{"name":"Bard","overview":"","hitdice":"d8","hitpointsfirstlevel":"8 + Con Mod","hitpointsathigherlevels":"1d8 + Con Mod","armorproficiencies":"Light armor","weaponproficiences":"Simple weapons, hand crossbows, longswords, rapiers, shortswords","tools":"Three musical instruments o f your choice","savingthrows":"Dex, Cha","skills":"Choose any three","equipment":"\u2022 (a) a rapier, (b) a longsword, or (c) any simple weapon\r\n\r\n\u2022 (a) a diplomat\u2019s pack or (b) an entertainer's pack\r\n\r\n\u2022 (a) a lute or (b) any other musical instrument\r\n\r\n\u2022 Leather armor and a dagger","spellcasting":"[h3]Cantrips[\/h3]\r\nYou 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.\r\n\r\n[h3]Spell Slots[\/h3]\r\nThe 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 o f the spell\u2019s level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nFor 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.\r\n\r\n[h3]Spells Known of 1st Level and Higher[\/h3]\r\nYou know four 1st-level spells of your choice from the bard spell list.\r\n\r\nThe Spells Known column of the Bard table shows when you learn more bard spells o f 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.\r\n\r\nAdditionally, 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.\r\n\r\n[h3]Spellcasting Ability[\/h3]\r\nCharisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance o f 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.\r\n\r\nSpell save DC = 8 + your proficiency bonus + your Charisma modifier\r\n\r\nSpell attack modifier = your proficiency bonus + your Charisma modifier\r\n\r\n[h3]Ritual Casting[\/h3]\r\nYou can cast any bard spell you know as a ritual if that spell has the ritual tag.\r\n\r\n[h3]Spellcasting Focus[\/h3]\r\nYou can use a musical instrument as a spellcasting focus for your bard spells.","features":"[h3]Bardic Inspiration[\/h3]\r\nYou 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.\r\n\r\nOnce 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.\r\n\r\nYou 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.\r\n\r\n[h3]Jack of All Trades[\/h3]\r\nStarting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn\u2019t already include your proficiency bonus.\r\n\r\n[h3]Song of Rest[\/h3]\r\nBeginning 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, each of those creatures regains an extra 1d6 hit points.\r\n\r\nThe 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.\r\n\r\n[h3]Bard College[\/h3]\r\nAt 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.\r\n\r\n[h3]Expertise[\/h3]\r\nAt 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either o f the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.\r\n\r\n[h3]Ability Score Increase[\/h3]\r\nWhen 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 s cores of your choice by 1. As normal, you can\u2019t increase an ability score above 20 using this feature.\r\n\r\n[h3]Font of Inspiration[\/h3]\r\nBeginning when you reach 5th level, you regain all of your expended uses o f Bardic Inspiration when you finish a short or long rest.\r\n\r\n[h3]Countercharm[\/h3]\r\nAt 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 o f your next turn. During that time, you and any friendly creatures within 30 feet o f 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).\r\n\r\n[h3]Magical Secrets[\/h3]\r\nBy 10th level, you have plundered magical knowledge from a w ide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be o f 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.\r\n\r\n[h3]Superior Inspiration[\/h3]\r\nAt 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.","subclasses":"[h2]College of Glamour[\/h2]\r\n[h3]Mantle of Inspiration[\/h3]\r\nWhen you join the College of Glamour at 3rd level, you gain the ability to weave a song of Valmari magic that imbues your allies with vigor and speed. As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.\r\n\r\nThe number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.\r\n\r\n[h3]Enthralling Performance[\/h3]\r\nStarting at 3rd level, you can charge your performance with seductive, Valmari magic. If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.\r\n\r\nIf a target succeeds on its saving throw, the target has no hint that you tried to charm it. Once you use this feature, you can\u2019t use it again until you finish a short or long rest.\r\n\r\n[h3]Mantle of Majesty[\/h3]\r\nAt 6th level, you gain the ability to cloak yourself in a Valmari magic that makes others want to serve you. As a bonus action, you cast command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast command as a bonus action on each of your turns, without expending a spell slot. Any creature charmed by you automatically fails its saving throw against the command you cast with this feature. Once you use this feature, you can\u2019t use it again until you finish a long rest.\r\n\r\n[h3]Unbreakable Majesty[\/h3]\r\nAt 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce. In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can\u2019t attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn. Once you assume this majestic presence, you can\u2019t do so again until you finish a short or long rest.\r\n\r\n[h2]College of Lore[\/h2]\r\n[h3]Bonus Proficiencies[\/h3]\r\nWhen you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.\r\n\r\n[h3]Cutting Words[\/h3]\r\nAlso at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet o f you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses o f Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature\u2019s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can\u2019t hear you or if it\u2019s immune to being charmed.\r\n\r\n[h3]Additional Magical Secrets[\/h3]\r\nAt 6th level, you learn two spells of your choice from any class. 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 but don\u2019t count against the number o f bard spells you know.\r\n\r\n[h3]Peerless Skill[\/h3]\r\nStarting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.\r\n\r\n[h2]College of Swords[\/h2]\r\n[h3]Bonus Proficiencies[\/h3]\r\nWhen you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar. If you\u2019re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.\r\n\r\n[h3]Fighting Style[\/h3]\r\nAt 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can\u2019t take a Fighting Style option more than once, even if something in the game lets you choose again.\r\n\r\nDueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\r\n\r\nTwo-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.\r\n\r\n[h3]Blade Flourish[\/h3]\r\nAt 3rd level, you learn to perform impressive displays of martial prowess and speed. Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.\r\n\r\nDefensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.\r\n\r\nSlashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.\r\n\r\nMobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.\r\n\r\n[h3]Extra Attack[\/h3]\r\nStarting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\n[h3]Master's Flourish[\/h3]\r\nStarting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.\r\n\r\n[h2]College of Whispers[\/h2]\r\n[h3]Psychic Blades[\/h3]\r\nWhen you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature\u2019s mind. When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn. The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.\r\n\r\n[h3]Words of Terror[\/h3]\r\nAt 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire\r\nterror. If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.\r\n\r\nIf the target succeeds on its saving throw, the target has no hint that you tried to frighten it. Once you use this feature, you can\u2019t use it again until you finish a short or long rest.\r\n\r\n[h3]Mantle of Whispers[\/h3]\r\nAt 6th level, you gain the ability to adopt a humanoid\u2019s persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.\r\n\r\nYou can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action.\r\n\r\nWhile you\u2019re in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn\u2019t include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.\r\n\r\nAnother creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.\r\n\r\nOnce you capture a shadow with this feature, you can\u2019t capture another one with it until you finish a short or long rest.\r\n\r\n[h3]Shadow Lore[\/h3]\r\nAt 14th level, you gain the ability to weave dark magic into your words and tap into a creature\u2019s deepest fears. As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn\u2019t share a language with you or if it can\u2019t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect. On a failed saving throw, the target is charmed by you for the next 8 hours or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it.\r\n\r\nThe charmed creature obeys your commands for fear that you will reveal its secret. It won\u2019t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.\r\n\r\nWhen the effect ends, the creature has no understanding of why it held you in such fear.\r\n\r\nOnce you use this feature, you can\u2019t use it again until you finish a long rest.","tabledata":"Level | Proficiency | Bonus Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th\r\n1st | +2 | Spellcasting, Bardic Inspiration (d6) | 2 | 4 | 2 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014\r\n2nd | +2 | Jack of All Trades, Song of Rest (d6) | 2 | 5 | 3 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014\r\n3rd | +2 | Bard College, Expertise | 2 | 6 | 4 | 2 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014\r\n4th | +2 | Ability Score Improvement | 3 | 7 | 4 | 3 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014\r\n5th | +3 | Bardic Inspiration (d8), Font of Inspiration | 3 | 8 | 4 | 3 | 2 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014\r\n6th | +3 | Countercharm, Bard College feature | 3 | 9 | 4 | 3 | 3 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014\r\n7th | +3 | \u2014 | 3 | 10 | 4 | 3 | 3 | 1 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014\r\n8th | +3 | Ability Score Improvement | 3 | 11 | 4 | 3 | 3 | 2 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014\r\n9th | +4 | Song of Rest (d8) | 3 | 12 | 4 | 3 | 3 | 3 | 1 | \u2014 | \u2014 | \u2014 | \u2014\r\n10th | +4 | Bardic Inspiration (d10), Expertise, Magical Secrets | 4 | 14 | 4 | 3 | 3 | 3 | 2 | \u2014 | \u2014 | \u2014 | \u2014\r\n11th | +4 | \u2014 | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | \u2014 | \u2014 | \u2014\r\n12th | +4 | Ability Score Improvement | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | \u2014 | \u2014 | \u2014\r\n13th | +5 | Song of Rest (d10) | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | \u2014 | \u2014\r\n14th | +5 | Magical Secrets, Bard College feature | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | \u2014 | \u2014\r\n15th | +5 | Bardic Inspiration (d12) | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | \u2014\r\n16th | +5 | Ability Score Improvement | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | \u2014\r\n17th | +6 | Song of Rest (d12) | 4 | 20 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1\r\n18th | +6 | Magical Secrets | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1\r\n19th | +6 | Ability Score Improvement | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1\r\n20th | +6 | Superior Inspiration | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1","tags":"","templateId":"25","blockId":"485191","world":"8bf37fe1-b1ac-46c5-8742-18876e67b1c3","folder":"","isShared":"on"}