Bard

> *"Can you hear the drums, see the dance of war? Oh, the chorus, the emotion, the drama! What better stage than the battlefield for a man like you?"*
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To choose bard as a second class, one must have a charisma score of 13 or higher.

## Class Basis

### Hit Points

* **Hit Dice**: 1d8 per bard level.
* **Hit Points at level 1**: 16 + your constitution modifier.
* **Hit Points at higher levels**: 1d8 + your constitution modifier, rerolling any 1s.

### Proficiency

* **Armor**: Light armor.
* **Weapons**: Simple weapons, chakrams, estocs, falchions, longswords, rapiers, shortswords, hand crossbows.
* **Saving Throws**: Dexterity, Charisma.
* **Skills**: Any three.

Your base equipment contains an additional simple weapon and musical instrument of your choice and 4d6+36 gp.

## Class Features

### Spellcasting

Channeling the traces of magic through harmonic melodies and masterful frequencies, you are able to manifest effects far beyond the mundane.

#### Cantrips

You know a number of cantrips from the bard spell list determined by your level, as shown above. Cantrips are considered spells with a level of 0.

#### Spell Slots

You can spend spell slots to cast spells you know that have a level equal to or lower than the level of the expended slot. The maximum number of spell slot of each level you have is determined by your bard level, as shown above. You regain all spell slots when you finish a long rest.

#### Spells Known

You know a number of spells with a level of 1 or higher determined by your bard level, which you choose from the bard spell list. The chosen spells must be of a level which you have slots for. Whenever you gain a level, or whenever you spend at least 24 hours over 3 days practicing your musicianship, you can choose to replace one spell you know, learning a different spell in it's stead.

#### Spellcasting Values

Your spellcasting ability is Charisma. The spell attack bonus, which you use whenever you make attack rolls with a spell, equals your proficiency bonus plus your charisma modifier. The saving throw DC for your spells equals 8 plus your spell attack bonus. You can choose to cast spells you know with the ritual tag without spending a spell slot, instead increasing the casting time by 10 minutes. You can use a musical instrument as a spellcasting focus.

### Bardic Inspiration

You can inspire others through your artistry, allowing them to push past their limitations. As a bonus action, you can choose to inspire a creature other than yourself within 60 feet of yourself that can hear you. The creature gains a bardic inspiration die, the size of which is determined by your level, as shown above, which it can expend within the next 10 minutes, adding the result of the roll to an ability check, attack roll or saving throw it makes. This must be done before the roll is declared as sucessful or as failed. If it doesn't expend the die within the time limit, the die is lost. A creature can only have one bardic inspiration die at a time.

You can use this feature a number of times equal to your charisma modifier, and you regain all uses when you finish a long rest.

### Jack of All Trades

Staring at level 2, your sense for rythm aids you in adventure an life alike. You can add half your proficiency bonus, rounded down, to any skill checks you make with skills you aren't proficient in.

### Song of Rest

At 2nd level, you have gained the ability to harbour melodies to further natural revigoration. If you practice your artistry during a short rest, you any every creature of your choice that spends hit dice while resting with you regains an additional number of hitpoints, which equal 1d6 for every 4 levels you have in this class, rounded up.

### Bard College

At level 3 you can adopt a certain style of bardism, each specializing in it's own field, granting you benefits at level 3, 6, 11, 14 and 18.

 College of Glamour
 College of Legend
 College of Lore
 College of Whispers

### Expertise

Starting at level 3, your talent in certain skills far surpasses the common man. Choose two skills you are proficient in. You gain expertise in those skills, allowing you to add twice your proficiency modifier to ability checks made with those skills.

### Ability Score Improvement (1)

At 4th level, you gain an ability score improvement, allowing you to either increase one ability score of your choice by 2, or two ability scores of your choice by 1. Alternatively, you can learn a feat. As normal, you can't increase an ability score above 20 using this feature.

### Font of Inspiration

Beginning when you reach 5th level, you regain all uses of your bardic inspiration when you complete any rest, long or short.

### Metamagic

At 5th level, the limits of your magical ability are widened, allowing you to change the effects, level and requirements of spells you know. You learn one metamagic option now, and you learn an additional option when you reach level 9, 13 and 17. Only one metamagic option can effect a spell at a time.

### Countercharm

At 7th level, you are able to use your music to snap creatures out of mind altering effects. As an action, you can start a performance, which lasts until the start of your next turn. When the performance starts, every creature within 60 feet of you that is able to hear the performance can repeat the saving throw against every charmed condition they were inflicted with, ending the condition on a sucessful saving throw, and automatically ending any charmed conditions that aren't connected to a saving throw. Additionally, all creatures gain advantage on saving throws made to resist being frigthened or charmed. If you are incapacitated, or prevented from producing sound, the effect ends early.

### Ability Score Improvement (2)

At 8th level, you gain an ability score improvement, allowing you to either increase one ability score of your choice by 2, or two ability scores of your choice by 1. Alternatively, you can learn a feat. As normal, you can't increase an ability score above 20 using this feature.

### Magical Secrets

At 10th level, you have been able to catch glimpses into the arcane cosmos through your art, granting you greater freedom in shaping your spells. You can know up to two spells at a time which aren't required to be from the bard spell list, allowing you two choose from all spells. This limit is increased to 4 spells when you reach level 14 and level 18.

### Expertise

At level 10, your skill reaches almost unnatural heights. Choose two skills you are proficient in. You gain expertise in those skills, allowing you to add twice your proficiency modifier to ability checks made with those skills. Choosing a skill you already have expertise in produces no effect.

### Ability Score Improvement (3)

At 12th level, you gain an ability score improvement, allowing you to either increase one ability score of your choice by 2, or two ability scores of your choice by 1. Alternatively, you can learn a feat. As normal, you can't increase an ability score above 20 using this feature.

### Counterfright

Starting at level 15, your countercharm now treats all frightened conditions the same way as charmed conditions.

### Ability Score Improvement (4)

At 16th level, you gain an ability score improvement, allowing you to either increase one ability score of your choice by 2, or two ability scores of your choice by 1. Alternatively, you can learn a feat. As normal, you can't increase an ability score above 20 using this feature.

### Ability Score Improvement (5)

At 19th level, you gain an ability score improvement, allowing you to either increase one ability score of your choice by 2, or two ability scores of your choice by 1. Alternatively, you can learn a feat. As normal, you can't increase an ability score above 20 using this feature.

### Ever Inspiring

At level 20 you have mastered the ways of inspiration, allowing you to aid your companions with little effort. Whenever a creature within 60 feet of you that can hear you makes a saving throw, and the result of the saving throw doesn't include a bardic inspiration dice roll, you can use your reaction to add 1d6 to the result of the saving throw. This must be done before the roll is declared as sucessful or as failed.