Bards
Of all kinds of adventurers, bards are some of the most versatile thanks to their mastery of a wide variety of skills. Although they do not possess the martial expertise of the mightiest of warriors nor do they possess the absolute mastery of other spellcasters, they have the unique talent of utilizing knowledge from a plethora of sources to fuel their own magical abilities, giving them a unique edge in any situation
Bard Goals
In general, the motives of bards can infinitely vary depending on the individual and in many cases the time of their encounter. Some bards use their abilities to become a popular celebrity figure using their talents for music, art, or performance.
Others may serve as agents for government or criminal organizations seeking to uncover valuable information or objects. Some bards are simply embarking on a personal journey of their own, whether it is self discovery, collecting knowledge, or simply using their skills for the mercenary trade.
In any case, bards can prove to be a valuable ally or a tenacious enemy depending on how their goals align during an encounter
Bard Roles
Thanks to their versatility, bards can be found in nearly any sort of occupation, serving as advisors, spies, criminals, musicians, librarians, and so much more. This versatility can manifest itself in a variety of ways. Because of this, bards tend to blend into normal society much easier than most other types of adventurers. This makes them incredibly useful while in some cases dangerous as well
Bard Tactics
Although bards tend to have a wide array of martial and arcane tactics at their disposal, they tend to lack the depth or expertise of their more specialized peers. However, this does not make them any less dangerous. The bard's greatest strength is fighting their opponents on their own terms, which often does not involve a direct confrontation.
Combat Support
Instead, most bards use their abilities to sow chaos upon their enemies ranks by exploiting their foes weaknesses and countering any edge their opponent they have. In most circumstances, bards excel when fighting along their allies by enhancing their power.
Arcane Inspiration
One of the staple abilities of bards is their talent for shaping the raw essence of magic into condensed motes that can be used to empower allies and foil their enemies. Depending on their skill set, these motes can manifest itself in a variety of way, each with their unique effects.
Bardic Mastery
Bards typically vary in strength depending on the amount of experience they have acquired throughout their travels.
Bard Wayfarers
Bard wayfarers are the most common type of bard one can encounter. They can be found in various different roles such as a tavern singer, street vendors, con artists, or budding adventurers.
Bard Adventurers
Bard adventurers are well-seasoned traveled who have honed their skills over their extensive travels. At this point, these bards have become jacks of all trades and can prove to be quite useful in nearly any situation. Such individuals may take the form of a minor noble, a secret spy, a regional celebrity, or more.
Master Bard
Master bards are not only the jack of all trades, but have fully mastered their chosen area of expertise. Such individuals often use their skills to acquire great positions of power such as being a crime lord, head of a mercenary guild, or in some cases ascended the higher levels of political nobility. Others may have used their extensive knowledge to acquire a trove a magical items and artifacts to use for their own purposes.
Mythic Bard
Mythic bards are the rarest of all bards. Due to their natural charisma and magnificent (or infamous) reputation, such individuals are often viewed as larger than life figures. In fact, many often spread rumors that such bards are not humans but otherworldly creatures such as dragons or celestials in a mortal disguise due to their legendary feats and stories.
Bard Types
The following list below outlines many common roles that bards can take and the special abilities and tricks they have learned as part of their profession.
Majestic Bards
Some bards acquire their repertoire of knowledge from supernatural entities such as celestials, dragons, fey, fiends, and more. Thanks to their mystical source of inspiration, these bards are able to use their magic top replicate the aura of such creatures, allowing them to cause ordinary mortals to bend to their will or to cower in terror.
Luck Bards
These bards have the unique ability to literally make their own luck. They have learned to use their magic to bend luck in their favor or to jinx their enemies.
Investigator Bards
Due to their talent from acquiring information from others, many bards make for ideal investigators. Some conduct their own personal quest for the truth about strange phenomena, or to unlock the secrets of magic itself.
Others serve as spies and secret agents for larger organizations such as governments or crime guilds to uncover secrets of potential threats or rivals. As part of their skill set, these bards specialize in discretely reading their targets, as well as tracking and detaining them if needed.
Whisper Bards
Whisper bards are some of the most terrifying variant of bard. They have learned to channel raw magic into psionic whispers that spreads into the minds of their quarry. This terrifying arcane art grants them the ability to latch onto their subtle whispers to disorient their opponents.
They have even learned to amplify these whispers to silent kill their opponent by channeling their spells from their psionic whispers inside a creature's mind.
Charlatan Bards
Bard charlatans have used their arcane skills to master the art of deceit and disguise. Their greatest weapon is misdirection, as they always try to keep their enemy guessing in combat. They have the unique ability to change their appearance in a matter of seconds, and can even conjure an illusory duplicate that further confounds their foes.
Bard Oracle
In their quest for knowledge, bards oracles have been blessed with the gift of divination. This form of divination can take different forms are some use their arcane ability to glimpse into the future while others simply uses their vast knowledge to predict an outcome based on what they see or know. Because of their foresight, many bard oracles serve as advisors or sages, bestowing knowledge to those that seek it.
Spellward Bard
Spellward bards have completely dedicated themselves to protecting their allies from harm. They have learned a variety of defensive technique and wards from their travels and have learned to implement them into their own arcane abilities.
Because of their specialization, spellward bards are valuable members of many military forces, as they can shield their allies from the deadliest of attacks.
Restoration Bard
Restoration bards have mastered the arcane arts of healing from their travels. Such bards are widely sought for their extensive knowledge allows them to heal nearly any disease or injury. Such bards are often quite valuable on the battlefield as they are able to send restorative motes to bring life back to the dying
Bard Skald
Bard skalds have learned to combine their arcane knowledge with tactical strategy. Not only are these bards masterful warriors on the battlefield, they have the unique ability to direct and empower their allies in the heat of battle. In many circumstances, the presence of a single skald is more than enough to turn the tides of an encounter.
Blade Dancer Bard
Whereas skalds emphasize tactical strategy, blade dancer prefer to combine arcane power with martial skill. As their name suggest, these bards traverse the battlefield in a skillful dance of blades as they nimbly carve a path through their opponents with their spells and weapons.
Although bard blade dancers can find nearly any role or occupation that requires martial skill, many prominent bard blade dancers have been rumored to be lethal assassins, swashbuckling pirates, or intrepid crime lords.
Creation Bard
Creation bards have unlocked the very secrets of the universe itself as they imbue their arcane motes with the magic of creation. With a single command, these bards are able to cause inanimate objects to come to life to serve their commands. Many bards of this skillset have learned to use their talents for many advances in magical technology, such as enchanting and creating constructs.
Thaumaturgy Bard
Thaumaturgy bards have learned to channel the residual magic of their spells into fantastical arcane bursts that they can use to disorient their opponents. These bards have the special talent of harnessing the chaotic nature of wild magic to create illusions or special effects to grant them an edge in battle.
Elementist Bard
Elementist bards have learned to master their arcane talents by mimicking many techniques used by druids through their attunement to nature. Whereas thaumaturgy bards channel their arcane motes into randomized effects, elementist bards can use their magic to manifest bursts of elemental magic. These elemental burst can manifest itself in a variety of ways, such as set enemies ablaze or coating them in a layer of frost.
Bard Wayfarer
Medium Humanoid, varies
- Armor Class 15 (Leather Armor)
- Hit Points 26 (4d8+8)
- Speed 30ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 14 (+2) 14 (+2) 14 (+2) 16 (+3)
- Skills Deception +7, Perception +4, Persuasion +7, Performance +7
- Senses passive Perception 14
- Languages two languages of choice
- Proficiency Bonus +2
- Challenge 2(450 xp)
Countercharm The bard and creatures of its choice within 30ft. of it has advantage on saving throws against being charmed or frightened while the bard is not incapacitated
Inspiring Flourish When the bard uses their Inspiration, they can make one additional attack with their Bardic Rapier as part of their next action.
Mimicry The bard can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell it is an imitation with a successful Wisdom (Insight) check against the bard's Charisma(Deception) check.
Ventriloquism The bard can cause its voice to sound as if it originated from a spot within 30ft. of it. A creature that hears the sounds it makes can determine if this is a trick with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
Actions
Bardic Rapier. Melee Weapon Attack: +4 to hit, 5ft., one target. Hit: 1d8+3 piercing damage. If the Bard uses its Inspiration or Witty Counter on its previous turn, this attack deals an additional 7 (2d6) psychic or thunder (its choice) damage.
Spellcasting
The bard is a 4th level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks) and has the following spells prepared
- Cantrips Minor Illusion, Message, Prestidigitation, Thunderclap, Vicious Mockery
- 1st Level Charm Person, Dissonant Whispers, Disguise Self, Thunderwave
- 2nd Level Suggestion, Invisibility, Silence
Bonus Actions
Inspiration The Bard can add 1d6 to an attack roll, ability check, saving throw, or damage roll of its choice to a creature that it can see in range.
Reaction
Witty Counter The Bard can subtract 1d6 when a creature within 30ft. of it makes an attack roll, ability check, saving throw, or damage roll.
Bard Adventurer
Medium Humanoid, varies
- Armor Class 15 (Leather Armor)
- Hit Points 52 (8d8+16)
- Speed 30ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 14 (+2) 16 (+3) 14 (+2) 18 (+4)
- Skills Deception +10, Perception +5, Persuasion +10, Performance +10
- Senses passive Perception 15
- Languages two languages of choice
- Proficiency Bonus +3
- Challenge 5 (1800 xp)
Countercharm The bard and creatures of its choice within 30ft. of it has advantage on saving throws against being charmed or frightened while the bard is not incapacitated
Inspiring Flourish When the bard uses their Inspiration, they can make one additional attack with their Bardic Rapier as part of their next action.
Mimicry The bard can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell it is an imitation with a successful Wisdom (Insight) check against the bard's Charisma(Deception) check.
Ventriloquism The bard can cause its voice to sound as if it originated from a spot within 30ft. of it. A creature that hears the sounds it makes can determine if this is a trick with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
Actions
Bardic Rapier. Melee Weapon Attack: +5 to hit, 5ft., one target. Hit: 7 (1d8+2) piercing damage. If the Bard uses its Inspiration or Witty Counter on its previous turn, this attack deals an additional 11 (3d6) psychic or thunder (its choice) damage.
Spellcasting
The bard is a 8th level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks) and has the following spells prepared
- Cantrips Minor Illusion, Message, Prestidigitation, Thunderclap, Vicious Mockery
- 1st Level(4 slots) Charm Person, Dissonant Whispers, Disguise Self, Thunderwave
- 2nd Level(3 slots) Suggestion, Invisibility, Silence
- 3rd Level(2 slots) Counterspell, Dispel Magic, Fast Friends, Hypnotic Pattern
- 4th Level(1 slots) Polymorph
Bonus Actions
Inspiration The Bard can add 5(1d8) to an attack roll, ability check, saving throw, or damage roll of its choice to a creature that it can see in range.
Reaction
Witty Counter The Bard can subtract 5(1d8) when a creature within 30ft. of it makes an attack roll, ability check, saving throw, or damage roll.
Master Bard
Medium Humanoid, varies
- Armor Class 20 (Leather Armor)
- Hit Points 76 (12d8+24)
- Speed 30ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 14 (+2) 16 (+3) 14 (+2) 20 (+5)
- Skills Deception +10, Perception +5, Persuasion +10, Performance +10
- Senses passive Perception 15
- Languages two languages of choice
- Proficiency Bonus +4
- Challenge 9 (3900 xp)
Countercharm The bard and creatures of its choice within 30ft. of it has advantage on saving throws against being charmed or frightened while the bard is not incapacitated
Inspiring Flourish When the bard uses their Inspiration, they can make one additional attack with their Bardic Rapier as part of their next action.
Mimicry The bard can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell it is an imitation with a successful Wisdom (Insight) check against the bard's Charisma(Deception) check.
Panache While the bard is not incapacitated, it can add its Charisma modifier to its armor class. This is already included in the stat block.
Ventriloquism The bard can cause its voice to sound as if it originated from a spot within 30ft. of it. A creature that hears the sounds it makes can determine if this is a trick with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
Actions
Bardic Rapier. Melee Weapon Attack: +6 to hit, 5ft., one target. Hit: 7 (1d8+2) piercing damage. If the Bard uses its Inspiration or Witty Counter on its previous turn, this attack deals an additional 14 (4d6) psychic or thunder (its choice) damage.
Spellcasting
The bard is a 12th level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +9 to hit with spell attacks) and has the following spells prepared
- Cantrips Minor Illusion, Message, Prestidigitation, Thunderclap, Vicious Mockery
- 1st Level(4/slot) Charm Person, Dissonant Whispers, Disguise Self, Thunderwave
- 2nd Level(3 slot) Suggestion, Invisibility, Silence
- 3rd Level(2 slot) Counterspell, Dispel Magic, Fast Friends, Hypnotic Pattern
- 4th Level(1 slot) Dimension Door, Polymorph
- 5th Level(1 slot) Bigby Hand, Dominate Person, Legend Lore, Modify Memory
- 6th Level(1 slot) Mass Suggestion
Bonus Actions
Inspiration The Bard can add 6(1d10) to an attack roll, ability check, saving throw, or damage roll of its choice to a creature that it can see in range.
Reaction
Witty Counter The Bard can subtract 6(1d10) when a creature within 30ft. of it makes an attack roll, ability check, saving throw, or damage roll.
Mythic Bard
Medium Humanoid, varies
- Armor Class 21 (Leather Armor)
- Hit Points 130 (20d8+40)
- Speed 30ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 14 (+2) 18 (+4) 16 (+3) 22 (+6)
- Skills Deception +11, Perception +8, Persuasion +11, Performance +11
- Senses passive Perception 18
- Languages two languages of choice
- Proficiency Bonus +5
- Challenge 14 (11500 xp)
Countercharm The bard and creatures of its choice within 30ft. of it has advantage on saving throws against being charmed or frightened
Inspiring Flourish When the bard uses their Inspiration, they can make one additional attack with their Bardic Rapier as part of their next action.
Legendary Resistance(3/day) Upon failing a saving throw, the Master Bard can choose to succeed. Upon using this feature, the bard can cast a spell of 5th level or lower.
Mimicry The bard can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell it is an imitation with a successful Wisdom (Insight) check against the bard's Charisma(Deception) check.
Panache While the bard is not incapacitated, it can add its Charisma modifier to its armor class. This is already included in the stat block.
Ventriloquism The bard can cause its voice to sound as if it originated from a spot within 30ft. of it. A creature that hears the sounds it makes can determine if this is a trick with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
Actions
Bardic Rapier. Melee Weapon Attack: +7 to hit, 5ft., one target. Hit: 7 (1d8+2) piercing damage. If the Bard uses its Inspiration or Witty Counter on its previous turn, this attack deals an additional 18 (5d6) psychic or thunder (its choice) damage.
Spellcasting
The bard is a 20th level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks) and has the following spells prepared
- Cantrips Minor Illusion, Message, Prestidigitation, Thunderclap, Vicious Mockery
- 1st Level(4/slot) Charm Person, Dissonant Whispers, Disguise Self, Thunderwave
- 2nd Level(3 slot) Suggestion, Invisibility, Silence
- 3rd Level(2 slot) Counterspell, Dispel Magic, Fast Friends, Hypnotic Pattern
- 4th Level(2 slot) Dimension Door, Polymorph
- 5th Level(2 slot) Bigby's Hand, Dominate Person, Legend Lore, Modify Memory
- 6th Level(2 slot) Mass Suggestion
- 7th Level(2 slot) Prismatic Spray
- 8th Level(8 slot) Dominate Monster, Feeblemind
- 9th Level(1 slot) Wish
Bonus Actions
Inspiration The Bard can add 7(1d12) to an attack roll, ability check, saving throw, or damage roll of its choice to a creature that it can see in range.
Reaction
Witty Counter The Bard can subtract 7(1d12) when a creature within 30ft. of it makes an attack roll, ability check, saving throw, or damage roll.
Legendary Actions(3/turn)
Movement(1 action) The bard can move up to have its movement speed without provoking attacks of opportunity
Inspiring Boon(1 action) One creature the bard can see within 30ft. can add a 7 (1d12) to its next attack roll, ability check, saving throw, or damage roll before the end of its next turn. A creature can only benefit from one Inspiring Boon at a time.
Inspiring Bane(1 action) One creature the bard can see within 30ft. must subtract a 7 (1d12) to its next attack roll, ability check, saving throw, or damage roll before the end of its next turn. A creature can only benefit from one Inspiring Bane at a time.
Spell(2 actions) The bard can cast a spell of 5th level or lower.
Resilience(3 actions) The bard can end one spell or condition on itself
Eloquence Bard
Inspiring Transformation When the bard uses its Inspiration or Witty Counter, it gains a number of temporary hitpoints equal to 10 times half the bard's proficiency bonus(rounded up) at the start of its next turn.
Majestic Aura Creatures of the bard's choice within 30ft. of the bard must succeed a Wisdom saving throw equal to the bard's spell save DC. On a failed saving throw, creatures are considered to be charmed or frightened by the Bard for 1 minute.
Creatures can repeat its saving throw at the end of each of its turns ending it on a success. On a successful saving throw, creatures are immune to this effect for the next 24 hours.
Otherworldly Glamor The bard has advantage on Charisma (Persuasion and Intimidation) checks
Spellcasting
The bard can add the following spells to its spell list if it has the spell slots to cast them
- Cantrips Thaumaturgy
- 1st Level Spells Fear
- 2nd Level Spells Enthrall
- 3rd Level Spells Incite Greed, Motivational Speech, Fear
- 4th Level Spells Compulsion
- 5th Level Spells Seeming
- 6th Level Spells Otherworldly Transformation
- 8th Level Spells Illusory Dragon
- 9th Level Spells True Polymorph
Bonus Actions
Majesty's Command The bard can use its bonus action to use Command on a charmed or frightened creature. The bard can cast this spell without expending a spell slot
Reactions
Majestic Sanctuary When a creature makes an attack or targets the bard with an effect that only targets it, that creature must succeed a Charisma saving throw equal to the bard's spell save DC. On a failed saving throw, creatures cannot attack it and must choose a new target. If there is no new target, that attack or effect is wasted.
Luck Bard
Jinx When the a creature has disadvantage on an attack roll against the bard or on ability checks or saving throws against the bard or its effects, that creature must roll three times taking the lowest result. Whenever a creature rolls a 1 or 3 against the bard or its effects, it counts as a critical failure.
Lucky Inspiration Whenever the bard rolls its Inspiration or Witty Retort, it can roll its Inspiration die with advantage.
Lucky When the bard has advantage on an attack roll, it can roll three times taking the highest result. The bard can also deal a critical hit on a 18-20.
Universal Correction Whenever the bard rolls a 1-3, it can reroll the die taking the new result
Spellcasting
The bard can add the following spells to its spell list if it has the spell slots to cast them
- Cantrips Thaumaturgy
- 1st Level Spells Silvery Bards
- 2nd Level Spells Aid, Fortune's Favor
- 5th Level Spells Skill Enpowerment
- 9th Level Spells Foresight
Actions
Lucky Strike When the bard uses its inspiration, its next attack using its Bardic Rapier has advantage until the start of its next turn. Upon dealing a critical hit, this attack can triple the damage die instead of doubling the damage die.
Investigator Bard
Thought Reader Creatures within 30ft. of the bard must succeed a Wisdom saving throw equal to the bard's spell save DC. On a failed saving throw, the bard can read the surface thoughts and emotions of creature's within range.
Unreadable Thought The bard can emit false thoughts by making a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check whenever the bard is targeted with an effect that reads their mind.
Spellcasting
The bard can add the following spells to its spell list if it has the spell slots to cast them
- 1st Level Spells Hunter's Mark
- 2nd Level Spells Detect Thoughts, Hold Person, Mind Spike, Zone of Truth
- 3rd Level Spells Non Detection
- 4th Level Spells Arcane Eye, Banishment, Otiluke's Resilient Sphere
- 5th Level Spells Legend Lore, Scrying
- 6th Level Spells Find the Path
- 7th Level Spells Forcecage
- 9th Level Spells Imprisonment
Bonus Action
Investigator's Mark The bard can mark one creature it can see within 120ft. of it. Upon using this feature, the bard always knows the location of that creature while it is on the same plane of existence.
The bard can only mark one creature at a time in this manner
Whispers Bard
- Challenge Rating Increases by 1
Amplified Whispers The whisper's bard can target creatures with a spell effect even if it is behind full cover or not in the bard's line of sight. The spell must only target one creature and the target must still be within the spell's range.
Arcane Whispers Creatures under the effects of Arcane Whispers are considered to be deafened and have disadvantage on saving throws to maintain concentration
Spell Whisperer The bard only requires verbal components for its spellcasting abilities
Whispering Aura Creatures within 30ft. of the bard must succeed a Wisdom saving throw equal to the bard's spell save DC. On a failed saving throw, creatures are considered to be under the effect of their Arcane Whispers for 1 minute.
Creatures can repeat its saving throw at the end of each of its turns ending it on a success. On a successful saving throw, creatures are immune to this effect for the next 24 hours.
Whisper Blade Once on each of the bard's turns, if the bard makes an melee weapon attack against a creature under their Arcane Whispers, it takes additional psychic damage equal to a number of d6s equal to the bard's proficiency bonus.
Spellcasting
The bard can add the following spells to its spell list if it has the spell slots to cast them
- 1st Level Spells Silent Image
- 2nd Level Spells Magic Missile, Mind Spike, Phantasmal Force
- 3rd Level Spells Enemies Abound
- 4th Level Spells Compulsion, Phantasmal Killer
- 5th Level Spells Dream
- 6th Level Spells Find the Path, Programmed Illusion
- 7th Level Spells Divine Word
- 8th Level Spells Power Word Stun
- 9th Level Spells Psychic Scream, Power Word Kill
Actions
Multiattack The bard can cast a spell and make an attack with its Bardic Rapier
Reactions
Cacaphony When a creature under the effects of the bard's Arcane Whisper makes an attack against the bard, it must do so with disadvantage. If the attack still hits, the attacker takes psychic damage equal to a number of d6s equal to the bard's proficiency bonus.
Charlatan Bard
- Challenge Rating Increases by 1
Confounding Tactics While within 10ft. of its duplicate, attacks against the charalatan have disadvantage
Spellcasting
The bard can add the following spells to its spell list if it has the spell slots to cast them
- Cantrips Minor Illusion
- 1st Level Spells Silent Image
- 2nd Level Spells BLur, Invisibility, Mirror Image
- 3rd Level Spells Enemies Abound, Major IMage
- 4th Level Spells Hallucinatory Terrain, Greater Invisibility
- 5th Level Spells Seeming, Mislead
- 6th Level Spells Programmed Image
- 7th Level Spell Mirage Arcane
- 8th Level Spells Animal Shapes
- 9th Level Spells Mass Polymorph, True Polymorph, Shapechanger
Bonus Action
Illusory Duplicate The charalatan can summon an illusory duplicate within 60ft. of it. The duplicate occupies its own space and is immune to all damage and conditions as long as the bard is not incapacitated.
While the duplicate is activated, it bard can cast its spells through the space of the duplicate.
Shapechanger As an action, the bard can change their appearance and their voice. The bard can determine the specifics of the changes, including its coloration, hair length, and sex.
The bard can also adjust your height and weight, but not so much that its size changes. The bard can make itself appear as a member of another race, though none of its game statistics change.
The bard can't duplicate the appearance of a creature it has never seen, and you must adopt a form that has the same basic arrangement of limbs that it has.
Reactions
Misdirection When a creature targets the bard with an attack or a saving throw that affects only the bard, the bard can use its reaction to swap places within its duplicate causing the duplicate to take the effects instead.
Upon using this effect, the duplicate immediately fades.
Oracle Bard
- Darkvision 120ft.
- Challenge Rating Increases by 1
Foresight The bard and creatures of its choice within 30ft. of it have advantage on initiative checks
Oracle's Awareness The bard cannot be surprised and has advantage on Wisdom (Perception) checks as long as the bard is not incapacitated
Oracle's Sight The bard can see creatures hidden by an illusion or invisibility. Additionally, the bard's vision is not obscured by magical darkness.
Persistent Boon When the bard uses its Witty Retort or Inspiration on a creature, that creature can keep that die until the start of the bard's next turn.
Spellcasting
The bard can add the following spells to its spell list if it has the spell slots to cast them
- Cantrips Guidance
- 1st Level Spells Bless, Bane, Magic Missile, Silvery barbs
- 2nd Level Spells Aid, Augury, Darkvision, See Invisibility, Locate Object
- 3rd Level Spells Clairvoyance, Enemies Abound, Major IMage
- 4th Level Spells Divination, Locate Creature
- 5th Level Spells Scrying, Temporal Shunt
- 6th Level Spells Find the Path, True Seeing
- 8th Level Spells Animal Shapes
- 9th Level Spells Foresight, Time Stop
Bonus Actions
Prophetic Order When the bard uses its Inspiration or Witty Retort, creatures of its choice within 10ft. of it gain advantage or disadvantage on its next attack roll, ability check, or saving throw before the end of its next turn.
Reactions
Prophesy Upon using its Witty Retort, the bard can force a creature to reroll the entire taking the new result instead
Spellward Bard
- Challenge Rating Increases by 1
Inspiring Shield When the bard or a creature uses its Inspiration, it gains a bonus to its AC equal to its Inspiration roll until the start of the bard's next turn.
Infinite Ward When the bard or a creature uses its Inspiration, that creature gains immunity to one damage type of its choice until the start of the bard's next turn
Spellcasting
The bard can add the following spells to its spell list if it has the spell slots to cast them
- Cantrips Blade Ward
- 1st Level Spells Absorb Elements, Shield, Shield of Faith
- 2nd Level Spells Warding Bond
- 3rd Level Spells Counterspell, Dispel Magic, Protection from Elements
- 4th Level Spells Banishment
- 5th Level Spells Wall of Force
- 6th Level Spells Contingency, Globe of Invulnerability
- 7th Level Spell Mirage Arcane
- 8th Level Spells Holy Aura
- 9th Level Spells Invincibility, Prismatic Wall
Reactions
Retort's Aegis When the bard uses its Witty Retort when a creature makes an attack roll and the attack or damage roll still hits, the target takes half damage the remaining damage dealt.
Restoration Bard
Restorative Inspiration When the bard uses its Inspiration, the target regains a number of hitpoints equal to twice its the roll of its Inspiration die.
Restorative Counter The bard and creatures of its choice within 30ft. of it has advantage on saving throws against being deafened, diseased, exhausted, paralyzed, or poisoned as long as the bard is not incapacitated.
Restoration Shield When the bard casts a spell that causes a creature to regain hitpoints, that creature regains a number of hitpoints equal to the level of the spell + the bard's proficiency bonus.
Spellcasting
The bard can add the following spells to its spell list if it has the spell slots to cast them
- Cantrips Spare the Dying
- 1st Level Spells Cure Wounds, Healing Word
- 2nd Level Spells Lesser Restoration
- 3rd Level Spells Aura of Vitality, Mass Cure Wounds, Revivify
- 4th Level Spells Aura of Life, Aura of Purity
- 5th Level Spells Mass Cure Wounds, Raise the Dead
- 6th Level Spells Heal
- 9th Level Spells True Resurrection, Power Word Heal
Reactions
Emergency Aid The bard can target one creature within 0 hitpoints to use its Inspiration to cause it to recover hitpoints That creature regains a number of hitpoints equal to twice the Bard's Inspiration die.
Bard Skald
- Armor Class Increases by 2 (includes a shield)
- Challenge Rating Increases by 1
Battle Casting When the skald makes an attack of opportunity, it can cast a spell instead. It can only cast spells that targets one creature in this manner
Commander When the skald uses its Inspiration or Witty Retort, it can target one additional creature in range
Tactical Advantage The skald and allies of its choice within 30ft. of it has advantage on initiative checks while the skald is not incapacitated
War Caster The skald has advantage on saving throws to maintain concentration on spell effects
Spellcasting
The bard can add the following spells to its spell list if it has the spell slots to cast them
- Cantrips Booming Blade
- 1st Level Spells Zephyr Strike, Shield
- 2nd Level Spells Spiritual Weapon
- 3rd Level Spells Elemental Weapon, Haste
- 5th Level Spells Conjure Volley, Swift Quiver, Steel Wind Strike
- 6th Level Spells Blade Barrier
- 7th Level Spell Mordenkainen's Sword
- 9th Level Spells Blade of Disaster
Actions
Multiattack The skald can casts spell and can make one additional weapon
Bonus Actions
Battle Commander When a creature uses the skald's Inspiration on an weapon attack or weapon damage roll, the target can deal additional damage on its next weapon damage roll equal to a number of d6s equal to the skald's proficiency bonus on its next damage roll before the end of its next turn
Reactions
Retaliate When the skald uses its Witty Retort, the target of the attack can use its reaction to make a melee weapon attack. On a hit, the target takes additional damage equal to a number of d6s equal to a the skald's proficiency bonus.
Blade Dancer Bard
- Armor Class Increases by 1 (Dual Wielding)
- Challenge Rating Increases by 1
Battle Casting When the bard makes an attack of opportunity, it can cast a spell instead. It can only cast spells that targets one creature in this manner
Slashing Flourish When the bard makes a weapon attack against a creature, it can can make a weapon attack one additional creature within 5ft. of the target.
Nimble Escape The bard can move outside a creature's reach without provoking attack of opportunity
Tactical Advantage The bard has advantage on initiative checks
War Caster The bard has advantage on saving throws to maintain concentration on spell effects
Spellcasting
The bard can add the following spells to its spell list if it has the spell slots to cast them
- Cantrips Booming Blade
- 1st Level Spells Zephyr Strike, Shield
- 2nd Level Spells Spiritual Weapon
- 3rd Level Spells Elemental Weapon, Haste
- 5th Level Spells Conjure Volley, Swift Quiver, Steel Wind Strike
- 6th Level Spells Blade Barrier
- 7th Level Spell Mordenkainen's Sword
- 9th Level Spells Blade of Disaster
Actions
Multiattack The skald can cast a spell and make two weapon attack on its turn
Reactions
Riposte When the bard uses its Witty Retort against a creature that attacks it, the bard can use its reaction to make a melee weapon attack. Upon using this feature, the bard can make two attacks with its Bardic Rapier.
Creation Bard
- Challenge Rating Increases by 1
Creation's Burst When the bard uses its Inspiration or its Witty Counter, creatures of its choice within 10ft. takes force damage equal to the roll of the bard's Inspiration die.
Spellcasting
The bard can add the following spells to its spell list if it has the spell slots to cast them
- 1st Level Spells Unseen Servant, Floating Disk
- 2nd Level Spells Spiritual Weapon
- 3rd Level Spells Tiny Servant
- 4th Level Spells Fabricate, Otiluke's Resilient Sphere, Summon Construct
- 5th Level Spells Animate Objects
- 6th Level Spells Blade Barrier
- 7th Level Spell Mordenkainen's Sword
- 9th Level Spells Blade of Disaster
Bonus Actions
Creation's Note The bard can target one Large or smaller object within 30ft. of it causing it to come to life.
The object counts as an ally of the bard acting on the bard's initiative for one hour or until the object is destroyed. The bard can only animate one object at a time in this manner.
You can refer to the Animated Object statblock. The Animated Objects act on the bard's initiative acting before or after the bard takes an action(the bard's choice)
Animated Object
large object, unaligned
- Armor Class the bard's spell save DC
- Hit Points 10 times Bard's proficiency bonus
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 16 (+3) 2 (-5) 10 (+0) 10 (+0)
- Condition Immunities charmed, exhausted, frightened, poisoned
- Senses blindsight 60ft., passive Perception 10
- Languages can understand the languages of its master but cannot speak it
- Proficiency Bonus Equal's that of the bard
- Challenge varies
Inspiration's Empowerment While the object is within 30ft. of the bard, it can deal additional force damage equal to a number of d6s equal to the bard's proficiency bonus.
The animated object can benefit from this feature once on each of its turns.
Magical Attacks The object's attacks count as magical for the purpose of overcoming resistance.
Actions
Multiattack. The animated object can make a number of attacks equal to half the bard's proficiency bonus(rounded up)
Slam. Melee Weapon Attack: +the bard's spellcasting modifier to hit, 5ft., one target. Hit: 8 (1d8+3) bludgeoning damage
Reactions
Defend the Creator When the bard takes damage from a creature, the animated object can use its reaction to move up to half its movement speed to make a slam attack against the attacker. On a hit, the target takes additional force damage equal to a number of d6s equal to the bard's proficiency bonus
Thaumaturgy
Special Effects
When the bard uses its Bardic Inspiration and Witty Retort, it can roll a d6 to cause one of the following effects
- 1. Dazzling Flair Creatures of the bard's choice within 10ft. of it must succeed a Constitution saving throw against the bard's spell save DC or become blinded until the end of its next turn.
- 2. Attractive Aroma Creatures of the bard's choice within 10ft. of it must succeed a Wisdom saving throw against the bard's spell save DC or become charmed until the end of its next turn.
- 3. Terrifying Visage Creatures of the bard's choice within 10ft. of it must succeed a Wisdom saving throw against the bard's spell save DC or become frightened until the end of its next turn.
- 4. Deafening Boom Creatures of the bard's choice within 10ft. of it must succeed a Constitution saving throw against the bard's spell save DC or become deafened until the end of its next turn.
- 5. Starstruck Creatures of the bard's choice within 10ft. of it must succeed a Wisdom saving throw against the bard's spell save DC or it is unable to speak until the end of its next turn.
- 6. Enthrall Creatures of the bard's choice within 10ft. of it must succeed a Wisdom saving throw against the bard's spell save DC or it cannot take reactions until the end of its next turn.
Actions
Thaumaturgist's Strike When the bard rolls a critical hit on its Rapier, the bard can roll a d6 on its Special Effect table forcing the target to make the appropriate saving throw against its effects.
Elementist Bard
Special Effects
When the bard uses its Bardic Inspiration and Witty Retort, it can roll a d10 to cause one of the following effects
- 1-2. Flame Burst Creatures of the bard's choice within 10ft. of it must succeed a Dexterity saving throw against the bard's spell save DC or be set aflame for one minute. Creatures set ablaze takes fire damage equal to the Bard's Inspiration die at the start of each of its turns. It can use an action to put out the flames.
- 3-4. Frost Snap Creatures of the bard's choice within 10ft. of it must succeed a Constitution saving throw against the bard's spell save DC or become restrained until the end of its next turn.
- 5-6. Storm Burst Creatures of the bard's choice within 10ft. of it must succeed a Constitution saving throw against the bard's spell save DC or become paralyzed until the end of its next turn.
- 7-8. Thunderous Burst Creatures of the bard's choice within 10ft. of it must succeed a Strength saving throw against the bard's spell save DC or be pushed back 10ft.
- 9-10.Tremors Creatures of the bard's choice within 10ft. of it must succeed a Strength saving throw against the bard's spell save DC or be knocked prone.
Spellcasting
The bard can add the following spells to its spell list if it has the spell slots to cast them
- Cantrips Firebolt, Ray of Frost
- 1st Level Spells Burning Hands
- 2nd Level Spells Binding Frost
- 3rd Level Spells Fireball, Lightning Bolt, Tidal Wave
- 4th Level Spells Web of Fire, Ice Storm
- 5th Level Spells Cone of Cold
- 6th Level Spells Lightning Bolt
- 7th Level Spell Firestorm
- 8th level Spells Earthquake, Tsunami
- 9th Level Spells Meteor Swarm
Actions
Elementist's Strike When the bard deals a critical hit using its Rapier, the bard can roll a d6 on its Special Effect table forcing the target to make the appropriate saving throw against its effects.
The additional damage it deals from use its Inspiration can be the Bard's choice of cold, fire, lightning, or thunder damage.
A special Thanks to my Patrons
Mythic Patrons
Marcella V., Mercyque, Chandlor D., Marshmellow Owlbear, Jake C., The Emcredible , Terra Nova, Kandros Vashtet, Shrike, Camden, DJ Stribj, Tom L.
Legendary Patrons
Daniel M., Eddie, Sir Prize, Steven K., Adiin_JKC, Kate, James
Epic Patrons
Brad E., Jordan B, Flamerules3, Vincent, Alex D, Aaron S., Captain Blackwood. Jacob S. , Razi R., Damien T., Tallon M., Peter R., Douglas B., John B., Nathan S., Joseph L., Cyptossarian, Caleb A., Andrew W., Glenn S., Andrew C., Justin R., Ilheath, Particle Man, Dharmatrails
Art Credits
Cover Art: Anna Steinbauer
Bard Wayfarer: Randy Gallegos
Bard Adventurer: Eelis Kyttanen
Master Bard: Chase Stone
Luck Bard: Johannes Voss
Spellward Bard: Magali Villeneuve
Animated Object: Craig J Spearing
Patron Art: Rudy Siswanto
Watercolor Stains: Jared Ondricek
Back Cover Art: Zack Stella
If you are interested in staying up to date on my upcoming content, be sure to follow me on GMBinder, my Discord server, or on my Instagram to receive regular updates on future compendiums. If you wish to view my previous works or support me, be sure to check out my Patreon and Ko Fi where you can download these compendiums for free!