SC5e Bard

by Stormchaser

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The Stormchaser D20 RPG
Bard

Bard

The Bard
Level Proficiency Bonus Features Cantrips Known Spell Points Max Spell Level
1st +2 Bardic Inspiration, Spellcasting 2 2 1st
2nd +2 Expertise, Jack of All Trades 2 3 1st
3rd +2 Song of Rest, Bard College 2 8 2nd
4th +2 Ability Score Improvement 3 10 2nd
5th +3 Bardic Inspiration (d6) 3 16 3rd
6th +3 Countercharm, Bard College Feature 3 19 3rd
7th +3 Song of Rest (d6) 3 23 4th
8th +3 Ability Score Improvement 3 27 4th
9th +4 Bardic Inspiration (d8) 3 36 5th
10th +4 Expertise, Magical Secrets 4 41 5th
11th +4 Song of Rest (d8) 4 47 6th
12th +4 Ability Score Improvement 4 47 6th
13th +5 Bardic Inspiration (d10) 4 54 7th
14th +5 Magical Secrets, Bard College Feature 4 54 7th
15th +5 Song of Rest (d10) 4 62 8th
16th +5 Ability Score Improvement 4 62 8th
17th +6 Bardic Inspiration (d12) 4 71 9th
18th +6 Song of Rest (d12) 4 76 9th
19th +6 Ability Score Improvement 4 82 9th
20th +6 Virtuoso 4 89 9th

Proficiencies

Armour: Light armour
Weapons: Simple weapons and choose 1 martial weapon group
Tools: Gain 3 proficiency points
Defences: Charisma and choose any 1 other
Skills: Gain 6 proficiency points

Equipment

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

  • A weapon (if proficient)
  • (a) a diplomat’s pack or (b) an entertainer’s pack
  • A musical instrument
  • An underlay and a dagger

Spellcasting

Spells Known

You know a number of bard spells equal to your Charisma modifier + your bard level, (minimum of one spell). The spells must be less than or equal to your max spell 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 must also be less than or equal to your max spell level.

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 d4.

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 a short or long rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 5th level, a d8 at 9th level, a d10 at 13th level, and a d12 at 17th level.

Expertise

At 2nd 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.

Song of Rest

Beginning at 3rd 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 1d4 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d6 at 7th level, to 1d8 at 11th level, to 1d10 at 15th level, and to 1d12 at 18th level.

Font of Inspiration (Removed)

Expended uses of Bardic Inspiration can now be regained when you finish a short rest from level 1.

Virtuoso

At 20th level, you are the epitome of music and magic. Your Dexterity and Charisma scores increase by 2. Your maximum for those scores also increases by 2. Additionally, when you roll initiative and have no uses of Bardic Inspiration left, you regain a number of uses equal to your Charisma modifier.

Bard Colleges

College of Valour

Bonus Proficiencies

When you join the College of Valour at 3rd level, you either gain a fighting style or gain proficiency with medium armour, and 3 martial weapon groups.

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.

If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt.

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.

College of Charm

Gift of Empathy

At 3rd level, you gain proficiency in Deception, Insight and Persuasion. If you are already proficient in these skills, you may choose other skills to replace them.

Additionally, you have in your possession one or more trinkets from people with whom you shared a close relationship in the past. It could be a parent, relative, lover, friend, mentor, or anyone who had a strong emotional impact on your life. You use this as your focus for spell casting.

Work with your DM to determine an appropriate item or items to keep on your person. If your trinket is lost, and you do not have a replacement, you will not be able to cast spells until your are able to find a new one with enough sentimental value, at your DM's discretion.

Commanding Adoration

At 3rd level, it pains your opponents to fight you and your allies.

As a bonus action, you exude an aura that commands adoration from those around you. For 1 minute or until you are incapacitated, any creature hostile to you that ends their turn within 30ft of you must make a Wisdom saving throw against your spell save DC or take 1d4 psychic damage. This damage increases to 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level and 1d12 at 17th level. You can use this feature a number of times equal to your Charisma modifier, with a minimum of 1. Once you use this feature, you can't use it again until you finish a long rest.

Aura of Good Will

Starting at 6th level, your silken words and welcoming body language give others cause to trust you

As a reaction, you can expend 1 use of your Bardic Inspiration to attempt to enamor your target. Your target must make a wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target becomes enamored with you, and becomes defensive against any creature that threatens you. This ability cannot force another creature to fight, unless they would otherwise be inclined to do so. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.

If a target succeeds on its saving throw, the target has no hint that you tried to charm it.

Charismatic Resolve

At 14th level, your presence alone gives your companions encouragement.

As a bonus action on your turn, you can spend a Bardic Inspiration on any enemy you can see within 60 ft. Until your next turn, your companions gain advantage on skill checks and attacks made against this enemy. Once you have used this ability on an enemy, it cannot be used on that enemy again for 24 hours.

Welcome to D20 with Stormchaser

If you're reading this, the chances are that you're playing in one of my games, or you've found my content via Discord or Reddit.

I hope you have fun, and if you have any questions at all, don't hesitate to ask.

Enjoy!

Thanks

Extra thanks to my dedicated patrons and the members of my discord for their playtesting, feedback and critique!

Special mention goes to deity tier patron
Kane Taylor, aka "Zombie Cat ASMR".