Bard

Subclasses:

An Inspiring Performer of Music, Dance, and Magic

Core Bard Traits

Primary Ability

Charisma

Hit Point Die

D8 per Bard level

Saving Throw Proficiencies

Dexterity and Charisma

Skill Proficiencies

Choose any 3 skills

Weapon Proficiencies

Simple weapons, Hand Crossbow, Longsword, Rapier, and Shortsword

Tool Proficiencies

Choose 3 Musical Instruments

Armor Training

Light armor

Starting Equipment

Choose A or B: (A) Leather Armor, 2 Daggers, Musical Instrument of your choice, Entertainer's Pack, and 19gp; or (B) 90gp

Invoking magic through music, dance, and verse, Bards are expert at inspiring others, soothing hurts, disheartening foes, and creating illusions. Bards believe the multiverse was spoken into existence and that remnants of its Words of Creation still resound and glimmer on every plane of existence. Bardic magic attempts to harness those words, which transcend any language.

Anything can inspire a new song or tale, so Bards are fascinated by almost everything. They become masters of many things, including performing music, working magic, and making jests.

A Bard's life is spent traveling, gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer. But Bards' depth of knowledge and mastery of magic sets them apart.

Becoming a Bard ...

As a Level 1 Character

As a Multiclass Character

Bard
Level Proficiency Bonus Features Inspiration Die Cantrips Known Max Prepared Spells --Spell Slots per Spell Level--
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +2 Spellcasting, Bardic Inspiration d6 2 4 2 0 0 0 0 0 0 0 0
2 +2 Jack of All Trades, Magical Inspiration, Expertise d6 2 5 3 0 0 0 0 0 0 0 0
3 +2 d6 2 6 4 2 0 0 0 0 0 0 0
4 +2 Ability Score Improvement d6 3 7 4 3 0 0 0 0 0 0 0
5 +3 Font of Inspiration d8 3 9 4 3 2 0 0 0 0 0 0
6 +3 Countercharm d8 3 10 4 3 3 0 0 0 0 0 0
7 +3 d8 3 11 4 3 3 1 0 0 0 0 0
8 +3 Ability Score Improvement d8 3 12 4 3 3 2 0 0 0 0 0
9 +4 d8 3 14 4 3 3 3 1 0 0 0 0
10 +4 Magical Secrets (10th Level)* d10 4 15 4 3 3 3 2 0 0 0 0
11 +4 d10 4 16 4 3 3 3 2 1 0 0 0
12 +4 Ability Score Improvement d10 4 16 4 3 3 3 2 1 0 0 0
13 +5 d10 4 17 4 3 3 3 2 1 1 0 0
14 +5 Magical Secrets (14th Level)* d10 4 17 4 3 3 3 2 1 1 0 0
15 +5 d12 4 18 4 3 3 3 2 1 1 1 0
16 +5 Ability Score Improvement d12 4 18 4 3 3 3 2 1 1 1 0
17 +6 d12 4 19 4 3 3 3 2 1 1 1 1
18 +6 Magical Secrets (18th Level)*, Superior Inspiration d12 4 20 4 3 3 3 3 1 1 1 1
19 +6 Ability Score Improvement d12 4 21 4 3 3 3 3 2 1 1 1
20 +6 Magical Secrets (20th Level)*, Words of Creation d12 4 22 4 3 3 3 3 2 2 1 1

Class Features

Level 1: Spellcasting

You have learned to cast spells through your bardic arts. See the rules on spellcasting. The information below details how you use those rules with Bard spells, which appear in the Bard spell list.

Cantrips. You know two cantrips of your choice from the bard spell list. 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 Bard spell list.

When you reach Bard levels 4 and 10, you learn another cantrip of your choice from the Bard spell list, 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 spell 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 bard spell list. 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 Bard spells until the number of spells on your list matches the number in that 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, chosen from the Bard spell list.

If another Bard feature gives you spells that you always have prepared, those spells don't coutn against the number of spells you can prepare with this feature, but those spells otherwise coutn as Bard spells for you.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Bard spells 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.

College Spells. Each college has a list of spells - its college spells - that you gain at the Bard levels noted in the college description. These spells are not found on the Bard spell list and thus further help express your college of choice. Once you gain a college spell, it is always available to you to be prepared each day.

Level 1: Bardic Inspiration

You can supernaturally inspire others through stirring words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which starts as a d6 (currently, @scale.bard.inspiration.die).

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.

Foundry Note

This feature includes an Active Effect for tracking when a character has Bardic Inspiration to use.

Recovery is set to long rest (for levels before Font of Inspiration is gained). Please manually adjust as required.

Level 2: 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 an Athletics check and lack Athletics proficiency, you can add half your Proficiency Bonus to the check.

Level 2: Magical Inspiration

If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is expended.

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.

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.

Foundry Note

You must update the Bardic Inspiration feature on your sheet to refresh on Short Rest as it defaults to Long rest.

The Recharge with Spell Slot activity will expend a spell slot and grant another use of Bardic Inspiration.

Level 6: Countercharm

You can use musical notes or words of power to disrupt mind-influencing effects. If you or a creature within 60 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 10: Magical Secrets (10th Level)*

You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class's spell list, 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, you always have them prepared, and they do not count against the number of spells you can prepare each day.

Level 14: Magical Secrets (14th Level)*

Yyou have continued to plunder magical knowledge from a wide spectrum of disciplines. Choose two spells from any class's spell list, 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, you always have them prepared, and they do not count against the number of spells you can prepare each day.

Level 18: Magical Secrets (18th Level)*

You have continued to plunder magical knowledge from a wide spectrum of disciplines. Choose two spells from any class's spell list, 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, you always have them prepared, and they do not count against the number of spells you can prepare each day.

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.

When a creature uses your Bardic Inspiration, they may roll the die twice and take the better result.

Level 20: Magical Secrets (20th Level)*

You have mastered plundering magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, 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, you always have them prepared, and they do not count against the number of spells you can prepare each day.

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.

Subclasses

College of Creation

Bards believe the cosmos is a work of art - the creation of the first dragons and gods. That creative work included harmonies that continue to resound through existence today, a power known as the Song of Creation. The bards of the College of Creation draw on that primeval song through dance, music, and poetry, and their teachers share this lesson: "Before the sun and the moon, there was the Song, and its music awoke the first dawn. Its melodies so delighted the stones and trees that some of them gained a voice of their own. And now they sing too. Learn the Song, students, and you too can teach the mountains to sing and dance."

Dwarves and gnomes often encourage their bards to become students of the Song of Creation. And among dragonborn, the Song of Creation is revered, for legends portray Bahamut and Tiamat - the greatest of dragons - as two of the song's first singers.

Level Features
3 College of Creation Spells, Mote of Potential, Performance of Creation
6 Animating Performance
14 Creative Crescendo

Level 3: College of Creation Spells

Your study of the countless tales of creation, origin and genesis allows you to learn spells that make your songs and dance bring form to the shapeless. You can prepare these spells when you are the appropriate Bard level.

Spell LevelSpells
1stAlarm, Floating Disk
2ndFind Traps, Spiritual Weapon
3rdCreate Food and Water, Meld into Stone
4thFabricate, Secret Chest
5thCreation, Passwall

Level 3: Mote of Potential

Whenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of potential, which orbits within 5 feet of that creature. The mote is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. The mote looks like a musical note, a star, a flower, or another symbol of art or life that you choose.

When the creature uses the Bardic Inspiration die, the mote provides an additional effect based on whether the die benefits an ability check, an attack roll, or a saving throw, as detailed below:

Ability Check. When the creature rolls the Bardic Inspiration die to add it to an ability check, the creature can roll the Bardic Inspiration die again and choose which roll to use, as the mote pops and emits colorful, harmless sparks for a moment.

Attack Roll. Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll against a target, the mote thunderously shatters. The target and each creature of your choice that you can see within 5 feet of it have Disadvantage on the next ability check or attack roll they make before the end of your next turn.

Saving Throw. Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw, the mote vanishes with the sound of soft music, causing the creature to gain Temporary Hit Points equal to the number rolled on the Bardic Inspiration die plus your Charisma modifier (minimum of 1 Temporary Hit Point).

Level 3: Performance of Creation

As a Magic action, you can channel the magic of the Song of Creation to create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item cannot be more than 20 times your Bard level, and the item must be Medium or smaller. The item glimmers softly, and a creature can faintly hear music when touching it. The created item disappears after a number of hours equal to your Proficiency Bonus. For examples of items you can create, see the equipment chapter of the Player's Handbook (but DMs should reward creativity).

Once you create an item with this feature, you cannot do so again until you finish a Long Rest, unless you expend a level 2+ spell slot to use this feature again. You can have only one item created by this feature at a time; if you use this action and already have an item from this feature, the first one immediately vanishes.

The size of the item you can create with this feature increases by one size category when you reach Bard level 6 (Large) and 14 (Huge).

Level 6: Animating Performance

As a Magic action, you can animate one Large, medium, or smaller nonmagical item within 30 feet of you that is not being worn or carried. The animate item uses the Dancing Item stat block, which uses your Proficiency Bonus (PB). The item is friendly to you and your companions and obeys your commands. It lives for 1 hour, until it is reduced to 0 hit points, or until you die.

In combat, the item acts during your turn. It can move and use its Reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a Bonus Action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you have the Incapacitated condition, the item can take any action of its choice, not just Dodge.

If the Mending cantrip is cast on the item, it regains Hit Points equal to your Bard level.

When you use your Bardic Inspiration feature, you can command the item as part of the same Bonus Action you use for Bardic Inspiration. Once you animate an item with this feature, you cannot do so again until you finish a Long Rest, unless you expend a level 3+ spell slot (no action required) to use this feature again. You can have only one item animated by this feature at a time; if you use this action and already have a Dancing Item from this feature, the first one immediately becomes inanimate.

Level 14: Creative Crescendo

When you use your Performance of Creation feature, you can create more than one item at once. The number of items equals your Charisma modifier (minimum of two items). If you create an item that would exceed that number, you choose which of the previously created items disappears. Only one of these items can be of the maximum size you can create; Small or Tiny.

You are no longer limited by gp value when creating items with Performance of Creation.

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 Features
3 Unarmed Strike, Dazzling Footwork, College of Dance Spells
6 Inspiring Movement, Tandem Footwork
14 Leading Evasion

Level 3: Unarmed Strike

You can use Dexterity instead of Strength for the attack rolls of your Unarmed Strikes. When you deal damage with an Unarmed Strike, you can deal Bludgeoning damage equal to a roll of your Bardic Inspiration die plus your Dexterity modifier, instead of the strike's normal damage. This roll doesn't expend the die.

Level 3: Dazzling Footwork

While you aren't wearing armor or wielding a Shield, you gain the following benefits.

Dance Virtuoso. You have Advantage on any Performance check you make that involves you dancing.

Unarmored Defense. Your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.

Agile Strikes. When you expend a use of your Bardic Inspiration as part of an action, Bonus Action, or a Reaction, you can make one Unarmed Strike as part of that action, Bonus Action, or Reaction.

Bardic Damage. You can use Dexterity instead of Strength for the attack rolls of your Unarmed Strikes. When you deal damage with an Unarmed Strike, you can deal Bludgeoning damage equal to a roll of your Bardic Inspiration die plus your Dexterity modifier, instead of the strike's normal damage. This roll doesn't expend the die.

Level 3: College of Dance Spells

Your mastery of movement and dance allows you to learn spells that embellish your flow across the battlefield. You can prepare these spells when you are the appropriate bard level.

Spell LevelSpells
1stJump, Zephyr Strike
2ndBlur, Spider Climb
3rdHaste, Thunder Step
4thDominate Beast, Stoneskin
5thArcane Hand, Far Step

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 (currently @attributes.movement.walk). 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.

Foundry Note

Using this feature will consume a usage of your Bardic Inspiration.

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 the 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 ahve the Incapacitated condition.

College of Eloquence

Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more persuasive than facts. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to appeal to the emotions of audiences.

Level Features
3 College of Eloquence Spells, Silver Tongue, Unsettling Words
6 Unfailing Inspiration, Universal Speech
14 Infectious Inspiration

Level 3: College of Eloquence Spells

Your study of the art of oration allows you to learn spells that increase your combat ability. You can prepare these spells when you are the appropriate Bard level.

Spell LevelSpells
1stCompelled Duel, Mage Armor
2ndAugury, Arcanist's Magic Aura
3rdRemove Curse, Revivify
4thAura of Purity, Dominate Beast
5thCommune, Contact Other Plane

Level 3: Silver Tongue

You are a master at saying the right thing at the right time. When you make a Persuasion or Deception check, you can treat a d20 roll of 9 or lower as a 10.

Level 3: Unsettling Words

You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a Bonus Action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.

Level 6: Unfailing Inspiration

Your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to a D20 Test and the roll fails, the creature can keep the Bardic Inspiration die.

Level 6: Universal Speech

You have gained the ability to make your speech intelligible to any creature. As a Magic action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.

Once you use this feature, you cannot use it again until you finish a Long Rest, unless you expend a spell slot to use it again.

Level 14: Infectious Inspiration

When you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to a D20 Test and the roll succeeds, you can take a Reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses.

You can use this Reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

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 Features
3 College of Glamour Spells, Enthralling Performance, Mantle of Inspiration
6 Mantle of Majesty
14 Unbreakable Majesty

Level 3: College of Glamour Spells

Your study of the art of delight and captivation allows you to learn spells that increase your impact on other's minds. You can prepare these spells when you are the appropriate Bard level.

Spell LevelSpells
1stExpeditious Retreat, Sanctuary
2ndBlur, Misty Step
3rdBlink, Protection from Energy
4thBanishment, Dominate Beast
5thAntilife Shell, Contact Other Plane

Level 3: Enthralling Performance

You can charge your performance with seductive, fey 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 a number of hours equal to your Charisma modifier (minimum of 1), if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.

If a target succeeds on its saving throw, the target has no hint that you tried to charm it.

You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Level 3: Mantle of Inspiration

You can weave fey magic into a song or dance to fill others with vigor. As a Bonus Action, you can expend a use of your Bardic Inspiration, rolling a Bardic Inspiration die. When you do so, choose a number of creatures within 60 feet of yourself, up to a number equal to your Charisma modifier (minimum of one creature, currently @abilities.cha.mod). Each of those creatures gains a number of Temporary Hit Points equal to two times the number rolled on the Bardic Inspiration die, and then each can take a Reaction to move up to its Speed without provoking Opportunity Attacks.

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).

Foundry Note

The Restore with Spell Slot activity grants an additional use of this feature.

The spells are automatically added to your sheet as Always Prepared.

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.

You can use this feature a number of times equal to your Charisma modifier (minimum of 1), and you regain all expended uses when you finish a Long Rest.

Foundry Note

The Majestic Presence activity includes an Active Effect for tracking your presence and a Saving Throw.

The Save activity includes a saving throw for simply sending the save to chat if you need to post it again without expending a use of this feature.

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 Features
3 Bonus Proficiencies, Cutting Words, College of Lore Spells
6 Additional Magical Secrets
14 Peerless Skill

Level 3: Bonus Proficiencies

You gain proficiency with three skills of your choice.

Level 3: Cutting Words

You learn to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of yourself makes a damage roll or succeeds on an ability check or attack roll, you can take a Reaction to expend one use of your Bardic Inspiration; roll your Bardic Inspiration die, and subtract the number rolled from the creature's roll, reducing the damage or potentially turning the success into a failure.

Level 3: College of Lore Spells

Your study of the bits of knowledge, wives' tales, and forgotten stories allows you to learn spells that increase your preparation for the unknown. You can prepare these spells when you are the appropriate Bard level.

Spell LevelSpells
1stDetect Evil and Good, Protection from Evil and Good
2ndArcanist's Magic Aura, Rope Trick
3rdMagic Circle, Protection from Energy
4thBanishment, Divination
5thCommune, Commune with Nature

Level 6: Additional Magical Secrets

You learn two spells of your choice. These spells can come from any spell list. A spell you choose must be of a cantrip or a spell for which you have spell slots, as shown in the Bard Features table.

The chosen spells count as Bard spells, you always have them prepared, and they do not count against the number of spells you can prepare each day.

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 Spirits

Bards of the College of Spirits seek tales with inherent power - be they legends, histories, or fictions - and bring their subjects to life. Using occult trappings, these bards conjure spiritual embodiments of powerful forces to change the world once more. Such spirits are capricious, though, and what a bard summons isn't always entirely under their control.

Level Features
3 College of Spirits Spells, Guiding Whispers, Spiritual Focus, Tales from Beyond
6 Spiritual Session
14 Mystical Connections

Level 3: College of Spirits Spells

Your study of spirits and the occult allows you to learn spells that bring the powers of the spirits to bare. You can prepare these spells when you are the appropriate Bard level.

Spell LevelSpells
1stDetect Evil and Good, Protection from Evil and Good
2ndAugury, Pass without Trace
3rdRemove Curse, Protection from Energy
4thBanishment, Death Ward
5thContact Other Plane, Dispel Evil and Good

Level 3: Guiding Whispers

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

Foundry Note

When you select this subclass, the Guidance cantrip will be added. You will need to update the casting range on the spell manually.

Level 3: Spiritual Focus

You employ tools, that aid you in channeling spirits, be they historical figures or fictional archetypes. You can use the following objects as a Spellcasting Focus for your Bard spells: a candle, crystal ball, skull, spirit board, or tarokka deck.

At Bard level 6, when you cast a Bard spell that deals damage or restores Hit Points through the Spiritual Focus, roll a Bardic Inspiration die (without expending it), and you gain a bonus to one damage or healing roll of the spell equal to the number rolled.

Level 3: Tales from Beyond

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 Spirit Tales table using your Bardic Inspiration die to determine the tale the spirits direct you to tell. 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 cannot 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 Spirit Tales table immediately ends the effect of the previous tale. If the tale requires a saving throw, the DC equals your spell save DC.

Level 6: Spiritual Session

Spirits provide you with supernatural insights. 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 willing creatures equal to your Proficiency Bonus (including yourself). This ritual does not interrupt a Short or Long Rest. 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 be 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 cannot do so again until you start a Short or Long Rest, and you know the chosen spell until you start a Long rest.

Level 14: Mystical Connections

You now have the ability to nudge the spirits of Tales toward certain tales. Whenever you roll on the Spirit Tales table, 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 ignore the number and choose any effect on the table.

College of Swords

Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.

Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade's talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks.

Blades who abandon their lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves' guilds or strike out on their own as adventurers.

Level Features
3 Blade Flourish, Martial Training, Fighting Style, College of Swords Spells, Defensive Flourish, Mobile Flourish, Slashing Flourish
6 Extra Attack, Blade Flourishes
14 Master's Flourish

Level 3: Blade Flourish

You learn to perform impressive displays of martial prowess and speed.

Whenever you take the Attack action on your turn, your 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.

Defensive Flourish

Mobile Flourish

Slashing Flourish

Level 3: Martial Training

You gain proficiency with Medium armor, the double-bladed scimitar, the longknife, and the scimitar.

If you are proficient with a simple or martial melee weapon, you can use it as a Spellcasting Focus for your Bard spells.

Level 3: Fighting Style

You have honed your martial prowess and gain a Fighting Style feat of your choice. Defense is recommended.

Whenever you gain a level in this class, you can replace the feat you chose with a different Fighting Style feat.

Level 3: College of Swords Spells

Your study of the blade allows you to learn spells blend magic with martial prowess. You can prepare these spells when you are the appropriate Bard level.

Spell LevelSpells
1stExpeditious Retreat, Hunter's Mark
2ndBlur, Magic Weapon
3rdCrusader's Mantle, Elemental Weapon
4thFire Shield, Stoneskin
5thBanishing Smite, Destructive Wave

Level 3: Defensive 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.

Level 3: Mobile 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 immediately move the creature 5 feet in a direction of your choice to an unoccupied space (this movement does not provoke attacks of opportunity) if the creature is no more than one size category larger than you. If this movement would force the creature into obviously dangerous ground, such as a fire or a pit, they must succeed a Strength saving throw (DC 8 plus your Proficiency Bonus plus your Charisma modifier) to not move instead. When you move the target in this way you can move 5 feet in the same direction as part of the attack without provoking Opportunity Attacks.

Alternatively, if the creature you hit is larger than you by more than one size category you can move 5 feet around the target to an unoccupied space without provoking Opportunity Attacks.

Level 3: Slashing 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 plus your Charimsa modifier (minimum of 1).

Level 6: Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Level 6: Blade Flourishes

You can use your Blade Flourishes without expending a use of your Bardic Inspiration a number of times equal to your Proficiency Bonus and regain any expended uses at the end of a long rest. At any point when you are out of uses of this feature, you can instead expend one of your uses of Bardic Inspiration per usual.

Level 14: Master's Flourish

Whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.

Your weapon attacks have their Critical Hit threshold expanded by one, and you can roll one additional Bardic Inspiration or d6 damage die (which ever was used for the attack) when determining the extra damage for a Critical Hit with an attack.

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. Such works tend to be based on well-known Moonshae myths such as the whimsy of fairy pranksters, the viciousness of the Beast, and the mysteries of the moonwells.

Level Features
3 College of the Moon Spells, Primal Lorist, Moonshae Folktales
6 Blessing of the Moonwells
14 Bolstered Folktales

Level 3: College of the Moon Spells

Your study of the moon allows you to learn spells that bring light to the darkness. You can prepare these spells when you are the appropriate Bard level.

College of the Moon Spells
Spell LevelSpells
1stDivine Favor, Guiding Bolt
2ndBlur, Vortex Warp
3rdCrusader's Mantle, Pulse Wave
4thResilient Sphere, Secret Chest
5thArcane Hand, Hallow

Level 3: Primal Lorist

You learn Druidic and one cantrip from the Druid spell list. It counts as a Bard spell for you but doesn't count against the number of cantrips you know.

Additionally, choose one of the following skills: Animal Handling, Insight, Medicine, Nature, Perception, or Survival. You have proficiency in that skill.

Level 3: Moonshae Folktales

As a Magic action, you can invoke the power of a folktale, imbuing yourself with primal magic until you use this feature again. When you use this feature, choose which of the following folktales you invoke; your choice gives you certain benefits while this magic is active.

Tale of Life. You invoke a tale of vitality and thriving earth. When you restore Hit Points to a creature with a spell, you can expend a Bardic Inspiration die and increase the amount of Hit Points restored by a number equal to a roll of the Bardic Inspiration die. You can do this only once per turn.

Tale of Gloam. You invoke a tale of mystery and secrets. When you use a Bonus Action to give a creature a Bardic Inspiration die, you can take the Disengage or Hide action as part of that Bonus Action.

Tale of Mirth. You invoke a tale of merriment and fey guile. When an enemy you can see within 60 feet of yourself succeeds on a saving throw, you can take a Reaction to expend a Bardic Inspiration die. The creature then must roll the Bardic Inspiration die and subtract the number rolled from the save's total, possibly causing the save to fail.

Foundry Note

This feature has activities for activating each Tale, which applies an Active Effect indicating which one is active.

The Life: Inspiration Heal activity can be used to expend a Bardic Inspiration and produce the appropriate healing effect.

The Mirth: Reaction activity can be used to expend a Bardic Inspiration and rolls the debuff.

Level 6: Blessing of the Moonwells

You always have the Moonbeam spell prepared.

As a Bonus Action, you can cast Moonbeam without expending a spell slot. When you cast it using this feature, you glow faintly while you maintain Concentration on the spell. 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 you regains 2d4 Hit Points.

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: Bolstered Folktales

The power of your Moonshae Folktales improves. When you use your Tale of Life or Tale of Mirth, you can roll 1d6 and use the number rolled in place of expending a Bardic Inspiration die, and when you use your Tale of Gloam, you can also teleport up to 30 feet to an unoccupied space you can see as part of that Bonus Action.

Foundry Note

This feature includes updated activities for Tale of Life and Tale of Mirth, and a new activity for the Tale of Gloam teleport.

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 Features
3 College of Valor Spells, Combat Inspiration, Martial Training
6 Extra Attack
14 Virtuoso of Battle

Level 3: College of Valor Spells

Your study of combat allows you to learn spells that increase your combat ability. You can prepare these spells when you are the appropriate Bard level.

Spell LevelSpells
1stCompelled Duel, Shield
2ndBlur, Magic Weapon
3rdConjure Barrage, Haste
4thDeath Ward, Fire Shield
5thDestructive Wave, Swift Quiver

Level 3: Combat Inspiration

You can use your wit to t urn the tide of battle. A creature that has a Bardic Inspiration die from you can can use it for one of the following effects.

Defense. When the creature is hit by an attack roll, that creature can take a Reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, potentially causing the attack to miss.

Offense. Immediately after the creature hits a target with an attack roll, the creature can roll the Bardic Inspiration die and add the number rolled to the attack's damage against the target.

Level 3: Martial Training

You gain proficiency with Martial weapons and training with Medium armor and Shields.

In addition, you can use a Simple or Martial weapon as a Spellcasting Focus to cast spells from your Bard spell list.

Foundry Note

You are automatically granted proficiency with Martial weapons and training with Medium armor and shields during advancement.

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: Virtuoso of Battle

After you cast a spell that has a casting time of an action, you can make one weapon attack as a Bonus Action.

Additionally, whenever you maintain Concentration on a Bard spell or spell from your Magical Secrets of level 1+ the first creature you hit on each turn with a weapon attack or Unarmed Strike takes extra damage equal to 1d6 + the spell's level. You roll an additional d6 for each spell slot level above 6 to a maximum of 4d6. The extra damage is the same type dealt by the weapon to the creature.

College of Whispers

Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.

Many other bards hate the College of Whispers, viewing it as a parasite that uses a bard's reputation to acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts and other settings of power.

Level Features
3 Words of Terror, College of Whispers Spells, Psychic Blades
6 Mantle of Whispers
14 Shadow Lore

Level 3: Words of Terror

You learn to infuse innocent-seeming words with an insidious magic that can inspire terror.

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 speech, 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 Frightened by you or another creature of your choice. The target is Frightened in this way for a number of hours equal to your Charisma modifier (minimum of 1), until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.

If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.

You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Level 3: College of Whispers Spells

Your study of infiltration and mystique help you to learn spells help you uncover secrets and dispatch threats. You can prepare these spells when you are the appropriate Bard level.

Spell LevelSpells
1stExpeditious Retreat, Hex
2ndMagic Weapon, Pass without Trace
3rdBlink, Elemental Weapon
4thDeath Ward, Stoneskin
5thAntilife Shell, Destructive Wave

Level 3: Psychic Blades

You gain the ability to make your weapon attacks magically toxic to a creature's mind.

When you hit a creature with a weapon attack or Unarmed Strike, You can expend one use of your Bardic Inspiration to cause the weapon to deal bonus Psychic damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. If the target takes any Psychic damage in this way they are also Poisoned until the end of your next turn. You can do so only once per turn.

If the creature is Blinded, Charmed, Deafened or Frightened then the bonus Psychic damage is a number of Bardic Inspiration die rolls equal to your Charisma modifier (minimum of 1).

At Bard level 6, you can do this a number of times equal to your Proficiency Bonus and regain any expended uses at the end of a Long Rest. At any point when you are out of uses of this feature, you can instead expend one of your uses of Bardic Inspiration per usual.

Level 6: Mantle of Whispers

You gain the ability to adopt a humanoid's persona. When a humanoid dies within 30 feet of you, you can take a Reaction to magically capture its shadow. You retain this shadow until you use it or you finish a Long Rest.

You 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 a number of hours equal to your Charisma modifier (minimum of 1) or until you end it as a Bonus Action.

While you are 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 does not include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.

Another creature can see through this disguise by succeeding on an Insight check that they make at Disadvantage contested by your Deception check that you make at Advantage.

Once you use this feature, you cannot use it again until you finish a Long Rest, unless you expend a level 2+ spell slot to use it again.

Level 14: Shadow Lore

You gain the ability to weave dark magic into your words and tap into a creature's deepest fears.

As a Bonus 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 does not know at least one language or if it cannot 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 a number of hours equal to twice your Charisma modifier (minimum of 2) 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.

The charmed creature obeys your commands for fear that you will reveal its secret. It will not 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.

When the effect ends, the creature has no understanding of why it held you in such fear.

Once you use this feature, you cannot use it again until you finish a Long Rest, unless you expend a level 4+ spell slot (no action required) to use this again.