Class
Bard
Official reference · XPHB · 2024
- Hit die
- 8
- Spellcasting
- full
- Subclass title
- Bard Subclass
- Epic boon level
- 19
Level progression
| Level | Proficiency Bonus | Bardic Die | Cantrips | Prepared Spells | 1st-level slots | 2nd-level slots | 3rd-level slots | 4th-level slots | 5th-level slots | 6th-level slots | 7th-level slots | 8th-level slots | 9th-level slots |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | +2 | 1d6 | 2 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2 | +2 | 1d6 | 2 | 5 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3 | +2 | 1d6 | 2 | 6 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 4 | +2 | 1d6 | 3 | 7 | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5 | +3 | 1d8 | 3 | 9 | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 6 | +3 | 1d8 | 3 | 10 | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
| 7 | +3 | 1d8 | 3 | 11 | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| 8 | +3 | 1d8 | 3 | 12 | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
| 9 | +4 | 1d8 | 3 | 14 | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
| 10 | +4 | 1d10 | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
| 11 | +4 | 1d10 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 12 | +4 | 1d10 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 13 | +5 | 1d10 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 14 | +5 | 1d10 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 15 | +5 | 1d12 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 16 | +5 | 1d12 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 17 | +6 | 1d12 | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | +6 | 1d12 | 4 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | +6 | 1d12 | 4 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | +6 | 1d12 | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class features
LEVEL 1
Bardic Inspiration
You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6.
Using Bardic Inspiration
As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time.
Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it's rolled.
Number of Uses
You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
At Higher Levels
Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15.
Spellcasting
You have learned to cast spells through your bardic arts. See 7 for the rules on spellcasting. The information below details how you use those rules with Bard spells, which appear in the class=Bard later in the class's description.
Cantrips
You know two cantrips of your choice from the class=Bard. Dancing Lights and Vicious Mockery are recommended.
Whenever you gain a Bard level, you can replace one of your cantrips with another cantrip of your choice from the class=Bard.
When you reach Bard levels 4 and 10, you learn another cantrip of your choice from the class=Bard, as shown in the Cantrips column of the Bard Features table.
Spell Slots
The Bard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+
You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the class=Bard. Charm Person, Color Spray, Dissonant Whispers, and Healing Word are recommended.
The number of spells on your list increases as you gain Bard levels, as shown in the Prepared Spells column of the Bard Features table. Whenever that number increases, choose additional spells from the class=Bard until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Bard, your list of prepared spells can include six spells of levels 1 and 2 in any combination.
If another Bard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Bard spells for you.
Changing Your Prepared Spells
Whenever you gain a Bard level, you can replace one spell on your list with another Bard spell for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your Bard spells.
Spellcasting Focus
You can use a Musical Instrument as a Spellcasting Focus for your Bard spells.
LEVEL 2
Expertise
You gain Expertise in two of your skill proficiencies of your choice. Performance and Persuasion are recommended if you have proficiency in them.
At Bard level 9, you gain Expertise in two more of your skill proficiencies of your choice.
Jack of All Trades
You can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn't otherwise use your Proficiency Bonus.
For example, if you make a Strength (Athletics) check and lack Athletics proficiency, you can add half your Proficiency Bonus to the check.
A Bard's Repertoire
Does your Bard beat a drum while chanting the deeds of ancient heroes? Strum a lute while crooning romantic tunes? Perform arias of stirring power? Recite dramatic monologues from classic tragedies? Use the rhythm of a folk dance to coordinate the movement of allies in battle? Compose naughty limericks?
When you play a Bard, consider the style of artistic performance you favor, the moods you might invoke, and the themes that inspire your own creations. Are your poems inspired by moments of natural beauty, or are they brooding reflections on loss? Do you prefer lofty hymns or rowdy tavern songs? Are you drawn to laments for the fallen or celebrations of joy? Do you dance merry jigs or perform elaborate interpretive choreography? Do you focus on one style of performance or strive to master them all?
LEVEL 3
Bard Subclass
You gain a Bard subclass of your choice. A subclass is a specialization that grants you features at certain Bard levels. For the rest of your career, you gain each of your subclass's features that are of your Bard level or lower.
LEVEL 4
Ability Score ImprovementASI
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Bard levels 8, 12, and 16.
LEVEL 5
Font of Inspiration
You now regain all your expended uses of Bardic Inspiration when you finish a Short or Long Rest.
In addition, you can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration.
LEVEL 6
Subclass Feature
You gain a feature from your Bard Subclass.
LEVEL 7
Countercharm
You can use musical notes or words of power to disrupt mind-influencing effects. If you or a creature within 30 feet of you fails a saving throw against an effect that applies the Charmed or Frightened condition, you can take a Reaction to cause the save to be rerolled, and the new roll has Advantage.
LEVEL 8
Ability Score ImprovementASI
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
LEVEL 9
Expertise
You gain Expertise in two of your Skill Proficiencies of your choice.
LEVEL 10
Magical Secrets
You've learned secrets from various magical traditions. Whenever you reach a Bard level (including this level) and the Prepared Spells number in the Bard Features table increases, you can choose any of your new prepared spells from the class=Bard, class=Cleric, class=Druid, and class=Wizard class=Bard;Cleric;Druid;Wizard, and the chosen spells count as Bard spells for you (see a class's section for its spell list). In addition, whenever you replace a spell prepared for this class, you can replace it with a spell from those lists.
LEVEL 12
Ability Score ImprovementASI
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
LEVEL 14
Subclass Feature
You gain a feature from your Bard Subclass.
LEVEL 16
Ability Score ImprovementASI
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
LEVEL 18
Superior Inspiration
When you roll Initiative, you regain expended uses of Bardic Inspiration until you have two if you have fewer than that.
LEVEL 19
Epic Boon
You gain an category=EB or another feat of your choice for which you qualify. Boon of Spell Recall is recommended.
LEVEL 20
Words of Creation
You have mastered two of the Words of Creation: the words of life and death. You therefore always have the Power Word Heal and Power Word Kill spells prepared. When you cast either spell, you can target a second creature with it if that creature is within 10 feet of the first target.
Bard Subclass
College of Swords
College of Whispers
College of Creation
College of Eloquence
College of Dance
Level 3 · College of Dance
Move in Harmony with the Cosmos
Bards of the College of Dance know that the Words of Creation can't be contained within speech or song; the words are uttered by the movements of celestial bodies and flow through the motions of the smallest creatures. These Bards practice a way of being in harmony with the whirling cosmos that emphasizes agility, speed, and grace.
Level 6 · Inspiring Movement
When an enemy you can see ends its turn within 5 feet of you, you can take a Reaction and expend one use of your Bardic Inspiration to move up to half your Speed. Then one ally of your choice within 30 feet of you can also move up to half their Speed using their Reaction.
None of this feature's movement provokes Opportunity Attacks.
Level 6 · Tandem Footwork
When you roll Initiative, you can expend one use of your Bardic Inspiration if you don't have the Incapacitated condition. When you do so, roll your Bardic Inspiration die; you and each ally within 30 feet of you who can see or hear you gains a bonus to Initiative equal to the number rolled.
Level 14 · Leading Evasion
When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. If any creatures within 5 feet of you are making the same Dexterity saving throw, you can share this benefit with them for that save.
You can't use this feature if you have the Incapacitated condition.
College of Glamour
Level 3 · College of Glamour
Weave Beguiling Fey Magic
The College of Glamour traces its origins to the beguiling magic of the Feywild. Bards who study this magic weave threads of beauty and terror into their songs and stories, and the mightiest among them can cloak themselves in otherworldly majesty. Their performances stir up wistful longing for forgotten innocence, evoke unconscious memories of long-held fears, and tug at the emotions of even the most hard-hearted listeners.
Level 6 · Mantle of Majesty
You always have the Command spell prepared.
As a Bonus Action, you cast Command without expending a spell slot, and you take on an unearthly appearance for 1 minute or until your Concentration ends. During this time, you can cast Command as a Bonus Action 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't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 3+ spell slot (no action required).
Level 14 · Unbreakable Majesty
As a Bonus Action, you can assume a magically majestic presence for 1 minute or until you have the Incapacitated condition. For the duration, whenever any creature hits you with an attack roll for the first time on a turn, the attacker must succeed on a Charisma saving throw against your spell save DC, or the attack misses instead, as the creature recoils from your majesty.
Once you assume this majestic presence, you can't do so again until you finish a Short or Long Rest.
College of Lore
Level 3 · College of Lore
Plumb the Depths of Magical Knowledge
Bards of the College of Lore collect spells and secrets from diverse sources, such as scholarly tomes, mystical rites, and peasant tales. The college's members gather in libraries and universities to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.
Level 6 · Magical Discoveries
You learn two spells of your choice. These spells can come from the class=Cleric, class=Druid, or class=Wizard or any combination thereof (see a class's section for its spell list). A spell you choose must be a cantrip or a spell for which you have spell slots, as shown in the Bard Features table.
You always have the chosen spells prepared, and whenever you gain a Bard level, you can replace one of the spells with another spell that meets these requirements.
Level 14 · Peerless Skill
When you make an ability check or attack roll and fail, you can expend one use of Bardic Inspiration; roll the Bardic Inspiration die, and add the number rolled to the d20, potentially turning a failure into a success. On a failure, the Bardic Inspiration isn't expended.
College of Valor
Level 3 · College of Valor
Sing the Deeds of Ancient Heroes
Bards of the College of Valor are daring storytellers whose tales preserve the memory of the great heroes of the past. These Bards sing the deeds of the mighty in vaulted halls or to crowds gathered around great bonfires. They travel to witness great events firsthand and to ensure that the memory of these events doesn't pass away. With their songs, they inspire new generations to reach the same heights of accomplishment as the heroes of old.
Level 6 · Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
In addition, you can cast one of your cantrips that has a casting time of an action in place of one of those attacks.
Level 14 · Battle Magic
After you cast a spell that has a casting time of an action, you can make one attack with a weapon as a Bonus Action.
College of the Moon
Level 3 · College of the Moon
Inspire Allies with Primal Tales
The College of the Moon traces its origins to the ancient druidic circles of the Moonshae Isles, who entrusted the first Bards of this tradition with chronicling the stories of the islands and their people. Bards of this college draw from the isles' fey magic and the primal power of the moonwells to bolster their allies, protect the natural world, and inspire their bardic works.
Level 6 · Blessing of Moonlight
You always have the Moonbeam spell prepared.
When you cast Moonbeam, you can modify the spell so that you glow faintly while the spell is active. While glowing, you shed Dim Light out to 5 feet, and whenever a creature fails its saving throw against the effects of this Moonbeam, another creature of your choice that you can see within 60 feet of yourself regains 2d4 Hit Points.
Once you use this feature to modify a casting of Moonbeam, you can't use it again until you finish a Long Rest.
Level 14 · Eventide's Splendor
You become suffused with the might of the moon, improving your Moon's Inspiration in the following ways.
Shadow of the New Moon
When you use Inspired Eclipse, the creature who received the Bardic Inspiration die can also have the Invisible condition and immediately take a Reaction to teleport up to 30 feet to an unoccupied space it can see. The creature remains Invisible until the start of its next turn.
Vibrance of the Full Moon
When you use Lunar Vitality, you can roll 1d6 and use the number rolled in place of expending a Bardic Inspiration die.
College of Spirits
Level 3 · College of Spirits
Call Forth Spirits from Beyond the Grave
Bards of the College of Spirits conjure legendary spirits to change the world. But such entities are capricious, and what a Bard summons isn't always entirely under their control.
Level 6 · Empowered Channeling
Your ability to channel spirits improves. You gain the following benefits.
Power from Beyond
Once per turn, when you cast a Bard spell with a spell slot that deals damage or restores Hit Points, roll 1d6. You gain a bonus equal to the number rolled to one of the spell's damage rolls or to the total Hit Points the spell restores.
Spiritual Manifestation
You always have the Spirit Guardians spell prepared. You can cast the spell once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.
Whenever you cast the spell, you can modify it so the spirits also guard against worldly threats. When you cast the spell in this way, you and allies within the spell's Emanation have Half Cover. Once you modify the spell in this way, you can't do so again until you finish a Short or Long Rest.
Level 14 · Mystical Connection
You gain mastery over the spirits you call forth. Whenever you roll on the XPHB, you can roll the die twice and choose which of the two effects to bestow. If you roll the same number on both dice, you can instead choose any effect on the table.
College of the Masquerade
Level 3 · College of the Masquerade
"You have never been yourself," a voice in your head speaks. "You always wore a mask, always hidden in the crowd, in plain sight." The voice speaks the truth: a mask has always been your identity, your strong side and your greatest weakness.
Perhaps you were raised on the stage, among the festivals, always moving in line with a great group of actors and singers, or you were raised in dark corners, always shunned by the light, and to trick it, you always had to hide your face. You may have constantly needed a mask to hide who you are or some of your features. Nevertheless, the mask is who you are and an actual part of you.
Level 3 · The Masquerade
When you reach 3rd level, the nature of your inspirational magic fuses with your mask and its identity. You can craft special masks that enhance your abilities. Choose two of the following options: Diabolica, Angelico, Fiabesca, Umano.
You can assume the form of a creature that you have seen before related to the mask you chose. For example, you can turn into an Imp if you choose Diabolica. It can be a creature that has a maximum of CR 1 (It will increase to 3 at later levels). Only your Intelligence score, memories, and alignment stay the same. Aside from these, all of your statistics change to the chosen creature.
Stronger Effects: If an ability refers to a DC, it uses your spell save DC instead of the creature's.
Many stat blocks that College of the Masquerade Bards can use are in the SRD 5.1 and in the Bestiary chapter of this book. The suitable stat blocks presented in this setting guide are listed here:
- Fiend: L'anima Vuota, Hollow Skin (CR 1/8); Red Hand of Mammon (CR 1/4); Il Rosso, The Crimson Fiend (CR 1/2); Il Caduto, The Fallen Demon (CR 2)
- Fey: Vivo, Bright Fairy (CR 1/4); Arcobaleno, The Rainbow Fairy (CR 1/2)
- Celestial: Angelo, The Fated One (CR 1/4), Angelo, The Hidden One (CR 1), Angelo The Radiant One (CR 1)
When you transform, you also assume the creature's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in a creature's form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your creature form. If the creature can cast spells, however, you can cast those spells within the limitations stated before. Additionally, you can't concentrate on spells that you've cast before turning. You don't retain your other class abilities, other than Bardic Inspiration, or other racial abilities.
You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
You can use a mask's shapeshifting ability a number of times equal to your proficiency bonus, and you regain the ability to do so when you finish a long rest. If you have no uses left, you can expend a spell slot of 2nd level or higher to gain another use (no action required).
If the chosen forms have any weapons or armor, they are created by the mask's magic as well and disappear after the time is over.
You can use the mask's ability to turn into a creature using a bonus action on your turn.
Lending the Mask: You can lend your mask to another humanoid. The humanoid must not have a negative Charisma modifier, and you must also spend a Bardic Inspiration die for that humanoid to be able to use the mask.
If any of the masks are destroyed, you can spend 1 hour (can be implemented in a short rest) and use specific dye and wood in the process to create a new one.
Maschera Diabolica
You can choose to put on a mask resembling the depths of hell and their vicious guardians. You can assume the form of a fiend for 10 minutes.
In addition, you have resistance to fire damage when you put on the mask and in your original form.
Maschera Angelico
You choose to put on a mask resembling the fields of Elysium, green gardens above and silk-like wings of the angels depicted in the most beautiful canvases. You can assume the form of a celestial for 10 minutes.
In addition you can cast the sacred flame cantrip when you put on the mask and in your original form.
Maschera Fiabesco
You choose to put on a mask that would make those beholding you feel like they are in an enchanted forest, speaking to the Fairy Queen herself. You can assume the form of a fey for 10 minutes.
In addition, you are immune to being charmed when you put on the mask and in your original form.
Maschera Umano
You choose to put on a mask that would resemble the creature with the most potential: a humanoid. You can assume your new form for 10 minutes.
In addition, whenever you put on the mask for the first time in a day, you choose a skill, or tool, and gain proficiency in it.
Level 6 · The Hidden Power
Your maximum CR for the masks becomes 3.
Each mask is more powerful now and gains new benefits when you put them on while in your original form.
Diabolica: You can see in magical darkness (120 ft.) as if it were daylight.
Angelico: All of your attacks deal an additional 1d6 radiant damage..
Fiabesco: You can use your bonus action to cast misty step without the use of a spell slot. You can use this feature a number of times equal to your Charisma modifier and regain expended uses when you finish a long rest.
Umano: You gain Expertise in a skill you are proficient in. If you already have Expertise in that skill from another source, you can't use it again.
Level 14 · Masked Potential Unleashed
Once you reach 14th level, your bond with your mask and its form reaches its epitome. Your time in a creature form is extended to 1 hour.
In addition, your masks are at their absolute power.
Diabolica: You are immune to fire and cold damage.
Angelico: You understand when you hear a lie.
Fiabesco: Instead of casting misty step, you can expend one use of it as a bonus action and choose a creature within 60 ft. of you to swap places with. The creature must succeed on a Charisma saving throw against your spell save DC or they swap places with you. A creature can choose to fail this saving throw, such as an ally.
Umano: While wearing it, you are proficient with a saving throw of your choice. You can choose a new one when you finish a long rest.