{"name":"Bard subclasses","overview":"\"Humming as she traces her fingers over an ancient monument in a long-forgotten ruin, a Half-Elf in rugged leathers finds knowledge springing into her mind, conjured forth by the magic of her song\u2014knowledge of the people who constructed the monument and the mythic saga it depicts.\r\nA stern human Warrior bangs his sword rhythmically against his Scale Mail, setting\u2060 the tempo for his war chant and exhorting his companions to bravery and heroism\u2060. The magic of his song fortifies and emboldens them.\r\n\r\nLaughing as she tunes her cittern, a gnome weaves her subtle magic over the assembled nobles, ensuring that her companions\u2019 words will be well received.\r\n\r\nWhether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds.\"\r\n\r\nMusic and Magic\r\nIn the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a Master of song, speech\u2060, 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\u2060 Words of Creation\u2060 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.\r\n\r\nThe greatest stre\u2060ngth of bards is their sheer versatility. Many bards prefer to stick to the sidelines in combat\u2060, 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 Swords and armor. Their Spells lean toward Charms and illusions rather than blatantly destructive spells\u2060. 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.\r\n\r\nLearning from Experience\r\nTrue bards are not common\u2060 in the world. Not every minstrel singing in a Tavern or jester cavorting in a 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\u2019s life is spent wandering across the land gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer\u2060. But a depth of knowledge, a level of musical skill, and a touch of magic set bards apart from their fellows.\r\n\r\nOnly rarely do bards settle in one place for long, and their natural desire to travel\u2014to find new tales to tell, new Skills to learn, and new Discoveries beyond the horizon\u2014makes 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.\r\n\r\nCreating a Bard\r\nBards thrive on stories, whether those stories are true or not. Your character\u2019s 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\u2060. There\u2019s no good story to be told about that, so you might paint yourself as an orphan raised by a hag in a dismal swamp. Or your childhood\u2060 might be worthy of a story. Some bards acquire their magical music through extraordinary means, including the inspi\u2060ration of fey or other supernatural creatures.\r\n\r\nDid you serve an apprenticeship, studying under a Master, following the more experienced bard until you were ready to strike out 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 for a musical gift in addition to your life and freedom, but at what cost?\r\n\r\nQuick Build\r\nYou 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 Dancing lights and Vicious mockery Cantrips, along with the following 1st-level spells: Charm Person, Detect Magic, Healing word, and Thunderwave.","hit_dice":"1d8","hit_points_at_1st_level":"8 + your Constitution modifier","hit_points_at_higher_levels":"1d8 (or 5) + your Constitution modifier","armor_proficiencies":"Light\u2060 armor","weapon_proficiencies":"Simple Weapons, hand crossbows, longswords, rapiers, shortswords","tools":"Three Musical Instruments of your choice","saving_throws":"Dexterity, Charisma","skills":"Choose any three","starting_equipment":"You start with the following equipm\u2060ent, in addition to the equipment\u2060 granted by your background:\r\n(a) a Rapier, (b) a Longsword, or (c) any simple weapon\r\n(a) a diplomat\u2019s pack or (b) an entertainer\u2019s pack\r\n(a) a lute or (b) any other musical instrument\r\nLeather Armor and a Dagger","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.\r\nCantrips\r\nYou 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.\r\n\r\nSpell Slots\r\nThe Bard table shows how many Spell Slots you have to cast your bard Spells of 1st Level and higher. To cast one of these spells\u2060, you must expend a slot of the spell\u2019s level or higher. You regain all expended Spell Slots when you finish a Long Rest.\r\n\r\nFor example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds\u2060 using either slot.\r\n\r\nSpells Known of 1st Level and Higher\r\nYou know four 1st-level Spells of your choice from the bard spell list.\r\n\r\nThe Spells Known column of the Bard table shows when you learn more bard spells\u2060 of your choice. Each of these spells\u2060 must be of a level for which you have Spell Slots, as shown on the table. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.\r\n\r\nAdditionally, 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.\r\n\r\nSpellcasting\u2060 Ability\r\nCharisma is your Spellcasting ability for your bard Spells. Your magic comes from the heart and soul you pour into the Performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting\u2060 ability. In addition, you use your Charisma modifier when setting\u2060 the saving throw DC for a bard spell you cast and when making an Attack roll with one.\r\n\r\nSpell save DC = 8 + your Proficiency Bonus +\r\nyour Charisma modifier\r\nSpell Attack modifier = your Proficiency Bonus +\r\nyour Charisma modifier\r\n\r\nRitual Casting\r\nYou can cast any bard spell you know as a ritual if that spell has the ritual tag.\r\n\r\nSpellcasting\u2060 Focus\r\nYou can use a musical instrument (see chapter 5, \u201cEquip\u00adment\u201d) as a Spellcasting focus for your bard Spells.","class_features":"Bardic Insp\u2060i\u2060ration\r\nYou 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 Insp\u2060ira\u2060tion die, a d6.\r\n\r\nOnce 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 Insp\u2060iration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiratio\u2060n die is rolled, it is lost. A creature can have only one Bardic Inspir\u2060ation die at a time.\r\n\r\nYou can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a Long Rest.\r\n\r\nYour Bardic Inspira\u2060tion die changes when you reach certain levels in this class. The die becomes a d8 at 5th Level, a d10 at 10th level, and a d12 at 15th level.\r\n\r\nJack of All Trades\r\nStarting at 2nd Level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn\u2019t already include your Proficiency Bonus.\r\n\r\nSong of Rest\r\nBeginning 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 by spending one or more Hit Dice, each of those creatures regains an extra 1d6 Hit Points.\r\n\r\nThe extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.\r\n\r\nBard College\r\nAt 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.\r\n\r\nExpertise\r\nAt 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.\r\n\r\nAt 10th level, you can choose another two skill Proficiencies to gain this benefit.\r\n\r\nAbility Score Improvement\r\nWhen 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\u2019t increase an ability score above 20 using this feature.\r\n\r\nFont of Inspir\u2060ation\r\nBeginning when you reach 5th Level, you regain all of your expended uses of Bardic Inspirati\u2060on when you finish a short or Long Rest.\r\n\r\nCountercharm\r\nAt 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).\r\n\r\nMagical Secrets\r\nBy 10th level, you have plundered 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.\r\n\r\nThe chosen Spells count as bard spells\u2060 for you and are included in the number in the Spells\u2060 Known column of the Bard table.\r\n\r\nYou learn two additional Spells from any Classes at 14th level and again at 18th level.\r\n\r\nSuperior Insp\u2060iration\r\nAt 20th level, when you roll Initiative and have no uses of Bardic Inspi\u2060ration left, you regain one use.","subclass_options":"[h1]College of the Fountain[\/h1]\r\n\r\n\r\n[h2]Fountain of Inspiration.[\/h2]\r\nAt 3rd level, you can use a spell slot to restore a number of inspiration points equivalent to the spells level. for example, using a 2nd level spell slot restores two bardic inspiration die. you can use this feature as a part of whenever you would normally give someone bardic inspiration as a free action.\r\n\r\n[h2]Plentiful Inspiration.[\/h2]\r\nalso at 3rd level, you can inspire 2 additional plus a number of allies of your choice within range of your bardic inspiration as an action, with each additional ally taking an inspiration die to be inspired in this way. (i.e. inspiring 4 allies takes two Bardic Inspira\u2060tion die, but inspiring 6 takes four Bardic Inspira\u2060tion die) You cannot use this feature again until you've completed a short or long rest.\r\n\r\n[h2]Imaginative Inspiration[\/h2]\r\nAt 6th level, You can apply your Charisma modifier to an ally after they've rolled a bardic inspiration. you can only do this as a number of times equivalent to your proficiency modifier.\r\n\r\n[h2]The Overflowing Fountain[\/h2]\r\nAt 14th level, your Bardic Inspiration has become a wellspring of power. You can now have your allies roll 2 of your bardic inspiration die and choose the higher roll. ","table_data":"","source":"bard","jsondata":"","tags":"bard, subclass, fountain","isShared":"on","templateId":"5460","blockId":"791385","world":"726a030e-5d6e-4732-a914-89c2984650a1","folder":"8393"}