BardsA bard is a composer, singer, or declaimer of classic or heroic verse. Basically, the definition of a bard is a tribal poet talented singer.

Bard Class Details:

A half-elf in harsh leathers finds knowledge springing into her head. She traces her fingertips over an ancient monument in a lengthy ruin. It is brought forward by the magic of her melody of the people. They built the monument and the ancient story it represents. A strict human warrior repeatedly beats his sword against his scale armor and sets the tone for his roar. He tries to inspire his allies to courage and strength of character. His lovely singing strengthens and empowers them. A dwarf who makes sure to spread her delicate charm will correctly accept her friend’s opinions. A musician creates magic through words and music to cheer allies. They demotivate opponents, control minds, and heal wounds, even if they are scholars, skalds, or bad guys.

Songs and charm:

In the world of 2d games, words and music are more than just air vibrations.
they are powerful vocalizations. The bard is an expert in song, speech, and the power inherent within them.
Poets believe that the universe is spoken into existence, that God’s words still give it shape, and the vibrations of the first Words of Creation are being heard all over the world.
Abilities and talents are intimately connected to the music of bards whose attempt is to capture and control the echoes.
Their greatest strength is their incredible suitability. Many bards prefer to stay on the sidelines in battle.
They are utilizing their spells to motivate companions and disrupt opponents from afar.
On the other hand, bards can protect themselves in battle if necessary, strengthening their swords and shields with their magic. Instead of clearly hurtful spells, bards spells tend toward pleasures and illusions.
They have a broad understanding of a variety of disciplines and a natural talent that allows them to win at almost anything.
From musical performance to ancient knowledge, they become masters of the skills they devote their lives to achieving.

Practical Learning:

True bards are rare in this world. They are not always an entertainer singing in a bar or a joker dancing in a king’s palace.
To unlock the magic of music, you’ll need a lot of practice and a certain amount of natural skill, which most songwriters and idle people lack. However, judging between these performances and actual bards can be difficult.
His life, like that of any other entertainer, is spent traveling the world gathering information, telling stories, and feeding off the kindness of other listeners and are distinguished by their depth of knowledge, musical ability, and a splash of magic.
Bards rarely stay in one area for long periods of time, and their inherent urge to travel
—to find new stories to tell, new talents to master, and new inventions further than the horizo
—makes an adventurer’s profession a perfect match. Every journey is an opportunity to gain new skills, explore long-forgotten tombs, find lost works of magic, read old reference books, travel to weird places, and experience exotic creatures.
They enjoy attending heroes to see their adventures personally. Among other bards, a bard who can relate an amazing story from personal experience gains a reputation. Indeed, after delivering so many songs about heroic achievements, they take these theories to heart and take on heroic roles of their own.

Developing a Bard:

Whether the stories are accurate or not, bards live on them. The actual story and objectives of your character are less essential than the stories he or she tells about them. Perhaps you grew up in safe and routine surroundings.
Because there’s no decent story to tell about it, you may imagine yourself as an orphan raised by a witch in a lonely forest. Instead, your childhood may be worthy of a story.
Some obtain their magical music through unexpected causes, such as witchy or other supernatural happenings encouraging them.
Did you serve an internship, learning from a master’s and following in the footsteps of a more experienced bard until you were ready to go it alone? Or did you go to a college where you studied bardic knowledge and put your musical skills to the test?
Perhaps you were a young runaway or a traveling singer discovered and educate you as you were a young runaway or orphan.

Instead, a master could have trained a pampered royal child. And maybe you fell into the hands of a witch and made a deal for a musical gift in exchange for your life and freedom, but at what price?

Class features:

You receive the following class features as a bard.

  • Hit Dice: 1d8 per bard level for hit points
  • Hit Points at First Level: 8 + your Constitution modifier.
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after the first.


  1. They use light armor
  2. Simple weapons, hand bows, and arrows,
  3. Longs words, curved swords, and short swords are among the weaponry available.
  4. They require three musical instruments of your choice.

Strength and Temperament are two saving throws. Choose any three skills.


In addition to the equipment provided by your background, you begin with the following:

  • A rapier, a longsword, or any other simple weapon
  • A diplomat’s pack or b) a performer’s pack
  • A lute or any other musical instrument
  • A dagger and leather armor


You’ve figured out how to remove loose and change reality to fit your desires and music. Your spells are a part of your huge inventory of magic, which you can modify to various situations. For general spellcasting rules, see Spells Rules, and for the bard spell list, see Spells Listing


From the bard spell list, you know two cantrips of your choice. At higher levels, as reflected in the Cantrips Known column of the Bard table, you learn additional bard cantrips of your choice.

Slots for Spells:

You must use a slot of the spell’s level or greater to perform one of these spells. When you finish a long rest, you restore all of your wasted spell slots.

If you know the 1st-level spell heal wounds and have both a 1st-level and a 2nd-level spell slot available, you can use either slot to cast cure wounds.

Spells of the 1st and 2nd Levels that are known. You know four 1st-level spells from the bard spell list of your choosing.

When you learn new bard spells of your choice, the Spells Known column of the Bard table updates, each of these spells must be of a level for which you have spell slots. When you achieve 3rd level in this class, for example, you can learn one new 1st or 2nd level spell.

You can also replace one of the bard spells you know with just another spell from the bard skill list when you earn a level in this class, but it must be of a level for which you have magic slots.

Ability to Cast Spells:

For your bard spells, Confidence is your spellcasting ability. The charm in your performance of music or public speaking comes from the heart and soul you put into it. When a spell refers to your spellcasting ability, you use your Charisma. In addition, while determining the saving throw DC for a bard spell you cast and when making a damaging attempt with one, you use your Charisma modifier.
DC of spell save: 8 + proficiency bonus + Charisma modifier
Your proficiency bonus + your Charisma modifier equals your spell attack modifier.

Casting Ritual:

If a bard spell includes the ceremonial tag, you can use it to perform it as a ritual.

Focus on Spellcasting:

A musical instrument can be used as a spellcasting focus for your bard spells.

Inspiration from the Bards:

Others might be affected by beautiful words or music. To do so, choose one monster other than yourself within 60 feet of you who can hear you as a bonus action on your turn. That monster gets a d6 as a Bardic Inspiration die.
The monster can roll the die once in the following 10 minutes and add the result to one ability check, attack roll, or saving throw it makes. The monster can opt to use the Bardic Inspiration die after rolling the d20, but it must do so before the DM announces whether the roll succeeds or fails. The Bardic Inspiration die is lost after it is rolled. Only one Bardic Inspiration can be used by a creature at a time
You can use this ability as many times as your Charisma modifier allows (a minimum of once). When you finish a long rest, you recover any expended uses.
When you reach specific levels in this class, your Bardic Inspiration die changes. At the 5th level, the dice become a d8, a d10 at the 10th level, and a d12 at the 15th level.

A Multi-Talented Individual:

You can add half your ability bonus, rounded to the nearest, to any ability check that doesn’t already contain your proficiency reward starting at 2nd level.
Rest’s Song
You can utilize calming music or public speaking to effectively recover your wounded companions during a short rest starting at the 2nd level. If you or any friendly creatures who can hear your performance spend one or more Hit Dice to recover hit points at the end of the short rest, each of those creatures obtains an additional 1d6 hit points.
When you reach specific levels in this class, the extra hit points rise to 1d8 at the 9th level, 1d10 at the 13th level, and 1d12 at the 17th level.
At the 3rd level, you study the advanced skills of a bard college of your choosing, such as the College of Lore (described at the end of the class description) or another from the Player’s Handbook or other sources. Your pick provides you features at the third level, as well as at the sixth and fourteenth levels.


Choose two of your skill proficiencies at the third level. Any ability check you make that uses either of the specified proficiencies doubles your proficiency bonus.

Improvement of the Ability Score:
When you reach the 4th level, and then again at the 8th, 12th, 16th, and 19th levels, you can choose to enhance one ability score by two points, or two ability scores by one point. This feature will not allow you to raise your ability score above 20.
You can use the optional feats rule to skip this feature and instead pick a feat of your choice.

Inspirational Font:

You restore all of your expended Bardic Inspiration uses when you finish a short or long rest starting when you reach 5th level.


You get the ability to break mind-controlling effects by using musical notes or powerful words at 6th level or can start a performance as an action that will last until the end of your next turn.
Any friendly creatures within 30 feet of you receive an advantage on saving throws against being frightened or charmed during that period. To obtain this perk, a creature must be able to hear you. If you are crippled, mute, or intentionally end the performance, it will end early (no action required).


Choose two more of your skill proficiencies at the tenth level. For each ability check that employs either of the specified proficiencies, your proficiency bonus is doubled.

Secrets of the Magical:

You’ve collected magical knowledge from a wide range of fields by the time you reach the 10th level. Choose two spells from any class, including this one, and use them together. You must choose a spell or a cantrip that is of a level you can cast.
For you, the chosen spells count as bard spells and are included in the number in the Bard table’s Spells Known column.
At the 14th level, you learn two more spells from any class, and at the 18th level, you learn two more spells from any class.

Secrets of the Magical:

You’ve collected magical knowledge from a wide range of specialties at the 14th level. Choose two spells from any class, including this one, and use them together. You must choose a spell or a cantrip that is of a level you can cast.
For you, the chosen spells count as bard spells and are included in the number in the Bard table’s Spells Known column.
At the 18th level, you get two extra spells from any class.

Secrets of the magical:

You’ve collected magical knowledge from a wide range of fields by the time you reach the 18th level. Choose two spells from any class, including this one, and use them together. You must choose a spell or a cantrip that is of a level you can cast.
For you, the chosen spells count as bard spells and are included in the number in the Bard table’s Spells Known column.

Exceptional Inspiration:

When you roll initiative at 20th level and have no Bardic Inspiration uses left, you receive one.
The Bard Colleges are a group of colleges in New York City
Their style of life is social. They search out one another to exchange songs and stories, brag about their achievements, and impart their wisdom. To facilitate their gatherings and maintain their traditions, join loose alliances known as colleges.

Lore college:

Lore College is a college dedicated to the study of legends.
The College of Lore’s bards have gathered information from scholarly tomes and peasant tales, and they know a lot about a lot of things. These bards use their abilities to hold audiences fascinated, whether singing peasant melodies in pubs or complex compositions in royal palaces. When the clapping dies down, audience members may begin to doubt everything they formerly believed to be true, from their faith in the local temple’s leadership to their loyalty to the nation.
The desire for beauty and truth, not devotion to a king or obeying the teachings of a religion, is what these bards are loyal to. A noble who employs such a poet as a messenger or advisor understands that they would prefer to be honest than political.
Members of the college assemble in libraries and occasionally in actual colleges, complete with classes and residences, to share their knowledge. They also get together during festivals or state functions, where they can expose corruption, dispute lies, and make fun of self-important authorities.

Bonus Skills:

You achieve proficiency with three skills of your choice when you enter the College of Lore at the 3rd level.

Cutting Phrases:

You also learn how to use intelligence to mislead, confuse, and otherwise weaken others’ confidence and competence at 3rd level or use your reaction to spend one of your Bardic Inspiration when a creature within 60 feet of you makes an attack roll, an ability check, a damage roll, by rolling a Bardic Inspiration die and removing the number rolled from the creature’s roll. Moreover can use this feature after the creature has made its roll, but before the DM decides whether the attack roll or ability check succeeds, fails, or the creature does damage. It’s the immune that if the creature can’t hear you or is unable to be charmed.

Extra Magical Information:

You learn two spells of your choice from any class at the 6th level. You must choose a spell or a cantrip that is of a level you can cast. For you, the chosen spells count as bard spells, but they don’t count against your total number.

Skill with No Peers:

When you reach the 14th level, you can expend one use of Bardic Inspiration when making an ability check. Add the number rolled to your ability check when you roll a Bardic Inspiration die. You can do so after you’ve rolled the die for the ability check but before the DM tells you whether you passed or failed.

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