Class

Bard

Hit die
d8
Saving throws
Charisma, Dexterity

Subclass

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.

Ability Score Improvement

Level 4, 8, 12, 16

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.

Countercharm

Level 7

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 take a Reaction to cause the save to be rerolled, and the new roll has Advantage.

Magical Secrets

Level 10

You've learned secrets from various magical traditions. Whenever you reach a Bard level (including this level) and the Prepared Spells number in the Bard Features table increases, you can choose any of your new prepared spells from the Bard, Cleric, Druid, and Wizard spell lists, and the chosen spells count as Bard spells for you (see a class's section for its spell list). In addition, whenever you replace a spell prepared for this class, you can replace it with a spell from those lists.

Superior Inspiration

Level 18

When you roll Initiative, you regain expended uses of Bardic Inspiration until you have two if you have fewer than that.

Epic Boon

Level 19

You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Spell Recall is recommended.

Words of Creation

Level 20

You have mastered two of the Words of Creation: the words of life and death. You therefore always have the Power Word Heal and Power Word Kill spells prepared. When you cast either spell, you can target a second creature with it if that creature is within 10 feet of the first target.

Bard Spell List

This section presents the Bard spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material component.

Cantrips (Level 0)

Spell School Special
Dancing Lights Illusion C
Light Evocation —
Mage Hand Conjuration —
Mending Transmutation —
Message Transmutation —
Minor Illusion Illusion —
Prestidigitation Transmutation —
Starry Wisp Evocation —
True Strike Divination —
Vicious Mockery Enchantment —

Level 1

Spell School Special
Animal Friendship Enchantment —
Bane Enchantment C
Charm Person Enchantment —
Color Spray Illusion —
Command Enchantment —
Comprehend Languages Divination R
Cure Wounds Abjuration —
Detect Magic Divination C, R
Disguise Self Illusion —
Dissonant Whispers Enchantment —
Faerie Fire Evocation C
Feather Fall Transmutation —
Healing Word Abjuration —
Heroism Enchantment C
Hideous Laughter Enchantment C
Identify Divination R, M
Illusory Script Illusion R, M
Longstrider Transmutation —
Silent Image Illusion C
Sleep Enchantment C
Speak with Animals Divination R
Thunderwave Evocation —
Unseen Servant Conjuration R

Level 2

Spell School Special
Aid Abjuration —
Animal Messenger Enchantment R
Blindness/Deafness Transmutation —
Calm Emotions Enchantment C
Detect Thoughts Divination C
Enhance Ability Transmutation C
Enlarge/Reduce Transmutation C
Enthrall Enchantment C
Heat Metal Transmutation C
Hold Person Enchantment C
Invisibility Illusion C
Knock Transmutation —
Lesser Restoration Abjuration —
Locate Animals or Plants Divination R
Locate Object Divination C
Magic Mouth Illusion R, M
Mirror Image Illusion —
See Invisibility Divination —
Shatter Evocation —
Silence Illusion C, R
Suggestion Enchantment C
Zone of Truth Enchantment —

Level 3

Spell School Special
Bestow Curse Necromancy C
Clairvoyance Divination C, M
Dispel Magic Abjuration —
Fear Illusion C
Glyph of Warding Abjuration M
Hypnotic Pattern Illusion C
Major Image Illusion C
Mass Healing Word Abjuration —
Nondetection Abjuration M
Plant Growth Transmutation —
Sending Divination —
Slow Transmutation C
Speak with Dead Necromancy —
Speak with Plants Transmutation —
Stinking Cloud Conjuration C
Tiny Hut Evocation R
Tongues Divination —

Level 4

Spell School Special
Charm Monster Enchantment —
Compulsion Enchantment C
Confusion Enchantment C
Dimension Door Conjuration —
Freedom of Movement Abjuration —
Greater Invisibility Illusion C
Hallucinatory Terrain Illusion —
Locate Creature Divination C
Phantasmal Killer Illusion C
Polymorph Transmutation C

Level 5

Spell School Special
Animate Objects Transmutation C
Awaken Transmutation M
Dominate Person Enchantment C
Dream Illusion —
Geas Enchantment —
Greater Restoration Abjuration M
Hold Monster Enchantment C
Legend Lore Divination M
Mass Cure Wounds Abjuration —
Mislead Illusion C
Modify Memory Enchantment C
Planar Binding Abjuration M
Raise Dead Necromancy M
Scrying Divination C, M
Seeming Illusion —
Telepathic Bond Divination R
Teleportation Circle Conjuration M

Level 6

Spell School Special
Eyebite Necromancy C
Find the Path Divination C, M
Guards and Wards Abjuration M
Heroes' Feast Conjuration M
Irresistible Dance Enchantment C
Mass Suggestion Enchantment —
Programmed Illusion Illusion M
True Seeing Divination M

Level 7

Spell School Special
Arcane Sword Evocation C, M
Etherealness Conjuration —
Forcecage Evocation C, M
Magnificent Mansion Conjuration M
Mirage Arcane Illusion —
Prismatic Spray Evocation —
Project Image Illusion C, M
Regenerate Transmutation —
Resurrection Necromancy M
Symbol Abjuration M
Teleport Conjuration —

Level 8

Spell School Special
Antipathy/Sympathy Enchantment —
Befuddlement Enchantment —
Dominate Monster Enchantment C
Glibness Enchantment —
Mind Blank Abjuration —
Power Word Stun Enchantment —

Level 9

Spell School Special
Foresight Divination —
Power Word Heal Enchantment —
Power Word Kill Enchantment —
Prismatic Wall Abjuration —
True Polymorph Transmutation C

Bard Subclass

You gain a Bard subclass of your choice. The College of Lore subclass is detailed after this class's description. 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.

Bardic Die

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Cantrips

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Core Bard Traits

Primary Ability Charisma
Hit Point Die D8 per Bard level
Saving Throw Proficiencies Dexterity and Charisma
Skill Proficiencies Choose any 3 skills
Weapon Proficiencies Simple weapons
Tool Proficiencies Choose 3 Musical Instruments
Armor Training Light armor
Starting Equipment Choose A or B: (A) Leather Armor, 2 Daggers, Musical Instrument of your choice, Entertainer's Pack, and 19 GP; or (B) 90 GP

Prepared Spells

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1st

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2nd

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3rd

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4th

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5th

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6th

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7th

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8th

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9th

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