- Hit Point Die
- d8 per level
- Primary Ability
- Charisma
- Saving Throw Proficiencies
- Dexterity and Charisma
- Spellcasting Ability
- Charisma
- Training and Proficiencies
- Light Armor, Simple Weapons
- Skill Proficiencies
- Choose 3: Acrobatics, Animal Handling, Arcana, Athletics, Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Performance, Persuasion, Religion, Sleight of Hand, Stealth, Survival
- Skill Proficiencies
- Choose 3: Bagpipes, Drum, Dulcimer, Flute, Lute, Lyre, Horn, Pan flute, Shawm, Viol
Bard level table
| Level | Proficiency Bonus | Features | Cantrips | Prepared Spells | Level 1 slots | Level 2 slots | Level 3 slots |
|---|---|---|---|---|---|---|---|
| 1 | +2 | Bardic Inspiration, Spellcasting | 2 | 4 | 2 | - | - |
| 2 | +2 | Expertise, Jack of All Trades | 2 | 5 | 3 | - | - |
| 3 | +2 | Bard Subclass | 2 | 6 | 4 | 2 | - |
| 4 | +2 | Ability Score Improvement | 3 | 7 | 4 | 3 | - |
| 5 | +3 | Font of Inspiration | 3 | 9 | 4 | 3 | 2 |
Class Features
Bardic Inspiration Level 1
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 the Bardic Inspiration 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 Features table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15.
Spellcasting Level 1
You have learned to cast spells through your bardic arts. See "Spells" for the rules on spellcasting. The information below details how you use those rules with Bard spells, which appear in the Bard spell list later in the class's description.
Cantrips. You know two cantrips of your choice from the Bard spell list. Dancing Lights and Vicious Mockery are recommended.
Whenever you gain a Bard level, you can replace one of your cantrips with another cantrip of your choice from the Bard spell list.
When you reach Bard levels 4 and 10, you learn another cantrip of your choice from the Bard spell list, as shown in the Cantrips column of the Bard Features table.
Spell Slots. The Bard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Bard spell list. Charm Person, Color Spray, Dissonant Whispers, and Healing Word are recommended.
The number of spells on your list increases as you gain Bard levels, as shown in the Prepared Spells column of the Bard Features table. Whenever that number increases, choose additional spells from the Bard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots.
For example, if you're a level 3 Bard, your list of prepared spells can include six spells of levels 1 and 2 in any combination.
If another Bard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Bard spells for you.
Changing Your Prepared Spells. Whenever you gain a Bard level, you can replace one spell on your list with another Bard spell for which you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability for your Bard spells.
Spellcasting Focus. You can use a Musical Instrument as a Spellcasting Focus for your Bard spells.
Expertise Level 2
You gain Expertise (see "Rules Glossary") in two of your skill proficiencies of your choice. Performance and Persuasion are recommended if you have proficiency in them.
At Bard level 9, you gain Expertise in two more of your skill proficiencies of your choice.
Jack of All Trades Level 2
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.
Bard Subclass Level 3
You gain a Bard subclass of your choice. A subclass is a specialization that grants you features at certain Bard levels. For the rest of your career, you gain each of your subclass's features that are of your Bard level or lower.
Ability Score Improvement Level 4
You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Bard levels 8, 12, and 16.
Font of Inspiration Level 5
You now regain all your expended uses of Bardic Inspiration when you finish a Short or Long Rest.
In addition, you can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration.
Subclass: College of Lore
Plumb the Depths of Magical Knowledge
Bards of the College of Lore collect spells and secrets from diverse sources, such as scholarly tomes, mystical rites, and peasant tales. The college's members gather in libraries and universities to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.
Bonus Proficiencies Level 3
You gain proficiency with three skills of your choice.
Cutting Words Level 3
You learn to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of yourself makes a damage roll or succeeds on an ability check or attack roll, you can take a Reaction to expend one use of your Bardic Inspiration. Roll your Bardic Inspiration die, and subtract the number rolled from the creature's roll, reducing the damage or potentially turning the success into a failure.
Bard spell list
The game currently uses spells up to level 3.
Cantrips
- Dancing Lights
- Light
- Mage Hand
- Mending
- Message
- Minor Illusion
- Prestidigitation
- Starry Wisp
- True Strike
- Vicious Mockery
Level 1 spells
- Animal Friendship
- Bane
- Charm Person
- Color Spray
- Command
- Comprehend Languages
- Cure Wounds
- Detect Magic
- Disguise Self
- Dissonant Whispers
- Faerie Fire
- Feather Fall
- Healing Word
- Heroism
- Hideous Laughter
- Identify
- Illusory Script
- Longstrider
- Silent Image
- Sleep
- Speak with Animals
- Thunderwave
- Unseen Servant
Level 2 spells
- Aid
- Animal Messenger
- Blindness/Deafness
- Calm Emotions
- Detect Thoughts
- Enhance Ability
- Enlarge/Reduce
- Enthrall
- Heat Metal
- Hold Person
- Invisibility
- Knock
- Lesser Restoration
- Locate Animals or Plants
- Locate Object
- Magic Mouth
- Mirror Image
- Phantasmal Force
- See Invisibility
- Shatter
- Silence
- Suggestion
- Zone of Truth