Bard

The musically inclined, those who can play their instruments, and play them well, will follow through the path of the Bard. The bard is often known for being elusive tricksters, merrymen of power, or even those who can heal through their words.

## **Class Features**

As a bard, you gain the following:

**Hit Points**

**Hit Dice :** 1d8 per Bard level

**Hit Points at 1st Level :** 8 + your Constitution modifier

**Hit Points at Higher Levels :** 5 + your Constitution modifier per Bard level after 1st

**Proficiencies**

**Armor :** Light Armor. Bucklers

**Weapons :** Simple Weapons, Hand Crossbows, Katar, Longswords, Rapiers, Shortswords, War Fan

**Tools :** Three Musical Instruments of your choice

**Saving Throws :** Dexterity, Charisma

**Skills :** Choose any 3

## **Bardic Inspiration**

You can inspire others through stirring words and/or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, which is a d6.

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 Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

## **Jack of All Trades**

Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

## **Song of Rest**

Beginning at 2nd Level, you can play soothing music in order to help your allies relax and rejuvenate. Whenever you or your allies are short resting, you can expend one use of your Bardic Inspiration to give them an extra hour of short rest (example: making 1 hour of a short rest treated as 2 hours). This does not change the passage of time.

## **Bard College**

At 3rd Level, you are able to delve further into bardom and go into a specific college, buffing aspects of you and specializing you further.

Choose one of the follow:

* NOT IN ALPHA

Your college grants you features at 3rd level and again at 6th and 14th level.

## **Expertise**

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 another two skill proficiencies to gain this benefit.

## **Countercharm**

At 6th Level, you gain the ability to use your musical talents to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During your performance, you and any friendly creatures within 30 Feet of you cannot be 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.

## **Magical Secrets**

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, 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 are automatically added to your songbook and are treated as Bard spells.

You learn one additional spell from any class at 14th level and again at 18th level.

## **Mass Inspiration**

At 20th level, your Bardic Inspiration pool is doubled and with each use of the ability you can inspire up to 3 targets at once.