Bard

Source: System Reference Document 5.0
The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

Hit Dice: 1d8 per bard level

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

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st

Armor Proficiencies: Light armor

Weapon Proficiencies: Simple, Hand Crossbow, Longsword, Rapier, and Shortsword weapons

Tool Proficiencies: three musical instruments of your choice

Saving Throw Proficiencies: Dexterity and Charisma

Skill Proficiencies: choose any three

Starting Equipment: You start with the following equipment, in addition to the equipment granted by your background:

Level Proficiency Bonus Features Cantrips Known Known Spells 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Bardic Inspiration (d6) 2 4 2
2nd +2 Jack of All Trades, Song of Rest (d6) 2 5 3
3rd +2 Bard College, Expertise 2 6 4 2
4th +2 Ability Score Improvement 3 7 4 3
5th +3 Bardic Inspiration (d8), Font of Inspiration 3 8 4 3 2
6th +3 Countercharm, Bard College feature 3 9 4 3 3
7th +3 3 10 4 3 3 1
8th +3 Ability Score Improvement 3 11 4 3 3 2
9th +4 Song of Rest (d8) 3 12 4 3 3 3 1
10th +4 Bardic Inspiration (d10), Expertise, Magical Secrets 4 14 4 3 3 3 2
11th +4 4 15 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 15 4 3 3 3 2 1
13th +5 Song of Rest (d10) 4 16 4 3 3 3 2 1 1
14th +5 Magical Secrets, Bard College feature 4 18 4 3 3 3 2 1 1
15th +5 Bardic Inspiration (d12) 4 19 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 19 4 3 3 3 2 1 1 1
17th +6 Song of Rest (d12) 4 20 4 3 3 3 2 1 1 1 1
18th +6 Magical Secrets 4 22 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 22 4 3 3 3 3 2 1 1 1
20th +6 Superior Inspiration 4 22 4 3 3 3 3 2 2 1 1

Class Features

Spellcasting

You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations.

Cantrips

You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.

Spell Slots

The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice from the bard spell list.

The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

Ritual Casting

You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use a musical instrument as a spellcasting focus for your bard spells.

Bardic Inspiration

You can inspire others through stirring words 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, 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 GM 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 use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Bard College

At 3rd level, you delve into the advanced techniques of a bard college of your choice. Your choice 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.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. 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 of your expended uses of Bardic Inspiration when you finish a short or long rest.

Countercharm

At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being 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 (no action required).

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 count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

You learn two additional spells from any class at 14th level and again at 18th level.

Superior Inspiration

At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

Bard Spells

Bard Spells
Spell Level School Casting Time Range Components Saving Throw
message 0 Transmutation 1 action 120 feet V, S, M None
minor illusion 0 Illusion 1 action 30 feet S, M Intelligence (Investigation) disbelief
mending 0 Transmutation 1 minute Touch V, S, M None
dancing lights 0 Evocation 1 action 120 feet V, S, M None
mage hand 0 Conjuration 1 action 30 feet V, S None
prestidigitation 0 Transmutation 1 action 10 feet V, S None
true strike 0 Divination 1 action 30 feet None
light 0 Evocation 1 action Touch V, M None or Dexterity negates
comprehend languages 1 Divination 1 action Self V, S, M None
speak with animals 1 Divination 1 action Self V, S None
bane 1 Enchantment 1 action 30 feet V, S, M Charisma negates
sleep 1 Enchantment 1 action 90 feet V, S, M None
silent image 1 Illusion 1 action 60 feet V, S, M Intelligence (Investigation) disbelief
identify 1 Divination 1 minute Touch V, S, M None
hideous laughter 1 Enchantment 1 action 30 feet V, S, M Wisdom negates
heroism 1 Enchantment 1 action Touch V, S None
illusory script 1 Illusion 1 minute Touch S, M None
faerie fire 1 Evocation 1 action 60 feet V Dexterity negates
disguise self 1 Illusion 1 action Self V, S Intelligence (Investigation) disbelief
charm person 1 Enchantment 1 action 30 feet V, S Wisdom negates
healing word 1 Evocation 1 bonus action 60 feet V None
longstrider 1 Transmutation 1 action Touch V, S, M None
detect magic 1 Divination 1 action Self V, S None
feather fall 1 Transmutation 1 reaction, which you take when you or a creature within 60 feet of you falls 60 feet V, M None
thunderwave 1 Evocation 1 action Self (15-foot cube) V, S Constitution half
unseen servant 1 Conjuration 1 action 60 feet V, S, M None
cure wounds 1 Evocation 1 action Touch V, S None
magic mouth 2 Illusion 1 minute 30 feet V, S, M None
restoration, lesser 2 Abjuration 1 action Touch V, S None
detect thoughts 2 Divination 1 action Self V, S, M Wisdom negates
see invisibility 2 Divination 1 action Self V, S, M None
locate object 2 Divination 1 action Self V, S, M None
locate animals or plants 2 Divination 1 action Self V, S, M None
calm emotions 2 Enchantment 1 action 60 feet V, S Charisma negates
shatter 2 Evocation 1 action 60 feet V, S, M Constitution half
knock 2 Transmutation 1 action 60 feet V None
invisibility 2 Illusion 1 action Touch V, S, M None
blindness/deafness 2 Necromancy 1 action 30 feet V Constitution negates
silence 2 Illusion 1 action 120 feet V, S None
enhance ability 2 Transmutation 1 action Touch V, S, M None
enthrall 2 Enchantment 1 action 60 feet V, S Wisdom negates
hold person 2 Enchantment 1 action 60 feet V, S, M Wisdom negates
heat metal 2 Transmutation 1 action 60 feet V, S, M None or Constitution negates
suggestion 2 Enchantment 1 action 30 feet V, M Wisdom negates
animal messenger 2 Enchantment 1 action 30 feet V, S, M None
zone of truth 2 Enchantment 1 action 60 feet V, S Charisma
bestow curse 3 Necromancy 1 action Touch Wisdom negates
major image 3 Illusion 1 action 120 feet V, S, M Intelligence (Investigation) disbelief
sending 3 Evocation 1 action Unlimited V, S, M None
clairvoyance 3 Divination 10 minutes 1 mile V, S, M None
nondetection 3 Abjuration 1 action Touch V, S, M None
fear 3 Illusion 1 action Self (30-foot cone) V, S, M Wisdom negates
plant growth 3 Transmutation 1 action or 8 hours 150 feet V, S None
speak with dead 3 Necromancy 1 action 10 feet V, S, M None
dispel magic 3 Abjuration 1 action 120 feet V, S None
tongues 3 Divination 1 action Touch V, M None
speak with plants 3 Transmutation 1 action Self (30-foot radius) V, S None
hypnotic pattern 3 Illusion 1 action 120 feet S, M Wisdom negates
stinking cloud 3 Conjuration 1 action 90 feet V, S, M Constitution negates
glyph of warding 3 Abjuration 1 hour Touch V, S, M Dexterity half or special
invisibility, greater 4 Illusion 1 action Touch V, S None
polymorph 4 Transmutation 1 action 60 feet V, S, M Wisdom negates
confusion 4 Enchantment 1 action 90 feet V, S, M Wisdom negates
locate creature 4 Divination 1 action Self V, S, M None
dimension door 4 Conjuration 1 action 500 feet V None
hallucinatory terrain 4 Illusion 10 minutes 300 feet V, S, M Intelligence (Investigation) disbelief
freedom of movement 4 Abjuration 1 action Touch V, S, M None
geas 5 Enchantment 1 minute 60 feet V Wisdom negates
seeming 5 Illusion 1 action 30 feet V, S Intelligence (Investigation) disbelief
teleportation circle 5 Conjuration 1 minute 10 feet V, M None
cure wounds, mass 5 Evocation 1 action 60 feet V, S None
scrying 5 Divination 10 minutes Self V, S, M Wisdom negates
modify memory 5 Enchantment 1 action 30 feet V, S Wisdom negates
awaken 5 Transmutation 8 hours Touch V, S, M
planar binding 5 Abjuration 1 hour 60 feet V, S, M Charisma negates
restoration, greater 5 Abjuration 1 action Touch V, S, M None
legend lore 5 Divination 10 minutes Self V, S, M None
dominate person 5 Enchantment 1 action 60 feet V, S Wisdom negates
animate objects 5 Transmutation 1 action 120 feet V, S None
raise dead 5 Necromancy 1 hour Touch V, S, M None
dream 5 Illusion 1 minute Special V, S, M None or Wisdom negates
hold monster 5 Enchantment 1 action 90 feet V, S, M Wisdom negates
programmed illusion 6 Illusion 1 action 120 feet V, S, M Intelligence (Investigation) disbelief
eyebite 6 Necromancy 1 action Self V, S Wisdom negates
irresistible dance 6 Enchantment 1 action 30 feet V Wisdom negates (action)
true seeing 6 Divination 1 action Touch V, S, M None
find the path 6 Divination 1 minute Self V, S, M None
guards and wards 6 Abjuration 10 minutes Touch V, S, M None
mass suggestion 6 Enchantment 1 action 60 feet V, M Wisdom negates
forcecage 7 Evocation 1 action 100 feet V, S, M None or Charisma negates
resurrection 7 Necromancy 1 hour Touch V, S, M None
regenerate 7 Transmutation 1 minute Touch V, S, M None
etherealness 7 Transmutation 1 action Self V, S None
arcane sword 7 Evocation 1 action 60 feet V, S, M None
project image 7 Illusion 1 action 500 miles V, S, M Intelligence (Investigation) disbelief
magnificent mansion 7 Conjuration 1 minute 300 feet V, S, M None
symbol 7 Abjuration 1 minute Touch V, S, M Varies
teleport 7 Conjuration 1 action 10 feet V None
mirage arcane 7 Illusion 10 minutes Sight V, S None
mind blank 8 Abjuration 1 action Touch V, S None
glibness 8 Transmutation 1 action Self V None
feeblemind 8 Enchantment 1 action 150 feet V, S, M Intelligence negates
power word stun 8 Enchantment 1 action 60 feet Constitution partial
dominate monster 8 Enchantment 1 action 60 feet Wisdom negates
power word kill 9 Enchantment 1 action 60 feet V None
foresight 9 Divination 1 minute Touch V, S, M None
polymorph, true 9 Transmutation 1 action 30 feet V, S, M Wisdom negates
Bard-Exclusive Spells
Spell Level School Casting Time Range Components Saving Throw