BARD 5E CLASS LIST: What Every Player Must Know

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Bard 5e

Bard 5e is a dungeon and dragon master of song  as well as speech and the magic they perform and carried with them. According to 5e bard the multiversity was spoken into existence that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos.

Detailed Class of Bard 5e

The bard hums as she make effort to trace her fingers over an ancient monument in an aged long and forgotten ruin, a half-elf in rugged leathers finds knowledge springing into her mind, she conjured forth by the magic of her song and knowledge of the people who constructed the monument and the mythic saga it depicts.

As the stern warrior in human nature and form bangs his sword rhythmically against his scale mail, thus stirring a war atmosphere and setting the tempo for his war chant and praising his companions to bravery and heroism. The magic of the warriors song is powerful and wired to fortifies and emboldens them.

She laughed at the warrior as she tunes her cittern; she gloomily weaves her subtle magic over the the gathering knights and nobles, and ensuring that her companions’ words will be well received.

Either the scholar, the Skald, or Scoundrel, a bard only weaves magic through speech or words and music in order to  inspire the allies, as well demoralize foes, thus manipulate the minds,  by create illusions, and heal wounds.

The Bard Dnd Class Features

Bard 5e

Hit Points

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

Starting Proficiencies

As player you will be proficient with the following items, this is added  to any Proficiencies provided by your race or background.

Armor: Light Armor

Weapons: Simple Weapons, hand crossbows, longswords, rapiers, shortswords

Tools: three Musical Instruments of your choice

Saving Throws: Dexterity, Charisma

Skills: Choose any three.

Starting Equipment

Here are the starting items, hence you will with the following items, including anything been provided by your race or background.

  • (a) a Rapier, (b) a Longsword, or (c) any simple weapon
  • (a) a Diplomat’s Pack or (b) an Entertainer’s Pack
  • (a) a lute or (b) any other musical instrument
  • Leather Armor, and a Dagger

Bard 5e Music and Magic

If you are lovers D&D, you will understand that in the world of Dungeon and Dragon, words, speech and music are not just a mere vibrations of air, but are vocalizations of power on their own. As we mentioned earlier, the Bard 5e is a dungeon and dragon master of song  as well as speech and the magic they perform and carried with them.

According to 5e bard the multiversity was spoken into existence that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos.The music of bards is an attempt to snatch and harness those echoes, subtly woven into their spells and powers.

One of the greatest and notable strength possessed by bards is their sheer versatility. Thought so many of the D&D bards will always prefer to stick to the sidelines in combat, using their magic to inspire their colleagues and prevent their enemies from a distance.

However, the bards are capable and strong enough to defend themselves in melee if necessary, using their magic to bolster their swords and armor.

The bard spells 5e is more of charms and illusions rather than blatant a destructive spells. Bards  have a vast  knowledge of many creatures, topics, subjects and a natural aptitude that let them perform excellently well in  almost anything well.

In fact bards have virtually become masters of the talents they set their minds to perfect, from speech, wording, musical performance to esoteric knowledge.

What I have Learnt From Experience

From experience I have noticed that true bards are not common in the world. You should, note that, every minstrel singing in a tavern or jester cavorting in a royal court is a bard. To discover a hidden magic in music, may require a very articulated study and some measure of natural talent that most of the troubadours and jongleurs do not have.

 Most often,  It may pose some difficulty in spotting out the  difference between these performers and true bards, however its not impossible but just a little hard work and you will be good to go.

Bards spent their lives wandering the whole land gathering lore, telling stories, and living on the appreciation of audiences, much like every entertainer out there. However, an in-depth of knowledge, of a top level of musical skill, and a touch of magic set bards apart from their fellows zombies.

The bards hardly settle in one place for long period of time,  due to their natural zeal to travel to find new stories to tell, new skills to learn, and new discoveries beyond the horizon—makes an adventuring career a natural calling.

For every adventure embark by a bard is an opportunity to learn, practice a variety of skills, enter long-forgotten tombs, discover lost works of magic, decipher old tomes, travel to new places, or encounter exotic creatures. Bards love to accompany heroes to witness their deeds firsthand.

For a bard to earn more popularity among other bards, will come from its ability to tell inspiring stories from its personal experience.  Indeed,  telling so many stories about heroes accomplishing mighty deeds, many bards take these themes to heart and assume heroic roles themselves.

Bard Class Guide for Dungeons and Dragons 5e

How to Create a Bard

Bards are known to thrive on telling stories, never minding whether the stories are true or not. So for this reason, your character’s background and motivations are not as important as the stories that he or she tells about them.

Maybe  you had a well guided and sound childhood. There’s no good story to be told about that, so you might paint yourself as an orphan raised by a hag in a dismal swamp. Or your childhood might be worthy of a story. Some bards acquire their magical music through extraordinary means, including the inspiration of fey or other supernatural creatures.

Did you complete an apprenticeship, learning from a mentor and standing in the footsteps of a more seasoned bard until you were able to go it alone? Or did you go to a college where you learned bardic lore and put your musical skills to the test?

Perhaps you were a teenage runaway or orphan who was befriended and mentored by a roaming bard. Alternatively, you may have been a spoiled noble kid who was tutored by a master. Perhaps you fell into the clutches of a hag and made a deal for a musical gift in exchange for your life and freedom, but at what price?

Fast Bard Build

So  just follow this suggestions to to create a bard quickly with ease.

  • First, Charisma should be your highest ability score, followed by Dexterity.
  • Second, choose the entertainer background.
  • Third, choose the dancing lights and vicious mockery cantrips, along with the following 1st-level spells: charm person, detect magic, healing word, and thunderwave.

The Bard Table

LevelProficiency
Bonus
Features Cantrips 
 Known 
 Spells 
 Known 
—Spell Slots per Spell Level—
1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Bardic Inspiration (d6)242
2nd+2Jack of All Trades, Song of Rest (d6)253
3rd+2Bard College, Expertise2642
4th+2Ability Score Improvement3743
5th+3Bardic Inspiration (d8), Font of Inspiration38432
6th+3Countercharm, Bard College Feature39433
7th+33104331
8th+3Ability Score Improvement3114332
9th+4Song of Rest (d8)31243331
10th+4Bardic Inspiration (d10), Expertise, Magical Secrets41443332
11th+4415433321
12th+4Ability Score Improvement415433321
13th+5Song of Rest (d10)4164333211
14th+5Magical Secrets, Bard College Feature4184333211
15th+5Bardic Inspiration (d12)41943332111
16th+5Ability Score Improvement41943332111
17th+6Song of Rest (d12)420433321111
18th+6Magical Secrets422433331111
19th+6Ability Score Improvement422433332111
20th+6Superior Inspiration422433332211

Bardic Inspiration 5e

Bardic Inspiration is a powerful ability that all bards get at Level 1 in D&D 5e.

With Bardic Inspiration, every bard can use a bonus action to give a Bardic Inspiration die to another creature, or most often another character in the party. A player with a bardic inspiration die can spend that die by rolling it to add the result to an ability check, attack roll, or saving throw (basically any D20 roll).

Here is what the dungeon and dragon players handbook says about bardic inspiration 5e

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 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.

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. 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.

Spell save DC = 8 + your Proficiency Bonus + your Charisma modifier

Spell Attack modifier = your Proficiency Bonus + your Charisma modifier

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 (see “Equipment”) as a Spellcasting Focus for your Bard Spells.

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 by spending Hit Dice at the end of the Short Rest, 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, such as the College of Lore. Your choice grants you features at 3rd Level and again at 6th and 14th level.

Bard 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.

College of Lore

Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound.

When the applause dies down, the audience Members might find themselves questioning everything they held to be true, from their faith in the Priesthood of the local Temple to their loyalty to the king.

The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or Advisor knows that the bard would rather be honest than politic.

The college’s Members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, 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.

Bonus Proficiencies

When you join the College of Lore at 3rd Level, you gain proficiency with three Skills of your choice.

Cutting Words

Also 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 of you makes an Attack roll, an ability check, or a damage roll, you can use your Reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll.

You can choose to use this feature after the creature makes its roll, but before the GM 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’t hear you or if it’s immune to being Charmed.

Additional Magical Secrets

At 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’t count against the number of Bard Spells you know.

Peerless Skill

Starting 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 GM tells you whether you succeed or fail.

Attributes of Bard 5e

Hit Die d8
Spellcasting Ability Charisma
Starting Gold 5d4 x 10
Subclass Name Bard College
Suggested Abilities Charisma, Dexterity

College of Spirits (UA)

THIS IS PLAYTEST CONTENT

The material here is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by full game design and editing. They aren’t officially part of the game and aren’t permitted in D&D Adventurers League events. If this material is made official, it will be refined based on your feedback, and then it will appear in a D&D product that you can unlock on DDB.

If this material is not made official, it will be removed from DDB following the playtest period and you will need to replace it with another option.

Stories of the past are powerful; they hold lessons of history, philosophy, and magic. Bards of the College of Spirits seek the stories of those from beyond the material plane. Using gaming sets, they reach out to hear their stories, but the bards have no control over what story they find.

Guiding Whispers

3rd-level College of Spirits

You can reach out to spirits to guide you and others. You learn the guidance cantrip, which doesn’t count against the number of bard cantrips you know. For you, it has a range of 60 feet when you cast it.

Spiritual Focus

3rd- and 6th-level College of Spirits feature

Your practice of contacting spirits can employ special tools. You can use the following objects as a spellcasting focus for your bard spells: a candle, a crystal ball, a talking board, a tarokka deck, or a skull.

At 6th level, when you cast a bard spell that deals damage or restores hit points through the Spiritual Focus, roll a d6, and you gain a bonus to one roll of the spell equal to the number rolled.

Tales from Beyond

3rd-level College of Spirits feature

You reach out to spirits who tell their tales through you. While you are holding your Spiritual Focus, you can use a bonus action to expend one use of your Bardic Inspiration and roll on the Spirits’ Tales table using your Bardic Inspiration die to determine the tale told. You retain the tale in mind until you bestow the tale’s effect or you finish a short or long rest.

You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the target of the tale’s effect. Once you do so, you can’t bestow the tale’s effect again until you roll it again.

You can retain only one of these tales in mind at a time, and rolling on the Spirits’ Tales table immediately ends the effect of the previous tale. If the tale requires a saving throw, the DC equals your spell save DC.

1 Beast. You recite the tale of a clever animal. For 1 minute, the target has advantage on Wisdom (Perception) checks and advantage on attack rolls against a creature if another enemy is within 5 feet of it, and that enemy isn’t incapacitated.
2 Warrior. You recount the story of a renowned duelist. Make a melee spell attack against the target as an attacking spectral warrior briefly appears in an unoccupied space within 5 feet of the target before vanishing. On a hit, the target takes force damage equal to two rolls of your Bardic Inspiration die + your Charisma modifier
3 Friends. You recite the tale of friends who found each other in the afterlife. The target and another creature of its choice it can see within 5 feet of it regains hit points equal to a roll of your Bardic Inspiration die + your Charisma modifier.
4 Runaway. You tell the tale of an adventurer that could escape an confinement. The target can immediately use its reaction to teleport up to 30 feet to an unoccupied space it can see. When the target teleports, it can choose a number of creatures it can see within 30 feet of it up to your Charisma modifier (minimum of 1) to immediately use the same reaction.
5 Avenger. You recount the tale of an avenging knight. For 1 minute, whenever a creature the target can see within 30 feet of it is damaged by a creature, the target can use its reaction to deal force damage equal to a roll of your Bardic Inspiration die to the attacker.
6 Hero. You speak the tale of an epic hero. Choose a creature you can see within 30 feet of you. The target gains temporary hit points equal to a roll of your Bardic Inspiration die + your bard level. While it has these temporary hit points, the target’s walking speed increases by 10 feet.
7 Fey. You recount the tale of a mischievous fey. The target must succeed on a Wisdom saving throw or become charmed by you until the end of its next turn. The charmed target must use its action to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no other creature.
8 Dark Spirit. You speak a dreadful tale of a slayer in the dark. The target becomes invisible until the end of its next turn or until it hits a creature with an attack. If it hits a creature with an attack during this invisibility, that creature takes necrotic damage equal to a roll of your Bardic Inspiration die and is frightened of the target until the end of its next turn
9 Giant. You speak of the deeds of a mighty giant. Each creature of the target’s choice it can see within 30 feet of it must make a Strength saving throw, taking force damage equal to two rolls of your Bardic Inspiration die on a failed save and is knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.
10 Dragon. You breathe a poem of a wrathful dragon. The target magically spews fire from their mouth in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking fire damage equal to three rolls of your Bardic Inspiration die on a failed save, or half as much damage on a successful one
11 Celestial. You speak of the exalted deeds of a celestial. The target regains hit points equal to two rolls of your Bardic Inspiration die + your bard level, and you end one disease or a condition from the following list affecting the target: blinded, deafened, paralyzed, petrified, or poisoned.
12 Unknown. You utter an incomprehensible fable from a being beyond the stars. Choose a creature you can see within 30 feet of you. The target must succeed on an Intelligence saving throw or take psychic damage equal to three rolls of your Bardic Inspiration die, and the target is unable to speak any language for 1 minute.

Spirit Session

6th-level College of Spirits feature

You can channel spirits to gain insights into magic. You can conduct an hour-long ritual channeling spirits (which can be done during a short or long rest) using your Spiritual Focus.

You can conduct the ritual with a number of creatures equal to your proficiency bonus (including yourself). At the end of the ritual, you temporarily learn one spell of your choice from any class.

The spell you choose must be of a level equal to the number of creatures that conducted the ritual or less, the spell must of a level you can cast, and it must be in the school of divination or necromancy. The chosen spell counts as a bard spell for you but doesn’t count against the number of bard spells you know.

Once you perform the ritual, you can’t do so again until you start a long rest, and you know the chosen spell until you start a long rest.

Spiritual Focus

3rd- and 6th-level College of Spirits feature

Your practice of contacting spirits can employ special tools. You can use the following objects as a spellcasting focus for your bard spells: a candle, a crystal ball, a talking board, a tarokka deck, or a skull.

At 6th level, when you cast a bard spell that deals damage or restores hit points through the Spiritual Focus, roll a d6, and you gain a bonus to one roll of the spell equal to the number rolled.

Mystical Connection

14th-level College of Spirits feature

Your connection to spirits has become semi-permanent. Whenever you use your Tales from Beyond feature, you can roll a d6 and use it instead of expending a Bardic Inspiration die. You still use your Bardic Inspiration die for the tale’s effect, without expending it.

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