\section{Bard}\label{bard}

Humming as she traces her fingers over an ancient monument ina
long-forgotten ruin, a half-elf in rugged leathers finds knowledge
springing into her mind, conjured forth by the magic of her
song---knowledge of the people who constructed the monument and the
mythic saga it depicts.

A stern human warrior bangs his sword rhythmically against his scale
mail, setting the tempo for his war chant and exhorting his companions
to bravery and heroism. The magic of his song fortifies and emboldens
them.

Laughing as she tunes her cittern, a gnome weaves her subtle magic over
the assembled nobles, ensuring that her companion s' word swill be well
received.

Whether scholar, skald, or scoundrel, a bard weaves magic through word
sand music to inspire allies, demoralize foes, manipulate minds, create
illusions, and even heal wounds.

\subsection{Background}\label{background}

\subsubsection{Music and Magic}\label{music-and-magic}

In the worlds of D\&D, word sand music are not just vibrations of air,
but vocalizations with power all their own. The bard is a master of
song, speech, and the magic they contain. Bards say that the multiverse
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. The
greatest strength of bards is their sheer versatility. Many bards prefer
to stick to the sidelines in combat, using their magic to inspire their
allies and hinder their foes from a distance. But bards are capable of
defending themselves in melee if necessary, using their magic to bolster
their sword sand armor. Their spells lean toward charm sand illusions
rather than blatantly destructive spells. They have a wide-ranging
knowledge of many subjects and a natural aptitude that lets them do
almost anything well. Bards become masters of the talents they set their
minds to perfecting, from musical performance to esoteric knowledge.

\subsubsection{Learning from Experience}\label{learning-from-experience}

True bards are not common in the world. Not every minstrel singing in a
tavern or jester cavorting ina royal court is a bard. Discovering the
magic hidden in music requires hard study and some measure of natural
talent that most troubadours and jongleurs lack. It can be hard to spot
the difference between these performers and true bards, though. A bard's
life is spent wandering across the land gathering lore, telling stories,
and living on the gratitude of audiences, much like any other
entertainer. But a depth of knowledge, a level of musical skill, and a
touch of magic set bards apart from their fellows. Only rarely do bards
settle in one place for long, and their natural desire to travel---to
find new tales to tell, new skills to learn, and new discoveries beyond
the horizon---makes an adventuring career a natural calling. Every
adventure is an opportunity to learn, practice a variety of skills,
enter long-forgotten tombs, discover lost works of magic, decipher old
tomes, travel to strange places, or encounter exotic creatures. Bards
love to accompany heroes to witness their deeds firsthand. A bard who
can tell an awe-inspiring story from personal experience earns renown
among other bards. Indeed, after telling so many stories about heroes
accomplishing mighty deeds, many bards take these themes to heart and
assume heroic roles themselves.

\subsubsection{Creating a Bard}\label{creating-a-bard}

Bards thrive on stories, whether those stories are true or not. Your
character's background and motivations are not as important as the
stories that he or she tells about them. Perhaps you had a secure and
mundane childhood. There's no good story to be told about that, so you
might paint yourself as an orphan raised by a hag ina 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 serve an apprenticeship, studying under a master, following the
more experienced bard until you were ready to strikeout on your own? Or
did you attend a college where you studied bardic lore and practiced
your musical magic? Perhaps you were a young runaway or orphan,
befriended by a wandering bard who became your mentor. Or you might have
been a spoiled noble child tutored by a master. Perhaps you stumbled
into the clutches of a hag, making a bargain fora musical gift in
addition to your life and freedom, but at what cost?

\paragraph{Quick Build}\label{quick-build}

You can make a bard quickly by following these suggestions. First,
Charisma should be your highest ability score, followed by Dexterity.
Second, choose the entertainer background. Third, choose the
\emph{dancing lights} and \emph{vicious mockery} cantrips, along with
the following 1st-level spells: \emph{charm person}, \emph{detect
magic}, \emph{healing word}, and \emph{thunderwave}.

\subsection{Class Features}\label{class-features}

As a bard, you gain the following class features.

\subsubsection{Baseline}\label{baseline}

\paragraph{Hit Points}\label{hit-points}

\textbf{Hit Dice:} 1d8 per bard level

\textbf{Hit Points at 1st Level:} 8 + your Constitution modifier

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

\paragraph{Proficiencies}\label{proficiencies}

\textbf{Armor:} Light armor

\textbf{Weapons:} Simple weapons, hand crossbows, longswords, rapiers,
shortswords

\textbf{Tools:} Three musical instruments of your choice

\textbf{Saving Throws:} Dexterity, Charisma

\textbf{Skills:} Choose any three

\paragraph{Equipment}\label{equipment}

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

\begin{itemize}
\tightlist
\item
  \emph{(a)} a rapier, \emph{(b)} a longsword or \emph{(c)} any simple
  weapon
\item
  \emph{(a)} a diplomat's pack or \emph{(b)} an entertainer's pack
\item
  \emph{(a)} a lute or \emph{(b)} any other musical instrument
\item
  Leather armor and a dagger
\end{itemize}

\subsubsection{Spellcasting}\label{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. See chapter
10 for the general rules of spellcasting and chapter 11 for the bard
spell list.

\paragraph{Cantrips}\label{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.

\paragraph{Spell Slots}\label{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 along rest. For example, if you know the 1st-level spell
\emph{cure wounds} and have a 1st-level and a 2nd-level spell slot
available, you can cast \emph{cure wounds} using either slot.

\paragraph{Spells Known of 1st Level and
Higher}\label{spells-known-of-1st-level-and-higher}

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

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

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

\paragraph{Spellcasting Ability}\label{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 aspell refers to your
spellcasting ability. In addition, you use your Charisma modifier when
setting the saving throw DC fora bard spell you cast and when making an
attack roll with one.

\textbf{Spell save DC} = 8 + your proficiency bonus + your Charisma
modifier

\textbf{Spell attack modifier} = your proficiency bonus + your Charisma
modifier

\paragraph{Ritual Casting}\label{ritual-casting}

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

\paragraph{Spell casting Focus}\label{spell-casting-focus}

You can use a musical instrument (found in chapter 5) as a spellcasting
focus for your bard spells.

\subsubsection{Bardic Inspiration}\label{bardic-inspiration}

You can inspire others through stirring words or music. To do so, you
use a bonus action on your turn to choose one creature other than
yourself within 60 feet of you who can hear you. That creature gains one
Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add
the number rolled to one ability check, attack roll, or saving throw it
makes. The creature can wait until after it rolls the d20 before
deciding to use the Bardic Inspiration die, but must decide before the
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 along rest.

Your Bardic Inspiration die changes when you reach certain levels in
this class. The die becomes a d8 at 5th level, ad 10 at 10th level, and
a d12 at 15th level.

\subsubsection{Jack of All Trades}\label{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.

\subsubsection{Song of Rest}\label{song-of-rest}

Beginning at 2nd level, you can use soothing music or oration to help
revitalize your wounded allies during a short rest. If you or any
friendly creatures who can hear your performance regain hit points at
the end of the short rest, 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 1d 10 at 13th level, and to 1d 12 at 17th
level.

\subsubsection{Bard College}\label{bard-college}

At 3rd level, you delve into the advanced techniques of a bard college
of your choice: the College of Lore or the College of Valor, both
detailed at the end of the class description. Your choice grants you
features at 3rd level and again at 6th and 14th level.

\subsubsection{Expertise}\label{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.

\subsubsection{Ability Score
Improvement}\label{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.

\subsubsection{Font of Inspiration}\label{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.

\subsubsection{Countercharm}\label{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)

\subsubsection{Magical Secrets}\label{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.
Aspell you choose must be of a level you can cast, as show non 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.

\subsubsection{Superior Inspiration}\label{superior-inspiration}

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

\subsection{Bard Colleges}\label{bard-colleges}

The way of a bard is gregarious. Bards seek each other out to swap song
sand stories, boast of their accomplishments, and share their knowledge.
Bards form loose associations, which they call colleges, to facilitate
their gatherings and preserve their traditions.

\subsubsection{College of Lore}\label{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
composition sin 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.

\paragraph{Bonus Proficiencies}\label{bonus-proficiencies}

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

\paragraph{Cutting Words}\label{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, ora 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 DM
determines whether the attack roll or ability check succeeds or fails,
or before the creature deals its damage. The creature is immune if it
can 't hear you or if it's immune to being charmed.

\paragraph{Additional Magical Secrets}\label{additional-magical-secrets}

At 6th level, you learn two spells of your choice from any class. Aspell
you choose must be of a level you can cast, as show non the Bard table,
ora cantrip. The chosen spells count as bard spells for you but don 't
count against the number of bard spells you know.

\paragraph{Peerless Skill}\label{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
roil the die for the ability check, but before the DM tells you whether
you succeed or fail.

\subsubsection{College of Valor}\label{college-of-valor}

Bards of the College of Valor are daring skalds whose tales keep alive
the memory of the great heroes of the past, and thereby inspire anew
generation of heroes. These bards gather in mead halls or around great
bonfires to sing the deeds of the mighty, both past and present. They
travel the land to witness great events firsthand and to ensure that the
memory of those events doesn't pass from the world. With their songs,
they inspire others to reach the same heights of accomplishment as the
heroes of old.

\paragraph{Bonus Prof iciencies}\label{bonus-prof-iciencies}

When you join the College of Valor at 3rd level, you gain proficiency
with medium armor, shields, and martial weapons.

\paragraph{Combat Inspiration}\label{combat-inspiration}

Also at 3rd level, you learn to inspire others in battle. A creature
that has a Bardic Inspiration die from you can roll that die and add the
number rolled to a weapon damage roll it just made. Alternatively, when
an attack roll is made against the creature, it can use its reaction to
roll the Bardic Inspiration die and add the number rolled to its AC
against that attack, after seeing the roll but before knowing whether it
hits or misses.

\paragraph{Extra Attack}\label{extra-attack}

Starting at 6th level, you can attack twice, instead of once, whenever
you take the Attack action on your turn.

\paragraph{Battle Magic}\label{battle-magic}

At 14th level, you have mastered the art of weaving spellcasting and
weapon use into a single harmonious act. When you use your action to
cast a bard spell, you can make one weapon attack as a bonus action.

\subsection{Progression Summary}\label{progression-summary}
