4 20 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement d12 d12 4 21 4 3 3 3 3 2 1 1 1
20th +6 Words Of Creation d12 d12 4 22 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

You have learned to untangle and reshape the fabric of reality in accordance with your perceptions of reality and history. Your spells are part of your vast repertoire, magic that you can tune to different situations.

Cantrips

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.

Spell Slots

The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these 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.

For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st Level and Higher

You know three 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, as shown on the table. For instance, when you reach 4th 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.

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into your performance. 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

Ritual Casting

You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use a musical instrument (see “Equipment”) or other tool aiding your performance as a spellcasting focus for your bard spells.

Bardic Inspiration[edit]

Starting at 1st level, you can supernaturally inspire others through words, music, or dance. This inspiration is represented 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 yourself 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 that die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it’s rolled.

Number of Uses.

You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended 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 table. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Expertise[edit]

Starting at 2nd level, you gain Expertise in two of your skill proficiencies of your choice. Performance and Persuasion are iconic choices for a Bard if you have proficiency in them.

Jack of All Trades[edit]

Beginning at 2nd level, 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.

Song of Rest[edit]

Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Bard College[edit]

At 3rd level, you delve into the advanced techniques of a bard college of your choice. Your choice grants you features at 3rd level and again at 6th and 14th level.

Magical Inspiration (Optional)[edit]

At 3rd level, if a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.

Ability Score Improvement[edit]

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 you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature

Bardic Versatility (Optional)[edit]

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change in focus as you use your skills and magic:

  • Replace one of the skills you chose for the Expertise feature with one of your other skill proficiencies that isn't benefiting from Expertise.
  • Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the bard spell list.

Font of Inspiration[edit]

Beginning when you reach 5th level, you now also regain all your expended uses of Bardic Inspiration when you finish a Short Rest. In addition, if you have no uses of Bardic Inspiration left, you can give yourself one use by expending a spell slot (no action required). You can do so only once per turn.

Countercharm[edit]

At 7th level, you can use musical notes or words of power to disrupt 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 condition, you can use your Reaction to cause the save to be rerolled, and the new roll has Advantage

Expertise[edit]

Starting at 9th level, you gain Expertise in two of your skill proficiencies of your choice.

Magical Secrets[edit]

At 10th level,you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

You learn two additional spells from any classes at 14th level and again at 18th level.

Superior Inspiration[edit]

Beginning at 18th level, When you roll Initiative and have no uses of Bardic Inspiration left, you regain two expended uses of it.

Words Of Creation[edit]

Finally at 20th level, you have mastered two of the prime Words of Creation: the words of life and death. You therefore always have the Power Word Heal and Power Word Kill spells prepared, and when you cast either spell, you can target a second creature with the spell, provided that creature is within 10 feet of the first target.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Bard class, you must meet these prerequisites: Charisma 13

Proficiencies. When you multiclass into the Bard class, you gain the following proficiencies: One skill of your choice and one Musical Instrument of your choice and Light Armor.

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