Bardbarian (5e Class)

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Bardbarian[edit]

Class Features[edit]

Hit Points[edit]

  • Hit Dice: 1d12 per Bardbarian level
  • Hit Points at 1st Level: 12 + your Constitution modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Bardbarian level after 1st

Proficiencies[edit]

  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: One musical instrument of your choice
  • Saving Throws: Strength, Charisma
  • Skills: Choose three from Acrobatics, Athletics, Intimidation, Performance, Persuasion, Survival

Equipment[edit]

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

  • (a) a greataxe or (b) any martial weapon
  • (a) two handaxes or (b) any simple weapon
  • An explorer’s pack
  • A musical instrument of your choice
  • Leather armor, and two daggers

Spellcasting[edit]

Starting at 2nd level, you gain the ability to cast spells.

  • 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 Bardbarian table.
  • Spell Slots: The Bardbarian Spellcasting 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.
  • Spells Known of 1st Level and Higher: You know two 1st-level spells of your choice from the bard spell list. The Spells Known column of the Bardbarian table shows when you learn more bard spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
  • Spellcasting Ability: Charisma is your spellcasting ability for your bard spells. 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

Bardbarian Spellcasting Table[edit]

Level Cantrips Known Spells Known 1st 2nd 3rd 4th
2nd 2 2 2 - - -
3rd 2 3 3 - - -
4th 3 4 3 - - -
5th 3 4 3 2 - -
6th 3 4 3 2 - -
7th 3 5 3 3 - -
8th 3 6 3 3 - -
9th 3 6 3 3 2 -
10th 4 7 3 3 2 -
11th 4 8 3 3 3 -
12th 4 8 3 3 3 -
13th 4 9 3 3 3 1
14th 4 10 3 3 3 1
15th 4 10 3 3 3 2
16th 4 11 3 3 3 2
17th 4 11 3 3 3 3
18th 4 11 3 3 3 3
19th 4 12 3 3 3 3
20th 4 13 3 3 3 3

Class Features[edit]

1st Level: Bardic Rage[edit]

You can enter a Bardic Rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a Bardbarian, as shown in the Rage Damage column of the Barbarian table.
  • You have resistance to bludgeoning, piercing, and slashing damage.
  • You can use a bonus action to grant yourself or an ally within 60 feet of you Bardic Inspiration. The die is a d6 and increases as you level up (d8 at 5th, d10 at 10th, d12 at 15th).

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged a number of times shown for your Bardbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

2nd Level: Reckless Performance[edit]

Starting at 2nd level, you can throw yourself into battle with such ferocity and flair that it unsettles your enemies. When you make your first attack on your turn, you can decide to perform recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Additionally, you can use your action to perform a stunning musical performance. Each creature within 30 feet of you that can hear you must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or be stunned until the start of your next turn. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

3rd Level: Path of the Skald[edit]

Choose a Skald Archetype, which grants you features at 3rd level and again at 6th, 10th, and 14th level.

3rd Level: Song of Battle[edit]

When you enter your Bardic Rage, you can choose to sing a Song of Battle. For the duration of your rage, you and allies within 10 feet of you gain temporary hit points equal to your Charisma modifier at the start of each of your turns.

4th Level: 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.

5th Level: Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

6th Level: Skald Archetype Feature[edit]

You gain a feature from your Skald Archetype.

7th Level: Feral Instincts[edit]

By 7th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your Bardic Rage before doing anything else on that turn.

9th Level: Battle Hymn[edit]

Starting at 9th level, your musical performances during battle inspire your allies to fight harder. When you use your Bardic Inspiration, the creature that receives the inspiration also gains advantage on their next attack roll.

11th Level: Relentless Rage[edit]

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

14th Level: Skald Archetype Feature[edit]

You gain a feature from your Skald Archetype.

15th Level: Persistent Rage[edit]

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

18th Level: Indomitable Might[edit]

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

20th Level: Mighty Bardic Rage[edit]

At 20th level, when you enter your Bardic Rage, you can choose to gain the benefits of the Foresight spell for the duration of the rage. Additionally, your Strength and Charisma scores increase by 4. Your maximum for those scores is now 24.

Skald Archetypes[edit]

Path of the Warlord Skald[edit]

3rd Level: Inspiring Leader You can use your action to grant temporary hit points equal to your Bardbarian level + your Charisma modifier to a number of creatures equal to your Charisma modifier (minimum 1).

6th Level: War Cry When you enter your Bardic Rage, you can let out a terrifying war cry. All enemies within 30 feet that can hear you must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.

10th Level: Commanding Presence As a bonus action, you can command an ally within 30 feet of you to make a melee attack. This does not consume the ally’s reaction. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

14th Level: Unyielding Will When you or an ally within 30 feet of you is reduced to 0 hit points but not killed outright, you can use your reaction to allow them to drop to 1 hit point instead. Once you use this feature, you can’t use it again until you finish a long rest.

Path of the Savage Skald[edit]

3rd Level: Savage Song When you enter your Bardic Rage, you can sing a Savage Song. For the duration of your rage, your melee weapon attacks score a critical hit on a roll of 19 or 20.

6th Level: Relentless Fury When you are raging and make a melee weapon attack, you can add your Charisma modifier to the attack roll and the damage roll.

10th Level: Fearsome Strike Once per rage, you can choose to make a Fearsome Strike. When you hit a creature with a melee weapon attack, the creature must make a Constitution saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or be stunned until the end of your next turn.

14th Level: Rampaging Fury While raging, if you reduce a creature to 0 hit points with a melee attack on your turn, you can make one melee weapon attack as a bonus action. This attack also benefits from your Savage Song feature.


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