Bard

Class Features

Level Proficiency Bonus Verse Dice Features
1st +2 d6 Fighting Style, Bardic Inspiration (Verse Dice)
2nd +2 d6 Jack of All Trades, Song of Rest, Spellcasting
3rd +2 d6 Bard College, Expertise
4th +2 d6 Ability Score Improvement
5th +2 d8 Versatile Fatigue Resistance, Magical Inspiration
6th +3 d8 Bard College feature, Countercharm
7th +3 d8 Verse Dice Improvement (d8)
8th +3 d8 Ability Score Improvement
9th +3 d8 Discord Aura
10th +4 d8 Magical Secrets, Expertise
11th +4 d8 Verse Dice Improvement (d10)
12th +4 d10 Ability Score Improvement
13th +4 d10 Reliable Talent
14th +5 d10 Bard College feature
15th +5 d10 Versatile Fatigue Resistance II
16th +5 d10 Ability Score Improvement
17th +5 d12 Verse Dice Improvement (d12)
18th +6 d12 Puppet Master
19th +6 d12 Ability Score Improvement
20th +6 d12 Bard College Capstone

Hit Points: 1

Class Health Number: 5

Hit Points at 1st Level: 10 + your fighting style health bonus

Hit Points at Higher Levels: 5 + your fighting style health bonus per bard level after 1st

Proficiencies: 1

Physical and Mental Modifiers: 1

Some of your abilities will require your Mental or Physical Modifier.

Your Physical Modifier is your Strength or Dexterity Modifier.

Your Mental Modifier is your Intelligence, Wisdom, or Charisma Modifier.

Fighting Style: 1

You adopt a particular style of fighting as your specialty. Choose one of the following options. Each Fighting style grants you a health bonus at level 1. You must be wielding one of your fighting style's respective items to gain this benefit.

At level 7, your fighting style provides you with a Martial Feat. This feat does not count against your Feats known, and it does not require a slot when you use it. You must be wielding one of your fighting style's respective items to use this feature.

The health bonus is added to your hit point maximum at 1st level and whenever you gain a level in this class.

Verse Dice: 1

You have a pool of Verse Dice that represent moments of inspiration you have gathered by witnessing the world around you. Your Verse Dice start as d6s, and they improve as you gain levels in this class, as shown in the Bard Features table.

Maximum Verse Dice. You can hold a maximum number of Verse Dice equal to your proficiency bonus. Any Verse Dice gained beyond this maximum are lost.

Gaining Verse Dice. You gain Verse Dice when you witness moments of dramatic tension, discovery, or fortune. The DM has the final say on what constitutes a witnessing event, but the following triggers always generate a Verse Die:

You can gain no more than one Verse Die from a single triggering event, and you cannot gain Verse Dice from your own actions or from observing yourself.

Using Verse Dice. As an action or immediately after taking the attack or magic action, you can inspire a creature within 60 feet who can see or hear you. You give that creature one of your Verse Dice. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Verse Die, but must decide before the DM says whether the roll succeeds or fails. A creature can have only one Verse Die at a time.

Losing Verse Dice. Your Verse Dice are ephemeral moments of inspiration. They fade when you finish a long rest, as the stories of the day settle into memory and make room for new tales.

Spellcasting: 2

You have learned to weave music, words, and magic into a single art.

Cantrips You know two cantrips of your choice from the bard spell list. You learn one additional bard cantrip of your choice at 4th, 8th, 12th, and 16th level

Spell Slots. The Bard Spellcasting table shows how many spell slots you have to cast your bard spells. You regain all expended spell slots when you finish a long rest. Casting a spell with a Primary Spell Slot requires one action; casting a spell with a Secondary Slot requires two actions.

Spellcasting Economy. Casting a spell with a Cantrip requires one action. Casting a spell with a Primary or Secondary Spell Slot requires two actions.

Spells Known. You know three bard spells of your choice from the bard spell list. The Spells Known column of the Bard Spellcasting table shows when you learn more bard spells. Each of these spells must be of a level for which you have spell slots.

Whenever you gain a level in this class, you can replace one bard spell you know with another spell of your choice from the bard spell list. The new spell must be of a level for which you have spell slots.

Mental Modifier. Your Mental Modifier (Intelligence, Wisdom, or Charisma, chosen at character creation) is your spellcasting ability for your bard spells. The DC for your spell saving throws equals your Mental DC (8 + your proficiency bonus + your Mental Modifier).

Spellcasting Progression
Level Spells Known Primary Slots Primary Level Secondary Slots Secondary Level
2nd 3 3 1st 0 -
3rd 4 3 1st 1 1st
4th 4 3 1st 1 1st
5th 5 3 1st 2 2nd
6th 5 3 1st 2 2nd
7th 6 3 1st 2 2nd
8th 6 4 1st 2 2nd
9th 7 4 2nd 2 3rd
10th 7 4 2nd 2 3rd
11th 8 4 2nd 2 3rd
12th 8 4 2nd 3 3rd
13th 9 5 2nd 3 4th
14th 9 5 2nd 3 4th
15th 10 5 2nd 3 4th
16th 10 5 3rd 3 4th
17th 11 5 3rd 3 5th
18th 11 5 3rd 3 5th
19th 12 5 3rd 3 5th
20th 12 5 3rd 3 5th

Song of Rest: 2

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 healing resources (such as potions or class features), each of those creatures gains 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: 3

At 3rd level, you choose a Bard College that shapes your artistic identity. Your choice grants you features at 3rd level, and then again at 6th, 14th, and 20th level.

Expertise: 3

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 10th level, you can choose two more of your skill proficiencies to gain this benefit.

Ability Score Improvement

At 4th, 8th, 12th, 16th, and 19th level, you can increase an ability score by 1

Versatile Fatigue Resistance: 5

When you reach 5th level in this class choose one of the following options.

Magical Inspiration: 5

At 5th level, when a an allied creature within 30 feet of you fails an ability check, saving throw, or attack roll, you can use your reaction to expend a verse die, adding the rolled number to their result

Countercharm: 6

At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing 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 creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced, or if you voluntarily end it (no action required).

Verse Dice Improvement: 7

At 7th level, your Verse Dice become d8s. At 11th level, they become d10s. At 15th level, they become d12s.

Discord Aura: 9

At level 9 you radiate a discordant aura out to 30 feet. Enemies in this aura roll a critical failure if they roll a 1, 2, or 3 on any D20 roll. If an enemy rolls a critical failure on an attack roll, as a reaction you can choose a new target for this attack who is automatically hit.

Magical Secrets: 10

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 Spellcasting table.

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

Reliable Talent: 13

At 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, if the roll doesn't have advantage or disadvantage, roll two d20s and use whichever roll is closer to 11. If there is a tie (for example, 9 and 13), you take the higher roll.

Versatile Fatigue Resistance: 15

When you reach 15th level in this class you gain whichever fatigue resistance you did not choose at level 5.

Puppet Master: 17

When you cast a spell that has reduced effectiveness in combat (such as granting advantage on saving throws against it), you ignore that penalty.

Masterpiece

At 20th level, you gain the capstone feature for your subclass