🦸‍♀️(Legacy) 5e - Bard🦸‍♀️

Kurzbeschreibung

A charismatic performer who uses their music as a conduit to wield powerful magic.

Bildrechts

Regelwerk Klasse Bard 5e.png

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—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 halfling weaves her subtle magic over the assembled nobles, ensuring that her companions’ words will be well received.

Whether 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.

Learning from Experience

True bards are not common 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’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.

Core Class Traits

Primary AbilityDexterity and Charisma
Hit Point DieD8 per Bard level
Saving Throw ProficienciesDexterity and Charisma
Skill ProficienciesAny three skills of your choice
Tool ProficienciesThree musical instruments of your choice
Weapon ProficienciesSimple Weapons, Arming Sword, Dueling Dagger, Rapiers, Saber
Armor TrainingLight Armor
Starting EquipmentChoose A or B: (A) Leather Armor, 2 Daggers, Musical Instrument of your Choice, Entertainer’s Pack; (B) Longsword, Shortbow, Gambeson, Diplomat’s Pack, Musical Instrument of your Choice

Becoming a Bard

When creating your Bard, the most important thing for you to consider is your Bard’s Muse, or inspiration. Do they seek out beauty in the world, writing ballads and songs inspired by the sights they see? Maybe they find their inspiration in tales of selfless heroism and travel the world seeking the next hero of the realm? Or, maybe the lure of power and influence is what drives your Bard to travel the land gathering lore and magic.

Also, consider your Bard’s preferred style of performance and how it makes them unique from other Bards. Are they a virtuoso, known throughout the land for their skill with their signature musical instrument? Or, are they a rowdy teller of tales who only performs in the cheapest tavern in each town?

As a Level 1 Character

  • Gain all the traits in the Core (Legacy) 5e - Bard Traits table.
  • Gain the (Legacy) 5e - Bard’s level 1 features, which are listed in the (Legacy) 5e - Bard Features table.

As a Multiclass Character

  • Gain the following traits from the Core (Legacy) 5e - Bard Traits table: Hit Point Die,
  • Gain the (Legacy) 5e - Bard’s level 1 features, which are listed in the (Legacy) 5e - Bard Features table. See the multiclassing rules to determine your available spell slots.

General Character Table

This table shows the general progression of every character class. Every column, except for the “Features” Column is applicaple, even if your character is multiclassed

Class Features

Class Features Table

LevelFeaturesBardic DieBattle HymnsTricks
1stArt Speciality, Bardic Inspiration, Battle Hymn, Spellcastingd61-
2ndAdventuring Tricks, Jack of all trades, Varied Expertise, Featd611
3rdBard Colleged611
4thFeatd621
5thBattle Hymn Focus, Key Changed821
6thBard College Featured822
7thFeatd832
8thBattle Hymn Specialization, Maestrod832
9thBard College Featured833
10thFeatd1043
11thArt Masteryd1043
12thFeatd1043
13thBard College Featured1054
14thFeatd1054
15thGrand Battle Hymns, Superior Inspirationd1254
16thFeatd1265
17thBard College Featured1265
18thFeatd1265
19thVirtuosod1275
20thEpic Boon, Featd1286

Spellcaster Table: Full Caster

LevelCantripsSpells1st2nd3rd4th5th6th7th8th9th
1st242
2nd253
3rd3642
4th3743
5th49432
6th410433
7th5114331
8th5124332
9th61443331
10th61543332
11th616433321
12th617433321
13th7184333211
14th7194333211
15th72043332111
16th72143332111
17th822433321111
18th823433331111
19th824433332111
20th825433332211

Level 1: Art Speciality

No bard is complete without their instrument. Be it a flute, a lute, or even your own voice, you learn how to make art your greatest weapon for influencing the battlefield. For the purposes of spellcasting, any musical instrument that you have proficiency with counts as a spell focus. Although spells can be cast without these instruments, only targets that are able to perceive your performance can benefit from this feature. Whenever you finish a short or long rest, choose one of the following to be your Art Specialty:

Percussion (Casabas, Castanets, Drums, Maracas): Any instrument played by being struck or scraped (either by other instruments or against each other) qualifies as a percussion instrument. When using this musical art as a spell focus, you double the ranges of bard spells. A spell that has a range of Touch increases its range to 30 feet.

String Instruments (Dulcimer, Harp, Lute, Lyre, Violin): String instruments are played by plucking and twanging strings. When using this musical art as a spell focus, whenever you cast a bard spell, that targets exactly one allied creature, you can target an additional creature within 10 feet of you.

Visual (Calligraphy, Dance, Light Manipulation, Shapes): There are many ways to undertake a visual performance whether through illustration, illusion magic, or legerdemain. When using this art as a spell focus, whenever you cast a bard spell you may choose to make an ally able to see you the point of origin of that spell. You must be able to see any targets of the spell.

Voice (Humming, Insults, Oration, Singing): When using this musical art as a spell focus, you can add an expertise die to checks made to maintain concentration on a bard spell.

Wind Instruments (Bagpipes, Flute, Horn, Ocarina, Trombone): Any instrument played by passing air through it qualifies as a wind instrument. When using this musical art as a spell focus, whenever you cast a bard spell you can make a Deception or Performance check. Any observers with a passive Insight score equal to or less than the result of your check do not see or hear you cast the spell. Once you have used this feature three times, you cannot do so again until you finish a long rest

Level 1: Bardic Inspiration

You can supernaturally inspire others through ords, music, or dance. This inspiration is epresented by your Bardic Inspiration die, which starts as a d6.

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 that 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 CHA modifier (minimum of once), and you regain all expended uses when you finish a Short or 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 table.

Regaining Uses: If you have no uses of Bardic Inspiration left, you can give yourself uses by expending a spell slot (no action required). The total amount of regained bardic inspiration is equal to the level of the spell slot your expended. You can do so only once per turn.

Level 1: Battle Hymn

Like music, battle can be wild and chaotic, and through the sensible use of formula and talent order can be brought with a dedicated change of tune. You learn one battle hymn. It can be expressed in any way you like — a special leitmotif in your music, a change in pitch, or even a more advanced version of your favorite art.

Once at the start of your turn, you can activate a battle hymn by expending a use of Bardic Inspiration (no Action is required). Performing a battle hymn requires your concentration, as though you were casting a spell. Once activated, a battle hymn continues until you lose concentration or the start of your next turn. The number of battle hymns you know are listed in the Battle Hymns Known column of the Bard table.

Whenever you gain a bard level, you may swap one battle hymn you know for a new battle hymn.

Audience: Unless stated otherwise a battle hymn does not have a target until you choose one, and each targets a single creature within 30 feet. You may choose to target a creature at any point, but after targeting a battle hymn its target cannot be changed.

Sustained Song: When you have an activated battle hymn but have not chosen a creature to benefit from it yet, at the start of your turn when it would end you can instead choose to sustain the battle hymn until the start of your next turn without expending a use of Bardic Inspiration.

Bard LevelBattle Hymn
1st-4thHarmony of Pain. The creature gains a number of temporary hit points equal to one roll on your Bardic Inspiration Die.
Overbearing Rhythm. An attacker targeting the creature has DISADV on its attack roll.
Song of Clarity. At the start of the creature’s turn, if it is not at 0 hit points the creature may expend and roll one of its hit dice to regain hit points.
5th-8thBastions of Justice. The creature gains a bonus to Saves equal to your CHA modifier (minimum +1).
Call to Arms. The creature can roll one additional weapon damage die on its weapon attacks. If the creature makes weapon attacks on its next turn and misses, you can sustain this battle hymn for 1 round without expending a use of Bardic Inspiration.
Placid Tones. The creature adds one expertise die to INT, WIS, or CHA ability checks.
9th-12thHeaven’s Blessing. When the creature benefits from your Bardic Inspiration, it rolls the Bardic Inspiration die twice and uses the higher result.
Ode of Blood. If the creature is dying, it continues making death saving throws but stops being incapacitated for up to 3 rounds. The creature becomes incapacitated if it takes any damage, and it dies if it fails its last death saving throw. Once a creature has benefited from this battle hymn, it can’t benefit from it again until it finishes a short or long rest.
Willful Serenade. Until the end of the combat, the creature ignores up to 4 levels of fatigue it is suffering from.
13th-16thDoomsayer. The creature takes a 1d8 penalty on attack rolls.
Onward to Battle. The creature gains a 40 foot increase to Speed.
Rise and Fight. A dying creature regains hit points equal to your Bardic Inspiration die. Once a creature has benefited from this battle hymn, it can’t benefit from it again until it finishes a long rest.
17th-20thBring Low the Foe. The creature takes a –1d8 penalty on saving throws. In addition, it is rattled for 1d4 rounds after the battle hymn ends.
Carry the Spirit. The creature gains ADV on saving throws.
Inspiring Crescendo. The creature gains a 1d6 expertise die on ability checks.

Level 1: Spellcasting

Spellcasting Ability: Charisma
Spell Attack: CHA + Proficiency Bonus
Spell Save DC: 8 + CHA + Proficiency Bonus
Spellcasting Focus: Musical Instruments
Spell List: Bard Spell list and choose one: Arcane, Divine, Primal
Spell Slots: The Spellcaster Table shows how many Spell Slots you have to cast Spells. 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 a Long Rest.
Cantrips: Whenever you gain a Level in this Class, you can replace one of your cantrips with another cantrip of your choice from your Spell List.
Spells: You know a number of spells from your Spell List as shown in the Spellcaster Table. Whenever you gain a Level in this Class, you can replace one of your known spells with another spell of your choice from your Spell List for which you have Spell Slots.

Bard Spell List

No data found.
Showing 143 of 143 entries
NameMagielevelMagieschuleWirkzeitConcentrationReichweiteSaveartEffekt
(Legacy) 5e - Frostbite (Spell)
5e - Absorb Blood (Spell)
5e - Absorb Elements (Spell)
5e - Acid Arrow (Spell)
5e - Acid Splash (Spell)
5e - Acidic Fumes (Spell)
5e - Air Bubble (Spell)
5e - Alarm (Spell)
5e - Alter Self (Spell)
5e - Arcane Aegis (Spell)
5e - Arcane Dart (Spell)
5e - Arcane Elusion (Spell)
5e - Arcane Lock (Spell)
5e - Arcane Vigor (Spell)
5e - Augury (Spell)
5e - Bacterial Barrage (Spell)
5e - Battle Familiar (Spell)
5e - Blade Ward (Spell)
5e - Blindness-Deafness (Spell)
5e - Blink Step (Spell)
5e - Blur (Spell)
5e - Burning Hands (Spell)
5e - Buzzing Bee (Spell)
5e - Calling Card (Spell)
5e - Captivate Undead (Spell)
5e - Catapult (Spell)
5e - Caustic Brew (Spell)
5e - Charm Person (Spell)
5e - Chill Touch (Spell)
5e - Chromatic Orb (Spell)
5e - Cloud of Daggers (Spell)
5e - Clue (Spell)
5e - Color Spray (Spell)
5e - Comprehend Languages (Spell)
5e - Concussion (Spell)
5e - Concussive Burst (Spell)
5e - Cone of Cold (Spell)
5e - Continual Flame (Spell)
5e - Crown of Madness (Spell)
5e - Dancing Lights (Spell)
5e - Darkness (Spell)
5e - Darkvision (Spell)
5e - Death Armor (Spell)
5e - Detect Magic (Spell)
5e - Detect Thoughts (Spell)
5e - Disguise Self (Spell)
5e - Dissolution (Spell)
5e - Dragons Breath (Spell)
5e - Dueling Ground (Spell)
5e - Earth Tremor (Spell)
5e - Elementalism (Spell)
5e - Encode Thoughts (Spell)
5e - Enhance Ability (Spell)
5e - Enlarge or Reduce (Spell)
5e - Expeditious Retreat (Spell)
5e - False Life (Spell)
5e - Feather Fall (Spell)
5e - Feign Interest (Spell)
5e - Find Familiar (Spell)
5e - Firebolt (Spell)
5e - Flaming Sphere (Spell)
5e - Flare (Spell)
5e - Flawed Reconstruction (Spell)
5e - Floating Disk (Spell)
5e - Fog Cloud (Spell)
5e - Freeze (Spell)
5e - Freezing Grasp (Spell)
5e - Friends (Spell)
5e - Frightful Start (Spell)
5e - Gentle Repose (Spell)
5e - Gift of Alacrity (Spell)
5e - Grease (Spell)
5e - Gust (Spell)
5e - Gust Barrier (Spell)
5e - Gust of Wind (Spell)
5e - Helpful Homunculi (Spell)
5e - Hold Person (Spell)
5e - Ice Knife (Spell)
5e - Identify (Spell)
5e - Illusory Script (Spell)
5e - Immovable Object (Spell)
5e - Infect (Spell)
5e - Invisibility (Spell)
5e - Jump (Spell)
5e - Knock (Spell)
5e - Levitate (Spell)
5e - Light (Spell)
5e - Lightning Lure (Spell)
5e - Locate Object (Spell)
5e - Longstrider (Spell)
5e - Mage Armor (Spell)
5e - Mage Hand (Spell)
5e - Magic Aura (Spell)
5e - Magic Fling (Spell)
5e - Magic Missile (Spell)
5e - Magic Mouth (Spell)
5e - Magic Weapon (Spell)
5e - Magnify Gravity (Spell)
5e - Mending (Spell)
5e - Message (Spell)
5e - Mind Sliver (Spell)
5e - Mind Spike (Spell)
5e - Mind Whip (Spell)
5e - Minor Illusion (Spell)
5e - Mirror Image (Spell)
5e - Misty Step (Spell)
5e - Ocular Necrosis (Spell)
5e - Phantasmal Force (Spell)
5e - Poison Spray (Spell)
5e - Prestidigitation (Spell)
5e - Quick Clothier (Spell)
5e - Ray of Enfeeblement (Spell)
5e - Ray of Frost (Spell)
5e - Rend Flesh (Spell)
5e - Rope Trick (Spell)
5e - Scorching Ray (Spell)
5e - See Invisibility (Spell)
5e - Shatter (Spell)
5e - Shield (Spell)
5e - Shocking Grasp (Spell)
5e - Silent Image (Spell)
5e - Silvery Barbs (Spell)
5e - Skywrite (Spell)
5e - Sleep (Spell)
5e - Sorcerous Burst (Spell)
5e - Spark (Spell)
5e - Spellfire Flare (Spell)
5e - Spider Climb (Spell)
5e - Spray of Cards (Spell)
5e - Suggestion (Spell)
5e - Swift Flight (Spell)
5e - Sword Burst (Spell)
5e - Thunderclap (Spell)
5e - Thunderwave (Spell)
5e - True Strike (Spell)
5e - Uncertain Footing (Spell)
5e - Unseen Servant (Spell)
5e - Void Maw (Spell)
5e - Vortex Warp (Spell)
5e - Wardaway (Spell)
5e - Web (Spell)
5e - Witch Bolt (Spell)
5e - Wither and Bloom (Spell)
Showing 77 of 77 entries
NameMagielevelMagieschuleWirkzeitConcentrationReichweiteSaveartEffekt
5e - Aid (Spell)
5e - Augury (Spell)
5e - Bane (Spell)
5e - Battle Familiar (Spell)
5e - Bless (Spell)
5e - Blindness-Deafness (Spell)
5e - Borrowed Knowledge (Spell)
5e - Brightlance (Spell)
5e - Calm Emotions (Spell)
5e - Captivate Undead (Spell)
5e - Ceremony (Spell)
5e - Chain of Conviction (Spell)
5e - Chorus of the Lost (Spell)
5e - Cleanse (Spell)
5e - Clue (Spell)
5e - Command (Spell)
5e - Compelled Duel (Spell)
5e - Continual Flame (Spell)
5e - Create or Destroy Water (Spell)
5e - Cure Wounds (Spell)
5e - Detect Evil and Good (Spell)
5e - Detect Magic (Spell)
5e - Detect Poison and Disease (Spell)
5e - Divine Favor (Spell)
5e - Dueling Ground (Spell)
5e - Earth Tremor (Spell)
5e - Elevated Sight (Spell)
5e - Enhance Ability (Spell)
5e - Find Familiar (Spell)
5e - Find Steed (Spell)
5e - Find Traps (Spell)
5e - Flare (Spell)
5e - Friends (Spell)
5e - Furys Chorus (Spell)
5e - Gentle Repose (Spell)
5e - Grasping Ghost (Spell)
5e - Guidance (Spell)
5e - Guiding Bolt (Spell)
5e - Healing Word (Spell)
5e - Hellfire Flare (Spell)
5e - Helpful Homunculi (Spell)
5e - Heroism (Spell)
5e - Hold Person (Spell)
5e - Holy Ward (Spell)
5e - Identify (Spell)
5e - Inflict Wounds (Spell)
5e - Lesser Restoration (Spell)
5e - Light (Spell)
5e - Locate Object (Spell)
5e - Magic Weapon (Spell)
5e - Mark of Fate (Spell)
5e - Mending (Spell)
5e - Message (Spell)
5e - Mind Sliver (Spell)
5e - Mockerys Snare (Spell)
5e - Neutralize Aura (Spell)
5e - Pestilence (Spell)
5e - Pinky Swear (Spell)
5e - Prayer of Healing (Spell)
5e - Protection from Evil and Good (Spell)
5e - Protection from Poison (Spell)
5e - Purify Food and Drink (Spell)
5e - Resistance (Spell)
5e - Sacred Flame (Spell)
5e - Sanctuary (Spell)
5e - Searing Orb (Spell)
5e - Shield of Faith (Spell)
5e - Silence (Spell)
5e - Spare the Dying (Spell)
5e - Spiritual Weapon (Spell)
5e - Stars Grace (Spell)
5e - Thaumaturgy (Spell)
5e - Toll the Dead (Spell)
5e - Wardaway (Spell)
5e - Warding Bond (Spell)
5e - Word of Radiance (Spell)
5e - Zone of Truth (Spell)
Showing 93 of 93 entries
NameMagielevelMagieschuleWirkzeitConcentrationReichweiteSaveartEffekt
(Legacy) 5e - Frostbite (Spell)
5e - Absorb Elements (Spell)
5e - Aid (Spell)
5e - Air Bubble (Spell)
5e - Air Slash (Spell)
5e - Alarm (Spell)
5e - Alter Self (Spell)
5e - Animal Friendship (Spell)
5e - Animal Messenger (Spell)
5e - Augury (Spell)
5e - Bacterial Barrage (Spell)
5e - Barkskin (Spell)
5e - Battle Familiar (Spell)
5e - Beast Bond (Spell)
5e - Beast Sense (Spell)
5e - Buzzing Bee (Spell)
5e - Charm Person (Spell)
5e - Cleanse (Spell)
5e - Clue (Spell)
5e - Concussion (Spell)
5e - Concussive Burst (Spell)
5e - Cone of Cold (Spell)
5e - Continual Flame (Spell)
5e - Create or Destroy Water (Spell)
5e - Cure Wounds (Spell)
5e - Darkvision (Spell)
5e - Detect Magic (Spell)
5e - Detect Poison and Disease (Spell)
5e - Druidcraft (Spell)
5e - Dueling Ground (Spell)
5e - Earth Tremor (Spell)
5e - Elementalism (Spell)
5e - Elevated Sight (Spell)
5e - Enhance Ability (Spell)
5e - Enlarge or Reduce (Spell)
5e - Entangle (Spell)
5e - Envenom (Spell)
5e - Faerie Fire (Spell)
5e - Feather Fall (Spell)
5e - Find Familiar (Spell)
5e - Find Traps (Spell)
5e - Flame Blade (Spell)
5e - Flaming Sphere (Spell)
5e - Fog Cloud (Spell)
5e - Freeze (Spell)
5e - Freezing Grasp (Spell)
5e - Goodberry (Spell)
5e - Guidance (Spell)
5e - Gust (Spell)
5e - Gust Barrier (Spell)
5e - Gust of Wind (Spell)
5e - Healing Word (Spell)
5e - Heat Metal (Spell)
5e - Hold Person (Spell)
5e - Ice Knife (Spell)
5e - Infect (Spell)
5e - Infestation (Spell)
5e - Jump (Spell)
5e - Lesser Restoration (Spell)
5e - Locate Animals or Plants (Spell)
5e - Locate Object (Spell)
5e - Longstrider (Spell)
5e - Magic Fling (Spell)
5e - Magic Weapon (Spell)
5e - Mending (Spell)
5e - Message (Spell)
5e - Mockerys Snare (Spell)
5e - Moonbeam (Spell)
5e - Pass without Trace (Spell)
5e - Pestilence (Spell)
5e - Poison Spray (Spell)
5e - Primal Savagery (Spell)
5e - Produce Flame (Spell)
5e - Protection from Evil and Good (Spell)
5e - Protection from Poison (Spell)
5e - Purify Food and Drink (Spell)
5e - Resistance (Spell)
5e - Shillelagh (Spell)
5e - Silence (Spell)
5e - Skywrite (Spell)
5e - Spare the Dying (Spell)
5e - Spark (Spell)
5e - Speak with Animals (Spell)
5e - Spike Growth (Spell)
5e - Spore Cloud (Spell)
5e - Starry Wisp (Spell)
5e - Summon Beast (Spell)
5e - Thorn Armor (Spell)
5e - Thorn Whip (Spell)
5e - Thunderclap (Spell)
5e - Thunderwave (Spell)
5e - Web (Spell)
5e - Wither and Bloom (Spell)

Level 2: Adventuring Tricks

Even when abroad you are most at home when surrounded by those who love you — or at least tolerate you. You learn one adventuring trick of your choice. The Tricks Known column of the Bard table shows when you learn more adventuring tricks.

Level 2: Jack of all trades

You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

Level 2: Varied Expertise

Choose one skill or tool you are proficient with. You gain an expertise die on checks made using the chosen skill or tool. At 6th level, and again at 10th, 14th, and 18th level, choose an additional skill or tool.

Level 2: Feat

As long as you are not multiclassed, you gain one 🥇Feat of your choice, for which you qualify. View “General Character Table” to see if you qualify for a feat at this level.

Level 3: 🦸‍♀️(Legacy) 5e - Bard🦸‍♀️ Subclass

You choose one 🦸‍♀️(Legacy) 5e - Bard🦸‍♀️ Subclass, which represents you best.

Your 🦸‍♀️(Legacy) 5e - Bard🦸‍♀️ Subclass grants you features at 3rd, 6th, 9th, 13th, and again at 17th level.

SubclassDescription
(Legacy) 5e - College of ComedyLong have the performing arts been a favorite pastime for people of all walks of life. Performers and thespians use the stage to tell stories that while fictional, can reveal great truths about life, death, and the struggles in between.
(Legacy) 5e - College of CreationBards 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.
(Legacy) 5e - College of DanceBards of the College of Dance know that the Words of Creation can’t be contained within speech or even song; they are uttered by the movements of celestial bodies and flow through the motions of even the smallest creatures.
(Legacy) 5e - College of EloquenceAdherents 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.
(Legacy) 5e - College of GlamourThe College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others.
(Legacy) 5e - College of LoreBards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales.
(Legacy) 5e - College of SpiritsBards of the College of Spirits seek tales with inherent power—be they legends, histories, or fictions— and bring their subjects to life.
(Legacy) 5e - College of TragedyThese bards specialize in the power of tragic storytelling, weaving words and spells together to dramatic and devastating effect.
(Legacy) 5e - College of WhispersThe 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.

Level 4: Feat

As long as you are not multiclassed, you gain one 🥇Feat of your choice, for which you qualify. View “General Character Table” to see if you qualify for a feat at this level.

Level 5: Battle Hymn Focus

As soon as battle commences your mind focuses on inspiring your allies. At the end of another creature’s turn, you can use your Reaction to activate a battle hymn. This battle hymn replaces any currently activated battle hymns. Replacing an activated battle hymn does not require expending a use of Bardic Inspiration if it has no target yet. In addition, choose one of the following:

  • Your battle hymns no longer require concentration.
  • Your battle hymns can affect a number of additional creatures equal to your CHA modifier (minimum 1).
  • You learn an additional battle hymn that does not count against the number of battle hymns you can know. When choosing this battle hymn, you are treated as having 4 more bard levels for the purpose of meeting its prerequisites. If you change this Battle Hymn Focus, you forget the additional battle hymn.

Whenever you gain a bard level, you may change your Battle Hymn Focus.

Level 5: Key Change

You can use a Bonus Action to switch instruments and change your Art Speciality. Once you have used this feature, you cannot do so again until you finish a short or long rest.

Level 6: 🦸‍♀️(Legacy) 5e - Bard🦸‍♀️ Subclass

Your 🦸‍♀️(Legacy) 5e - Bard🦸‍♀️ Subclass grants you features at 3rd, 6th, 9th, 13th, and again at 17th level.

Level 7: Feat

As long as you are not multiclassed, you gain one 🥇Feat of your choice, for which you qualify. View “General Character Table” to see if you qualify for a feat at this level.

Level 8: Maestro

You become so perfect in your craft that your style begins to bleed over into all your other workings. Choose one type of Art Speciality. You always gain the benefits of that Art Speciality no matter what instrument or art you are using.

Level 8: Battle Hymn Specialization

The energy and focus you bring to battle make your presence in combat a crucial factor for victory. The range of your battle hymns increases to 60 feet. In addition, choose one of the following:

  • You can expend 2 uses of Bardic Inspiration to activate two Battle Hymns at the same time. Losing concentration or changing battle hymns deactivates both.
  • When you expend a use of Bardic Inspiration to activate a battle hymn, you may also grant a Bardic Inspiration die to a creature within 60 feet.

Level 9: 🦸‍♀️(Legacy) 5e - Bard🦸‍♀️ Subclass

Your 🦸‍♀️(Legacy) 5e - Bard🦸‍♀️ Subclass grants you features at 3rd, 6th, 9th, 13th, and again at 17th level.

Level 10: Feat

As long as you are not multiclassed, you gain one 🥇Feat of your choice, for which you qualify. View “General Character Table” to see if you qualify for a feat at this level.

Level 11: Art Mastery

The use of your art specialty has transcended into something beyond majestic. You gain one of the following art masteries.

At 17th level, you gain an additional art mastery.

Percussion: Rolling Rhythm: You can throw a spell’s magic, rebounding it from one place to another. When using this musical art as a spell focus, if you cast a spell that targets only one creature, you can target an additional creature within range of the first (as if it were casting the spell). Once you have used this feature a number of times equal to half your proficiency bonus, you can’t do so again until you finish a short rest.

String Instruments: Melody for All: The melodies you pluck spread like gusts of wind. You gain a number of melody charges equal to your CHA modifier, which you regain whenever you finish a long rest. When using this musical art as a spell focus, if you cast a spell that targets only one creature you can spend a melody charge to target an additional creature within the spell’s range.

Visual: Dual Masterpiece: Your magic resonates through the air. When using this musical art as a spell focus, after casting a bard spell that used an ally as its point of origin on your last turn, if you cast the same spell normally its spell level increases by 2. Once you have used this feature a number of times equal to your proficiency bonus, you can’t do so again until you finish a long rest.

Voice: Everlasting Song: The spells you cast resound upon themselves. When concentrating on a bard spell, you have ADV on concentration Saves you make to maintain concentration while you are using this musical art as a spell focus.

Wind Instruments: Perfect Pitch: While using this musical art as a spell focus, you gain ADV on Deception and Performance checks to conceal the casting of bard spells.

Level 12: Feat

As long as you are not multiclassed, you gain one 🥇Feat of your choice, for which you qualify. View “General Character Table” to see if you qualify for a feat at this level.

Level 13: 🦸‍♀️(Legacy) 5e - Bard🦸‍♀️ Subclass

Your 🦸‍♀️(Legacy) 5e - Bard🦸‍♀️ Subclass grants you features at 3rd, 6th, 9th, 13th, and again at 17th level.

Level 14: Feat

As long as you are not multiclassed, you gain one 🥇Feat of your choice, for which you qualify. View “General Character Table” to see if you qualify for a feat at this level.

Level 15: Grand Battle Hymns

You master one of three grand battle hymns that can shake the firmament with arcane power. Choose one of the following grand battle hymns.

Beyond the Grave: All allies within 60 feet of you that are ☠️Bloodied or ☠️Unconscious are restored to half their maximum hit points. In addition, each is healed of up to 3 levels of ☠️Fatigue.

Magic Never Dies: Allies within 30 feet of you regain up to 5 levels of spell slots, or if they have no spell slots, gain 30 temporary hit points.

Taste of Victory: Allies within 30 feet of you gain a blessing of victory that remains for up to 24 hours or until it is expended. A blessing of victory can be expended while rolling a d20 to gain ADV on an attack roll or opposed ability check.

Once you have used your grand battle hymn, you can’t do so again until you finish a long rest.

Level 15: Superior Inspiration

When you roll Initiative, you regain three expended uses of your bardic Inspiration. Also, instead of giving a creature your normal Bardic Inspiration die, you can spend 2 bardic Inspirations, to give them a d20 instead.

Level 16: Feat

As long as you are not multiclassed, you gain one 🥇Feat of your choice, for which you qualify. View “General Character Table” to see if you qualify for a feat at this level.

Level 17: 🦸‍♀️(Legacy) 5e - Bard🦸‍♀️ Subclass

Your 🦸‍♀️(Legacy) 5e - Bard🦸‍♀️ Subclass grants you features at 3rd, 6th, 9th, 13th, and again at 17th level.

Level 18: Feat

As long as you are not multiclassed, you gain one 🥇Feat of your choice, for which you qualify. View “General Character Table” to see if you qualify for a feat at this level.

Level 19: Virtuoso

Your capacity for drawing a crowd reaches dizzying new heights. As an Action, you can expend a use of Bardic Inspiration to start an epic performance that lasts for 1d4 rounds. During that time, you can choose up to 50 creatures that are within 120 feet of you. Each creature able to hear or see your Epic Performance makes a CHA Save against your ☄️Spell Save DC. Failure: The Creature is ☠️Charmed by you for the duration plus 6 days, or until you or your companions do anything harmful to it. A charmed creature regards you as a friendly acquaintance.

The performance ends early if you are incapacitated or silenced, or if you voluntarily end it (no action required). At the end of the duration, you can expend an additional use of Bardic Inspiration to extend the duration by 1d4 rounds.

When your Epic Performance lasts at least 1 minute, at the end of the duration you can target each charmed creature as if using the ☄️Mass Suggestion spell cast at 9th-level. Creatures do not make saving throws to resist this effect. The commands you give a charmed creature are not obvious, and other creatures must make a Wisdom (Insight) check opposed by your Charisma (Performance) check to understand that you are doing anything more than giving a performance.

You can give each creature its own set of commands, but can only give out 6 different sets of commands.

Once you use this feature, you can’t use it again until you finish a long rest.

Level 20: Epic Boon

You gain one Epic Boon feat of your choice, for which you qualify.

Level 20: Feat

As long as you are not multiclassed, you gain one 🥇Feat of your choice, for which you qualify. View “General Character Table” to see if you qualify for a feat at this level.

Inspiration/Quelle

Inspiration/Quelle

Class Artwork: Evyn Fong; Class Artwork Bard D&D5e 2024 Player’s Handbook