SIGNING IN

Points de Vie

Dés de Vie 1d8 par niveau

Maîtrises

DEX , CHA

Bard

Niveau Bonus de Maîtrise Capacités Comp. Points Bardic Inspiration Cantrips Known Spells Known
1 + 2 Spellcasting Composition Bardic Inspiration Bard College Countercharm Bard College Feature 2 d6 2 4
2 + 2 Spellcasting Composition Bardic Inspiration Bard College Countercharm Bard College Feature 3 d6 2 5
3 + 2 Spellcasting Composition Bardic Inspiration Bard College Countercharm Bard College Feature 4 d6 2 6
4 + 2 Spellcasting Composition Bardic Inspiration Bard College Countercharm Bard College Feature 5 d6 3 7
5 + 3 Spellcasting Composition Bardic Inspiration Bard College Countercharm Bard College Feature 7 d8 3 8
6 + 3 Spellcasting Composition Bardic Inspiration Bard College Countercharm Bard College Feature 9 d8 3 9
7 + 3 Spellcasting Composition Bardic Inspiration Bard College Countercharm Bard College Feature 11 d8 3 10
8 + 3 Spellcasting Composition Bardic Inspiration Bard College Countercharm Bard College Feature 14 d8 3 11
9 + 4 Spellcasting Composition Bardic Inspiration Bard College Countercharm Bard College Feature 17 d8 3 12
10 + 4 Spellcasting Composition Bardic Inspiration Bard College Countercharm Bard College Feature 20 d10 4 12

Spell Slots

Niveau Bonus de Maîtrise Capacités 1st 2nd 3rd 4th 5th
1 + 2 Spellcasting Composition Bardic Inspiration Bard College Countercharm Bard College Feature 2 0 0 0 0
2 + 2 Spellcasting Composition Bardic Inspiration Bard College Countercharm Bard College Feature 3 0 0 0 0
3 + 2 Spellcasting Composition Bardic Inspiration Bard College Countercharm Bard College Feature 4 2 0 0 0
4 + 2 Spellcasting Composition Bardic Inspiration Bard College Countercharm Bard College Feature 4 3 0 0 0
5 + 3 Spellcasting Composition Bardic Inspiration Bard College Countercharm Bard College Feature 4 3 2 0 0
6 + 3 Spellcasting Composition Bardic Inspiration Bard College Countercharm Bard College Feature 4 3 3 0 0
7 + 3 Spellcasting Composition Bardic Inspiration Bard College Countercharm Bard College Feature 4 3 3 1 0
8 + 3 Spellcasting Composition Bardic Inspiration Bard College Countercharm Bard College Feature 4 3 3 2 0
9 + 4 Spellcasting Composition Bardic Inspiration Bard College Countercharm Bard College Feature 4 3 3 3 1
10 + 4 Spellcasting Composition Bardic Inspiration Bard College Countercharm Bard College Feature 4 3 3 3 2

Capacités de Classe

Niveau 1

Spellcasting
Composition
Bardic Inspiration
Bard College

Niveau 10

Magical Secrets
Chords of Power
Bard College Feature

Niveau 2

Jack of All Trades
Song of Rest

Niveau 3

Expertise
Bard College Feature

Niveau 4

Ability Score Improvement

Niveau 6

Countercharm
Bard College Feature

Niveau 8

Greater Ability Score Improvement

Maîtrises

Armor

light

Skills

Équipement de Départ

(a) a rapier or (b) a longsword, or (c) any simple weapon.
(a) lute or (b) any other musical instrument.
Alternativement, vous pouvez commencer avec: 5d4×10|5d4 × 10|Starting Gold

Capacités de Classe

Spellcasting (Level 1)

You gain the ability to cast magic spells using words of power and musical notes.

Cantrips

At 1st-level, you 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 Class Features (Bard) table.

Replacing Known Cantrips:

When you gain a bard level, you can choose one of the bard cantrips you know and replace it with another cantrip from the bard spell list.

Spell Slots

The Class Features (Bard) table shows how many spell slots you have to cast your spells of 1st-level and higher. To cast one of your spells, you must spend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st-level and Higher

At 1st-level, you know four 1st-level spells of your choice from the bard spell list. The Spells Known column of the Class Features (Bard) table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots.

Replacing Known Spells:

When you gain a bard level, you may choose one of the bard spells you know and replace it with another spell from the bard spell list. This new spell must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells. Use your Charisma modifier to determine the saving throw DC or attack modifier for a bard spell you cast.

Spellcasting Ability

Spell
Spell

Ritual Casting

You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You use a musical instrument as a spellcasting focus for your bard spells.

Composition (Level 1)

You have a number of composition points, as shown in the Composition Points column of the Class Features (Bard) table. You can spend composition to inspire and revitalize your allies—and you may learn other applications from your Bard College.

You recover all expended composition points when you finish a long rest.

Bardic Inspiration (Level 1)

You can use your compositions to inspire other creatures with stirring words and music.

Spend one bonus action and one point of composition to choose one creature other than yourself that is (a) within 60 feet of you and (b) can hear you. The chosen creature gains one Bardic Inspiration die—a d6.

  • Being Inspired: A creature with Bardic Inspiration has 10 minutes in which to choose to 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 before deciding to use the Bardic Inspiration die, but it must do so before the GM says whether the roll succeeds or fails.

    Once the die is rolled, it is spent. A creature can have only one Bardic Inspiration die at a time.

  • Growing Inspiration: The Bardic Inspiration die grows as you gain bard levels, as shown in the Bardic Inspiration column of the Class Features (Bard) table.

Bard College (Level 1)

Art demands an audience, and bards are nothing if not gregarious. To perfect their art, bards seek others out to swap songs and stories, boast of their accomplishments, and share their knowledge. Bards often form loose associations—their colleges—to facilitate their gatherings and preserve their traditions.

Whatever your background, this chapter introduces a variety of colleges for you to choose from. Define your bardic traditions and perfect your art.

Choose a Bard College. You gain features from your Bard College at 1st, 3rd, 6th, and 10th-level.

Collegiate Pledges

Each college has a set of three guiding principles—its pledges—that help to preserve bardic traditions. Respect these pledges to gain distinction from fellow bards.

Collegiate Distinction:

If you make a notable effort while honoring your collegiate pledges, you may gain a mark of distinction.

During a long rest, you can spend one mark of distinction to share songs with another bard and replace one of your known bard spells (including cantrips) with another spell from the bard spell list. The new spell must be of the same spell level as the one you replace.

Collegiate Inspiration

At 1st-level, you gain a unique way to use your Bardic Inspiration class feature from your Bard College.

Jack of All Trades (Level 2)

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

Song of Rest (Level 2)

During a short rest, you can help to revitalize your allies by playing a soothing song or telling an inspiring story.

If you—or any friendly creature who can hear your performance—regain hit points by spending one or more Hit Dice, each creature regains an extra 1d6 hit points.

Greater Song of Rest:

At 9th-level, the extra hit points regained increases from 1d6 to 1d8.

Composed Song of Rest

When you begin a Song of Rest, you can spend composition to increase the bonus hit points granted.

For each point of composition you spend, increase the die size of your song by one step (to a maximum of 1d12).

d6 → d8 → d10 → d12

Expertise (Level 3)

Choose two skills in which you are proficient. You gain expertise in these skills, doubling your proficiency bonus for any ability check you make that uses either skill.

Greater Expertise:

At 10th-level, choose two additional skills in which you are proficient—you gain expertise in these skills also.

Bard College Feature (Level 3)

At 3rd level, you gain a feature from your Bard College.

Ability Score Improvement (Level 4)

You can increase one ability score of your choice by +2, or two ability scores of your choice by +1. You can't increase an ability score above 20 using this feature.

Countercharm (Level 6)

As an action, you 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 benefit from this. The performance ends early if you are incapacitated, silenced, or if you voluntarily end it as a free action.

Composed Countercharm

As you begin to perform Countercharm, you may choose to alter your performance in the following ways.

  • Fermata: Spend one point of composition to extend the maximum duration of your Countercharm by one additional round.

  • Forte: Spend one point of composition to extend the maximum range of your Countercharm from 30 ft to 60 ft.

  • Vivace: Spend one point of composition to perform Countercharm as a bonus action instead of a full action.

Bard College Feature (Level 6)

At 6th level, you gain a feature from your Bard College.

Greater Ability Score Improvement (Level 8)

At 8th-level, you gain another ability score improvement.

You can increase one ability score of your choice by +2, or two ability scores of your choice by +1. You can't increase an ability score above 20 using this feature.

Magical Secrets (Level 10)

You learn two spells of your choice from any class. The spells don't have to be from the same class, but they must be a cantrip or of a spell level that you can cast.

The chosen spells count as bard spells for you and don't count against the number of bard spells you know.

Chords of Power (Level 10)

In your trained hands, a musical instrument can suddenly become a dangerous, sonic weapon.

As a bonus action, you start a performance that lasts for up to 1 minute. During this time, any musical instrument that you hold can be used as:

  • a. A simple weapon that deals 1d10 thunder damage.

  • b. A simple ranged weapon (range 60 ft) that deals 1d8 thunder damage.

When you make an attack with a musical instrument, you can use your Charisma modifier (instead of Strength or Dexterity) for the attack and damage rolls.

  • Curtain Call: Your performance ends early if (a) you are incapacitated, (b) you are silenced, or (c) you voluntarily end it as a free action.

  • Limited Run: You may use this feature once, and you regain expended uses when you finish a long rest.

Bard College Feature (Level 10)

At 10th level, you gain a feature from your Bard College.

Multiclassage

Prérequis de Multiclassage

{"cha":13}

Maîtrises Acquises

Armor light
Skills Choose Choisir 1 depuis Athletics, Acrobatics, Sleight Of Hand, Stealth, Arcana, History, Investigation, Nature, Religion, Animal Handling, Insight, Medicine, Perception, Survival, Deception, Intimidation, Performance, Persuasion
Tools one musical instrument of your choice

Sous-classes

College of Dance
GCC
College of Lore
GCC
College of Secrets
AACC
College of Tongues
GCC

Capacités de Sous-classe

College of Dance

College of Dance (Level 1)

You are a bard of the College of Dance and you know how to turn heads on the dancefloor. Whether in a fine royal court or a dark and sunken dungeon, you inspire and enflame with physical prowess, shaping the elements of movement—space, time, and force—into magic.

Collegiate Pledges

You—and other bards of your college—are guided by the following collegiate pledges:

  • Be Confident: To be the best dancer, you must be confident in yourself and your abilities. Practice often, stay limber, and be bold. When you dance, dance like nobody's watching.

  • Inspire Emotion: Dancing can inspire strong emotions—passion, excitement, love, and joy. Use your dances to rouse your allies, turn enemies into friends, and build stronger social connections.

  • Encourage Others: Everyone can dance—with the right encouragement and motivation. Help others to dance to the music playing in their heart. Be a passionate advocate and a patient teacher.

Collegiate Inspiration

You learn how to use your knowledge of dance to inspire and encourage your allies.

Let's Dance

You can spend your bonus action and one point of composition to evoke movement and motion in your allies.

Choose one of the following dances and a number of creatures within 30 ft of you equal to your Charisma modifier—each creature gains the benefit of your dance.

This effect lasts for up to 1 minute, and a creature can benefit from only one dance at a time. You must be unarmored and not wearing a shield to use this feature.

  • Dance of War: You gain +1 AC. If you are either a) unarmored or b) wearing light armor, you instead gain +2 AC.

  • Dance of Water: You gain advantage on Dexterity saving throws and Performance ability checks related to dance.

  • Dance of Wind: You gain +5 ft movement speed. If you are either a) unarmored or b) wearing light armor, you instead gain +10 ft movement.

White Knuckles

While you are not wearing any armor and not wielding a shield, your armor class equals 10 + your Constitution modifier + your Dexterity modifier.

Body Language

When you cast a bard spell, you can replace any verbal components with somatic components. You must be unarmored and not wielding a shield to use this feature.

Dancing Mad (Level 3)

You compel a creature to dance with you. Spend a bonus action and choose one adjacent creature. The creature must make a Wisdom saving throw—if it fails, the creature is both Charmed and Grappled by you until the end of its next turn.

While these conditions are in effect, you control the creature's movement. Your movement speed is halved and, when you move, you can pull the creature with you. This movement does not provoke opportunity attacks.

Creatures that are immune to Charmed are immune to this effect. If you cease to be adjacent to the creature, the effect ends.

You can use this feature a number of times equal to your Charisma modifier, and you regain expended uses when you finish a long rest.

Tribute (Level 6)

You gain proficiency in either a) Acrobatics or b) Performance. Your proficiency bonus is doubled for ability checks with that skill.

Lose Yourself to Dance (Level 10)

You unlock the rhythm of a creature's heart, inspiring it to dance. Spend an action and choose one creature that you can see within 30 ft. The creature must make a Wisdom saving throw—if it fails, the creature begins to dance in place for up to one minute.

A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. If the creature takes damage from a source other than itself, the effect ends immediately.

You can use this feature once, and you regain expended uses when you finish a long rest.

College of Lore

College of Lore (Level 1)

You are a bard of the College of Lore and you know a little something about almost anything. From scholarly tomes in ancient ruins to peasant tales in dingy taverns, you collect fragments of knowledge from all corners of the world and spin local rumor into world-changing truth.

Collegiate Pledges

You—and other bards of your college—are guided by the following collegiate pledges:

  • Find the Truth: Inside every rumor hides a little truth. Collect stories wherever you go and assemble little truths into big discoveries.

  • Fight Corruption: Corrupt authorities are known to obscure truth and suppress knowledge. Expose and subvert these authorities so that the truth can shine.

  • Create History: You are not an archivist, trapping lore in books to hide on dusty shelves. You are a bard. Use your knowledge to change the world.

Collegiate Inspiration

You learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others.

Cutting Words

When a creature that you can see within 60 feet of you makes (a) an attack roll, (b) an ability check, or (c) a damage roll, you can use your reaction to spend one point of composition and unleash some Cutting Words.

Roll your Bardic Inspiration die and subtract the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but it must be before (a) the GM determines whether the attack roll or ability check succeeds or fails, or (b) the creature deals its damage.

  • I'm Not Listening: You can't target a creature that either a) is immune to Charmed or b) can't hear you.

Diverse Education (Level 3)

You gain proficiency with three skills of your choice.

Hidden Lore (Level 6)

You learn two spells of your choice from any class. The spells don't have to be from the same class, but they must be a cantrip or of a level that you can cast—as shown in the Class Features (Bard) table.

The chosen spells count as bard spells for you and don't count against the number of bard spells you know.

Peerless Skill (Level 10)

When you make an ability check, you can spend one point of composition to inspire yourself. Roll a Bardic Inspiration die and add the number rolled to your ability check result.

You can wait until after you roll your check before deciding to use this feature, but you must decide before the GM says whether your check succeeds or fails.

College of Secrets

College of Secrets (Level 1)

Collegiate Pledges

You—and other bards of your college—are guided by the following collegiate pledges:

  • Horde secrets: Collect and broker secrets.

  • Pull the strings: Use those secrets to control people.

  • Control the Narrative: Create history in ways that benefit the college and yourself the most advantageously.

Collegiate Inspiration

You gain the ability to make your weapon attacks magically toxic to a creature's mind.

Psychic Blades

When you hit a creature with a weapon attack, you can expend one use a point of composition to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn. Furthermore, you can use this ability as a reaction, spending one point of composition to add that same psychic damage to an allies weapon attack. That ally must be able to hear you and be within 60 ft.

The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level.

  • I'm Not Listening: The creature receiving the damage is immune if it can't hear you or is immune to being charmed.

Maintain the Secret

When you choose this domain at 1st level, you gain the Message cantrip if you don't already know it.

Master of Intrigue (Level 3)

You gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn three languages of your choice. Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.

Mantle of Whispers (Level 6)

At 6th level, you gain the ability to adopt a humanoid's persona. When a humanoid dies within 30 feet of you, you may spend a composition point to magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest. You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action. While you're in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories. You may spend a composition point to gain access to a more detailed memory, at the DMs discretion. Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check. Once you capture a shadow with this feature, you can't capture another one with it until you finish a short or long rest.

Shadowed Mind (Level 10)

You gain telepathy out to 60 ft. The contacted creature doesn't need to share a language with you to communicate in this way with it, but it must be able to understand at least one language. A creature without telepathy can receive and respond to telepathic messages but can't initiate or terminate a telepathic conversation.

Your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.

College of Tongues

College of Tongues (Level 1)

You are a bard of the College of Tongues and you know the true power of words. You study languages, collecting fragments of dead and dying tongues to study, preserve, and—on rare occasion—discover secret Words of Power.

Collegiate Pledges

You—and other bards of your college—are guided by the following collegiate pledges:

  • Speak Carefully: Words have power—take care in which ones you use. Speak in the correct manner and use the right words for the right occasion.

  • Save Dead Languages: Never let a language die. Collect fragments of forgotten tongues and share them with others to study and preserve.

  • Correct the Incorrect: Bad grammar is a travesty. Point out linguistic mistakes and offer corrections so that others can learn from them.

Collegiate Inspiration

You have mastered a Word of Power that shares your linguistic talents with others.

Wond of Power: Tongues

You can spend your bonus action and one point of composition to speak aloud Word of Power: Tongues.

Choose a number of creatures that you can see equal to your Charisma modifier (to a minimum of 1). Each creature must a) be within 30 ft of you, b) have 50 hit points or fewer, and c) know at least one language.

For up to 1 hour, each target can understand any spoken language that you are proficient with.

Exotic Tongue

You have mastered one exotic language from which your Words of Power are drawn. Choose one of the following:

Exotic Tongue

  • Abyssal

  • Celestial

  • Draconic

  • Deep Speech

  • Infernal

  • Primordial

  • Sylvan

  • Undercommon

Words of Power (Level 3)

Through careful study, you have mastered Words of Power in your exotic tongue.

Words of Power

  • Casting Time: 1 action

  • Range: 60 feet

  • Components: V

  • Duration: 1 minute

Choose one Word of Power and a creature you can see which has 50 hit points or fewer—that creature is now bound by your selected Word. If the creature is immune to the condition inflicted by your Word (or it has too many hit points) the effect fails.

You can use this feature a number of times equal to your Charisma modifier, and you regain expended uses when you finish a long rest. You can't speak the same Word more than once per long rest, and a creature can only be affected by one Word of Power at a time.

  • Compel The creature is Charmed by you for up to 1 minute. In addition, you can suggest one simple activity that it should take—limited to four words. The creature will disregard suggestions that are unreasonable or cause self-harm.

    At the end of its turns, the creature can make a Wisdom saving throw to overcome the effect. The effect automatically ends if the creature is attacked by you or your allies.

  • Fear The creature is Frightened by you—or another source you specify—for up to 1 minute. At the end of its turns, the creature can make a Wisdom saving throw to overcome the effect.

  • Hold The creature is Restrained by you for up to 1 minute. At the end of its turns, the creature can make a Wisdom saving throw to overcome the effect.

  • Isolate The creature is Deafened, Blinded, and can't speak for up to 1 minute. At the end of its turns, the creature can make a Constitution saving throw to overcome the effect.

  • Sicken The creature is Poisoned by you for up to 1 minute. At the end of its turns, the creature can make a Constitution saving throw to overcome the effect.

Greater Words of Power (Level 6)

You can target creatures that have 75 hit points or fewer with your Words of Power.

Superior Words of Power (Level 10)

You can target creatures that have 100 hit points or fewer with your Words of Power.