Bard

## Bard Leveling Table

* **Skills:** Choose three from Animal Handling, Arcana, Deception, History, Insight, Perception, Persuasion, and Performance

### **Equipment**

* Leather armor
* (a) short sword or (b) any simple melee weapon
* (a) flute or (b) any instrument of your choice
* common clothes

## Bardic Inspiration

At 1st level, you can 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, 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.

## Spell Casting Ability

At 1st level, you choose cantrips and spells from the Bard spell list.

Your spell casting ability is Charisma.

Your spell save DC is equal to 8 + your Charisma modifier + your proficiency bonus.

## Jack of All Trades

At 2nd level, you add your proficiency bonus halved (rounded down) to any ability check that doesn't already have your proficiency bonus.

## Bardic College

At 3rd level, you choose one of the following Bardic Colleges:

* College of Lore
* College of Swords
* College of Whispers
* College of Glamour

## Ability Score Improvement

At 4th, and again at 8th, 12th, 16th, and 18th level, you may either increase an ability score by two or two ability scores by one. As normal, you cannot increase an ability score more than 20.

## Expertise

At 6th level, you choose two skills that you have a proficiency bonus with and instead double your proficiency bonus whenever you use those two skills.

## Song of Rest

At 9th level, whenever you take a short rest, all party members may add additional hit points equal to the amount of Bardic Inspiration points you currently have at that time + your level.

## Font of Inspiration

At 14th level, you regain all Bardic Inspiration dice once you complete a short or long rest.

## Instrumental Masterpiece

At 17th level, you may use a 5th level spell slot and play your instrument for 1 minute to have all friendly creatures in a 100 foot radius and can hear you gain a Bardic Inspiration die without expelling any of your own. You may do this once until a long rest is needed.

## College of Lore

### **Storyteller**

At 3rd level, you gain a proficiency in History and you have an advantage on rolls that has you recall information about legends and myths.

### **Song of Past**

At 7th level, whenever you play your instrument, all friendly creatures in a 30 foot radius and can hear you have an advantage on their next roll that has them recall information about legends or myths

### **Lore Strike**

At 11th level, whenever you make a successful check that has you recall information about legends or myths, you can either have your next attack deal 2d6 psychic damage or have an allied creature add your proficiency bonus halved (rounded down) to their Bardic Inspiration die if they have one at that time.

### **Lore Master**

At 20th level, you double your proficiency bonus in History and whenever you make a successful check that has you recall information about myths or legends, you may regain 1 Bardic inspiration die. You may do this three times until a long rest is needed.

## College of Swords

### **Sword Song**

At 3rd level, you may use a 1st level spell slot to cast a ranged spell attack of 60 feet that deals 1d6 slashing damage.

### **Bladed Words**

At 7th level, you may sing a song and play your instrument for 1 minute while also using a 3rd level spell level to give friendly creatures in a 60 foot radius and who can hear you have an advantage on their next attack roll.

### **Create Sword**

At 11th level, you may use a 5th level spell slot to have your instrument turn into a long sword that deals 2d8 psychic damage for 1 minute or until you change it back. You cannot use any abilities of yours that has you play an instrument or uses your instrument as a spell casting focus.

### **Sword Master**

At 20th level, you may use a 5th level spell slot to create a 60 foot radius around yourself that has all creatures make a Dexterity saving throw. If failed, they take 4d6 slashing damage and have a disadvantage on their next attack roll. If succeeded, they only take half (rounded up).

## College of Whispers

### **Psychotic Break**

At 3rd level, you may use a 1st level spell slot to have a target creature in a 30 foot range and can hear you make a Wisdom saving throw. If failed, they take 1d6 psychic damage. You may do this three times until a long rest is needed.

### **Convincing Whisper**

At 7th level, you may use a 3rd level spell slot to have a target creature in a 30 foot range and can hear you make a Wisdom saving throw. If failed, they become Charmed for 1 minute.

### **Threatening Song**

At 11th level, you may use a 4th level spell slot to have a target creature in a 30 foot range and can hear you make a Wisdom saving throw. If failed, they become prone until their next turn and have a disadvantage on their next attack roll against you.

### **Whispering Lord**

At 20th level, you may play your instrument for 1 minute and use a 5th level spell slot to create a 30 foot radius around yourself, having all creatures make a Wisdom saving throw. If failed, they take 3d6 psychic damage + your Charisma modifier + your proficiency bonus halved (rounded down) and become Charmed for 1 minute.

## College of Glamour

### **Fabulous Style**

At 3rd level, people who are given Bardic Inspirations may re-roll 1's, but must accept the next roll, even if it is a 1.

### **Flamboyant Song**

At 7th level, you may play your instrument until your next turn and use a 2nd level spell slot to have all friendly creatures who can hear you in a 30 foot radius make a Charisma saving throw. If succeeded, they have an advantage on the next attack roll they should take.

### **Captured Beauty**

At 11th level, you may play your instrument until your next turn and use a 3rd level spell slot to make a ranged spell attack of 60 feet that has the creature make a Wisdom saving throw. If failed, they take 3d6 psychic damage and have a disadvantage on their next attack roll. If succeeded, they only take half.

### **Glamour Master**

At 20th level, you may play your instrument for 1 minute and use a 5th level spell slot to have a target friendly creature who is at least 120 feet and can hear you have an advantage on their next saving throw and an advantage on their attack roll, with a 19 or 20 being a critical hit for that attack roll only.