Bard
It is said that music has a special magic, and the bard proves that saying true. Wandering across the land, gathering lore, telling stories, working magic with his music, and living on the gratitude of his audience—such is the life of a bard. When chance or opportunity draws them into a conflict, bards serve as diplomats, negotiators, messengers, scouts, and spies.
A bard’s magic comes from the heart. If his heart is good, a bard brings hope and courage to the downtrodden and uses his tricks, music, and magic to thwart the schemes of evildoers. If the nobles of the land are corrupt, the good bard is an enemy of the state, cunningly evading capture and raising the spirits of the oppressed. But music can spring from an evil heart as well. Evil bards forego blatant violence in favor of manipulation, holding sway over the hearts and minds of others and taking what enraptured audiences “willingly” give.
Bard
Faerûnian bards are as likely to create their own heroic sagas as they are to sing of others’ exploits.
In both the Dalelands and the wilderness of the North, a semisecret society known as the Harpers recruits courageous bards of good alignments to carry on a millennia-old fight against evil. While not all bards are Harpers, the noble deeds of this group have given bards something of a heroic glow that they might not have in other worlds. Good bards who are not Harpers often carry themselves as if they were, a type of self-fulfilling prophecy that frequently causes common folk to look to bards for more than a good song.
Preferred Character Regions: Bards are common in many lands, including Amn, Chessenta, Cormyr, the Dalelands, the Dragon Coast, Evermeet, Luiren, Impiltur, the Moonshaes, Silverymoon, Tethyr, Thesk, Unther, the Vast, Waterdeep, and the Western Heartlands. Gold dwarven, moon elven, sun elven, lightfoot halfling, and strongheart halfling bards are also common.
- Choose A or B: (A) Leather Armor, 2 Daggers, Musical Instrument of your choice, Entertainer’s Pack, and 19 GP; or (B) 90 GP
You have learned to cast spells through your bardic arts.
Cantrips. You know two cantrips of your choice from the Bard spell list.
Whenever you gain a Bard level, you can replace one of your cantrips with another cantrip of your choice from the Bard spell list.
Spell Slots. The Bard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Casting Spells of Level 1+. A bard casts arcane spells, which are drawn from the Bard Spell list. You can cast any spell you know without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music).
The number of spells slots on your list increases as you gain Bard levels, as shown in the Bard Features table.
Whenever you gain a Bard level, you can replace one spell on your list with another Bard spell for which you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability for your Bard spells.
Spellcasting Focus. You can use a Musical Instrument as a Spellcasting Focus for your Bard spells.
Level 1: Bardic Knowledge
A bard picks up a lot of stray knowledge while wandering the land and learning stories from other bards. You can make a special bardic knowledge check with a bonus equal to your bard level + Intelligence modifier to see whether you know some relevant information about local notable people, legendary items, or noteworthy places. A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. The DM can determine the Difficulty Class of the check by referring to the table below.
Level 1: Bardic Music
You can sing a song to help allies and hinder foes unless you have the Incapacitated condition. As a Bonus Action, you can play music that effects another creature within 60 feet of yourself who can hear you. As you progress in level, new songs become available and older songs become more powerful. Deafened creatures are not affected by the bard's song.
Number of Uses. You can sing a bard song a number of times equal to your Charisma modifier (minimum of once) + your Performance Skill, and you regain all expended uses when you finish a Long Rest.
Duration. The duration of the Bard song is determine by rolling a Bardic Music Die. The song lasts a number of rounds equal to the roll of the Bardic Music die. You can start a new bard songs as a bonus action by expending an additional use of your Bardic Music. You must maintain Concentration to singing a bard song.
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.
Fascination Song: You can sing a song that has the effect of Charm Person. You can designate as many targets that you can see.
Level 1: Bardic Inspiration
Your very presence is a constant inspiration to your companions unless you have the Incapacitated condition or they are not within 30 feet of you. Unlike bardic music, bardic inspirations are always active and do not have a limited number of uses, however, you may only use one inspiration at any given time. At 1st level, you can only inspire courage, but as you increase in level, you gains access to a variety of inspirations from which you and your companions may benefit.
You can change your bardic inspiration as an Action.
Inspire Courage: This gives a bonus to hit. It starts at +1, and becomes +2 at 10th level, +3 at 15th level.
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 a Strength (Athletics) check and lack Athletics proficiency, you can add half your Proficiency Bonus to the check.
Level 2: Haven Song
You sing a song that has the effect of Sanctuary. One creature of your choice gains this effect.
Level 3: Inspire Competence
This gives a skill bonus to all allies. It starts at +2 and becomes +4 at 11th level, +6 at 20th level.
Level 3: Bonus Proficiencies
You gain proficiency with three skills of your choice.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Bard levels 8, 12, and 16.
Level 5: Font of Inspiration
You now regain all your expended uses of Bardic Music 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 Music.
Level 5: Inspire Defense
This gives an AC bonus all allies. It starts at +1 and becomes +2 at 13th, and +3 at 20th level.
Level 6: Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 7: Cloud Mind Song
You sing a song that has the effect of Suggestion. One creature of your choice gains this effect.
Level 8: Countercharm
You can use musical notes or words of power to disrupt mind-influencing effects. If you or a creature within 30 feet of you fails a saving throw against an effect that applies the Charmed or Frightened condition, you can take a Reaction to cause the save to be rerolled, and the new roll has Advantage.
Level 8: Countersong
You sing a song that has the effect of Counterspell against any spell cast on you or your allies.
Level 9: Inspire Toughness
This gives a bonus to Saving Throws for all allies. It starts at +1, then +2 at 13th level, then +3 at 18th level, then +4 at 20th.
Level 10: Magical Secrets
You’ve learned secrets from various magical traditions. Whenever you reach a Bard level (including this level) and the Prepared Spells number in the Bard Features table increases, you can choose any of your new prepared spells from the Bard, Cleric, Druid, and Wizard spell lists, and the chosen spells count as Bard spells for you (see a class’s section for its spell list). In addition, whenever you replace a spell prepared for this class, you can replace it with a spell from those lists.
Level 11: Inspire Slowing
All enemies that start their turn within 20 feet of you have their speed reduced to half of their maximum speed rounded down, until the start of their next turn.
Level 12: Song of Freedom
You sing a song that has the effect of Dispel Magic.
Level 13: Inspire Jarring
All enemies within 20 feet of you have Disadvantage on Concentration checks and Wisdom Saving Throws.
Level 14: Peerless Skill
When you make an ability check or attack roll and fail, you can expend one use of Bardic Music; roll the Bardic Music die, and add the number rolled to the d20, potentially turning a failure into a success. On a failure, the Bardic Music isn’t expended.
Level 15: Curse Song
You sing a song that has the effect of Bestow Curse.
Level 17: Mass Suggestion Song
You sing a song that has the effect of Mass Suggestion. This song is not seen as hostile outside of combat.
Level 18: Superior Inspiration
When you roll Initiative, you regain expended uses of Bardic Music until you have two if you have fewer than that.
Level 19: Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify.
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.
You can use this feature twice a day and regain all uses after taking a long rest.
Level | Proficiency Bonus | Bardic Class Features | Bardic Music Die | Cantrips | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | +2 | Bardic Knowledge, Bardic Music, Bardic Inspiration | d6 | 2 | 2 | - | - | - | - | - | - | - | - |
2 | +2 | Jack of All Trades, Haven Song | d6 | 3 | 2 | - | - | - | - | - | - | - | - |
3 | +2 | Bonus Proficiencies, Inspire Competence | d6 | 3 | 2 | 1 | - | - | - | - | - | - | - |
4 | +2 | Ability Score Improvement | d6 | 3 | 2 | 1 | - | - | - | - | - | - | - |
5 | +3 | Font of Inspiration, Inspire Defense | d8 | 3 | 3 | 1 | - | - | - | - | - | - | - |
6 | +3 | Extra Attack | d8 | 3 | 3 | 2 | - | - | - | - | - | - | - |
7 | +3 | Cloud Mind Song | d8 | 3 | 3 | 2 | 0 | - | - | - | - | - | - |
8 | +3 | Countercharm, Countersong | d8 | 3 | 3 | 2 | 1 | - | - | - | - | - | - |
9 | +4 | Inspire Toughness | d8 | 3 | 3 | 2 | 2 | - | - | - | - | - | - |
10 | +4 | Magical Secrets | d10 | 3 | 3 | 2 | 2 | 0 | - | - | - | - | - |
11 | +4 | Inspire Slowing | d10 | 3 | 3 | 3 | 3 | 1 | - | - | - | - | - |
12 | +4 | Ability Score Improvement, Song of Freedom | d10 | 3 | 3 | 3 | 3 | 2 | - | - | - | - | - |
13 | +5 | Inspire Jarring | d10 | 3 | 3 | 3 | 3 | 2 | 0 | - | - | - | - |
14 | +5 | Peerless Skill | d10 | 4 | 3 | 3 | 3 | 3 | 1 | - | - | - | - |
15 | +5 | Curse Song | d12 | 4 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
16 | +5 | Ability Score Improvement | d12 | 4 | 4 | 4 | 3 | 3 | 2 | 0 | - | - | - |
17 | +6 | Mass Suggestion | d12 | 4 | 4 | 4 | 4 | 3 | 3 | 1 | - | - | - |
18 | +6 | Superior Inspiration | d12 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - | - |
19 | +6 | Epic Boon | d12 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 1 | 1 | - |
20 | +6 | Words of Creation | d12 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 1 | 1 | 1 |
Faerûnian Instruments
Some bards play familiar instruments such as the mandolin, lyre, dulcimer, and yes, the harp. Still other bards perform on less well-known instruments unique to Faerûn.
Birdpipes: Also known as the shalm, these are pan pipes. They are sacred to Lliira and the satyrs, and popular with wood elven and wild elven bards.
Glaur: A short, curved horn resembling a cornucopia. Fitted with valves, it sounds like a trumpet played in a high wind. Sun elves use them, halflings love them, humans either like them or hate them. Glaurs that lack valves are called gloons, and sound like melancholy horns echoing in fog.
Hand Drum: A double-headed drum, often played at high speed by warriors who wish to demonstrate their prowess without having to beat someone up.
Longhorn: A Faerûnian flute, common only in civilized areas and among the elves.
Shaum: A double-reed instrument, a sort of primitive oboe or bassoon, most popular with gnomes. Songhorn: A recorder, popular everywhere, unless someone has a hangover.
Tantan: The tambourine, popular with halflings and humans south of the Dalelands, disliked by dwarves, who prefer more honest percussion.
Thelarr: A simple reed instrument also called a whistlecane. An easy instrument to teach and so cheap that some bards give them away as gifts to children.
Tocken: A set of carved, oval, open-ended bells, played like a glockenspiel, particularly in underground civilizations and others whose buildings can maximize the resonant tones.
Wargong: A gong constructed of one or many shields, frequently those of defeated enemies. It is played with mallets, or in extreme cases, with warhammers. The goblins and dwarves make much of alternately constructing huge wargongs or attempting to liberate such shields taken by their foe.
Yarting: A guitar, growing in popularity through Faerûn after coming out of Amn and Calimshan some time in the past forty or fifty years.
Zulkoon: A complex and semiportable pump organ, associated in many minds with the zulkirs of Thay, whose slaves carry such organs in wagons in order to provide the proper music for their masters’ spells.
Bard Spell List
This section presents the Bard spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component.
| Cantrips (Level 0 Bard Spells) | ||
|---|---|---|
| Spell | School | Special |
| Blade Ward | Abjuration | C |
| Dancing Lights | Illusion | C |
| Friends | Enchantment | C |
| Light | Evocation | — |
| Mage Hand | Conjuration | — |
| Mending | Transmutation | — |
| Message | Transmutation | — |
| Minor Illusion | Illusion | — |
| Prestidigitation | Transmutation | — |
| Starry Wisp | Evocation | — |
| Thunderclap | Evocation | — |
| True Strike | Divination | — |
| Vicious Mockery | Enchantment | — |
| Level 1 Bard Spells | ||
|---|---|---|
| Spell | School | Special |
| Animal Friendship | Enchantment | — |
| Bane | Enchantment | C |
| Charm Person | Enchantment | — |
| Color Spray | Illusion | — |
| Command | Enchantment | — |
| Comprehend Languages | Divination | R |
| Cure Wounds | Abjuration | — |
| Detect Magic | Divination | C, R |
| Disguise Self | Illusion | — |
| Dissonant Whispers | Enchantment | — |
| Faerie Fire | Evocation | C |
| Feather Fall | Transmutation | — |
| Healing Word | Abjuration | — |
| Heroism | Enchantment | C |
| Identify | Divination | R, M |
| Illusory Script | Illusion | R, M |
| Longstrider | Transmutation | — |
| Silent Image | Illusion | C |
| Sleep | Enchantment | C |
| Speak with Animals | Divination | R |
| Tasha’s Hideous Laughter | Enchantment | C |
| Thunderwave | Evocation | — |
| Unseen Servant | Conjuration | R |
| Level 2 Bard Spells | ||
|---|---|---|
| Spell | School | Special |
| Aid | Abjuration | — |
| Animal Messenger | Enchantment | R |
| Blindness/Deafness | Transmutation | — |
| Calm Emotions | Enchantment | C |
| Cloud of Daggers | Conjuration | C |
| Crown of Madness | Enchantment | C |
| Detect Thoughts | Divination | C |
| Enhance Ability | Transmutation | C |
| Enlarge/Reduce | Transmutation | C |
| Enthrall | Enchantment | C |
| Heat Metal | Transmutation | C |
| Hold Person | Enchantment | C |
| Invisibility | Illusion | C |
| Knock | Transmutation | — |
| Lesser Restoration | Abjuration | — |
| Locate Animals or Plants | Divination | R |
| Locate Object | Divination | C |
| Magic Mouth | Illusion | R, M |
| Mirror Image | Illusion | — |
| Phantasmal Force | Illusion | C |
| See Invisibility | Divination | — |
| Shatter | Evocation | — |
| Silence | Illusion | C, R |
| Suggestion | Enchantment | C |
| Zone of Truth | Enchantment | — |
| Level 3 Bard Spells | ||
|---|---|---|
| Spell | School | Special |
| Bestow Curse | Necromancy | C |
| Clairvoyance | Divination | C, M |
| Dispel Magic | Abjuration | — |
| Fear | Illusion | C |
| Feign Death | Necromancy | R |
| Glyph of Warding | Abjuration | M |
| Hypnotic Pattern | Illusion | C |
| Leomund’s Tiny Hut | Evocation | R |
| Major Image | Illusion | C |
| Mass Healing Word | Abjuration | — |
| Nondetection | Abjuration | M |
| Plant Growth | Transmutation | — |
| Sending | Divination | — |
| Slow | Transmutation | C |
| Speak with Dead | Necromancy | — |
| Speak with Plants | Transmutation | — |
| Stinking Cloud | Conjuration | C |
| Tongues | Divination | — |
| Level 4 Bard Spells | ||
|---|---|---|
| Spell | School | Special |
| Charm Monster | Enchantment | — |
| Compulsion | Enchantment | C |
| Confusion | Enchantment | C |
| Dimension Door | Conjuration | — |
| Fount of Moonlight | Evocation | C |
| Freedom of Movement | Abjuration | — |
| Greater Invisibility | Illusion | C |
| Hallucinatory Terrain | Illusion | — |
| Locate Creature | Divination | C |
| Phantasmal Killer | Illusion | C |
| Polymorph | Transmutation | C |
| Level 5 Bard Spells | ||
|---|---|---|
| Spell | School | Special |
| Animate Objects | Transmutation | C |
| Awaken | Transmutation | M |
| Dominate Person | Enchantment | C |
| Dream | Illusion | — |
| Geas | Enchantment | — |
| Greater Restoration | Abjuration | M |
| Hold Monster | Enchantment | C |
| Legend Lore | Divination | M |
| Mass Cure Wounds | Abjuration | — |
| Mislead | Illusion | C |
| Modify Memory | Enchantment | C |
| Planar Binding | Abjuration | M |
| Raise Dead | Necromancy | M |
| Rary’s Telepathic Bond | Divination | R |
| Scrying | Divination | C, M |
| Seeming | Illusion | — |
| Synaptic Static | Enchantment | — |
| Teleportation Circle | Conjuration | M |
| Yolande’s Regal Presence | Enchantment | C |
| Level 6 Bard Spells | ||
|---|---|---|
| Spell | School | Special |
| Eyebite | Necromancy | C |
| Find the Path | Divination | C, M |
| Guards and Wards | Abjuration | M |
| Heroes’ Feast | Conjuration | M |
| Mass Suggestion | Enchantment | — |
| Otto’s Irresistible Dance | Enchantment | C |
| Programmed Illusion | Illusion | M |
| True Seeing | Divination | M |
Level 7 Bard Spells
| Spell | School | Special |
|---|---|---|
| Etherealness | Conjuration | — |
| Forcecage | Evocation | C, M |
| Mirage Arcane | Illusion | — |
| Mordenkainen’s Magnificent Mansion | Conjuration | M |
| Mordenkainen’s Sword | Evocation | C, M |
| Power Word Fortify | Enchantment | — |
| Prismatic Spray | Evocation | — |
| Project Image | Illusion | C, M |
| Regenerate | Transmutation | — |
| Resurrection | Necromancy | M |
| Symbol | Abjuration | M |
| Teleport | Conjuration | — |
Level 8 Bard Spells
| Spell | School | Special |
|---|---|---|
| Antipathy/Sympathy | Enchantment | — |
| Befuddlement | Enchantment | — |
| Dominate Monster | Enchantment | C |
| Glibness | Enchantment | — |
| Mind Blank | Abjuration | — |
| Power Word Stun | Enchantment | — |
Level 9 Bard Spells
| Spell | School | Special |
|---|---|---|
| Foresight | Divination | — |
| Power Word Heal | Enchantment | — |
| Power Word Kill | Enchantment | — |
| Prismatic Wall | Abjuration | — |
| True Polymorph | Transmutation | C |

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