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PART 1 Introduction

A Letter from the Author

I
’ve always been a massive fan of bard, ever since I began playing Dungeons & Dragons Third Edition in high school.
It was never the most powerful class, but the mixture of sorcerer and rogue, along with a unique spell list and support mechanics—
however weak—made for an appealing, one-of-a kind class. In theory, bard could do a little bit of everything: it could fight, it
could skill, it could spit magical damage, it could support, and it was tailor-made to be the party face. Bard was the red mage of
D&D, if you’ll pardon the comparison.
In Fifth Edition, bard retains its red mage, jack-of-all-trades identity: it can do a bit of everything, and well. On the one hand,
I’m giddy that my favorite class has gone from low-tier to monstrously powerful. On the other, bard hardly suffers for its flexibility.
In addition to being a full caster this edition, bard has access to every skill—with Expertise and Jack of All Trades!—and a number
of powerful martial options. A bard can specialize in any role and perform it well, but can also fill in almost seamlessly for anything
else the party might be missing without compromising its specialty. There’s versatility, and then there’s straight busted.
Another class I eventually came to love was warlock. When it was initially released in Complete Arcana, I wasn’t a fan. Though
warlock was capable of running at full power for much longer than other, ahem, casters, the scope of its full power—and, indeed,
its adaptability—was incredibly limited compared to traditional casters, and was further complicated by its not-spells, which were
clunky even for Third Edition. As that wore on and we were eventually graced—or saddled—with Tome of Battle: The Book of Nine
Swords, I realized that warlock was the first tentative step into the restrictive mechanics of what would become the foundation of
Fourth Edition, which only further embittered me toward it.
Then came Fifth Edition and, with it, a new warlock. As one of the last classes to be designed—or, at the very least, to be released
as part of a playtest packet—it’s far from perfect. That said, I generally like warlock’s flavor and mechanics, and I absolutely love
its Pact Magic feature. Like before, warlock doesn’t need much downtime, but being a true caster removes the issues present in its
first incarnation. It’s more unique than half-casters like paladin and ranger—and partial-casters like Eldritch Knight and Arcane
Trickster—but familiar enough that you don’t need a separate handbook to play it.
Astute readers will have no doubt divined the conclusion to this digression. Bard is, as I’ve said, incredibly powerful. Warlock
is much less so, but offers a form of spellcasting that allows for more uptime. In an attempt to create a more balanced bard without
reinventing the wheel, I’ve replaced bard’s full spellcasting progression—a significant component of its strength—with what is
essentially Pact Magic, though I’ve kept the “Spellcasting” moniker to avoid conflict with current and future supplements. The
result is a bard that lacks the raw spellcasting might of its official counterpart but is able to operate at near-peak efficiency for much
longer—in fact, from fifth level onward, this version needs only a short rest to return to almost optimal power.
So what separates this bard’s Spellcasting from the warlock’s Pact Magic? The biggest demarcation is, obviously, the spell list:
bard naturally uses the bard spell list, which includes a number of effects—namely, healing and sonic damage—which aren’t typically
or easily available to the warlock. Adding to that is the bard’s use of musical instruments as foci instead of arcane foci and the bard’s
ability to perform ritual magic—if a bard’s magic is performance, then these are something akin to well-known pieces that any
decent bard will know. Both have access to higher-level magic in a limited form—warlock with Mystic Arcana, bard with Magna
Opera—but still retain a distinct spellcasting identity from one another through their other features.
With the earlier mention of other non-full-casters—paladin, ranger, and a sparse handful of archetypes—one might wonder
why I chose to ape warlock. The biggest answer is sustainability. These other classes are more reliant on long rests to refresh their
spells; by playing on the warlock’s reliance on short rests and bard’s Font of Inspiration, I hoped to create—or hammer together, as
it were—a class that was firmly entrenched in optimizing short rests instead of requiring short rests for some features and long rests
for others. Bard is already well-disposed toward short rests anyhow, what with the aforementioned Font of Inspiration, Song of Rest,
and ability to cast spells as rituals.
In closing, the following class is something of my idealized bard, created from mechanics that exist. As it stands now, you’ll
find almost nothing new in these pages; simply familiar mechanics in a new configuration (though I’ve included a handful of slight
changes). This will hopefully allow seamless compatibility with existing colleges (which, as a result, aren’t present in this document—
buy the books!). Without further belaborment, allow me to present...A
The Bard, Revisited
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PART 2
The Bard, Revisited

Bard

H
umming as she traces her fingers over a n 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 gnome 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.

Music and Magic


In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a
master of song, speech, and the magic they contain. Bards say that the multiverse was spoken into existence, that the words of the
gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of bards
is an attempt to snatch and harness those echoes, subtly woven into their spells and powers.
The greatest strength of bards is their sheer versatility. Many bards prefer to stick to the sidelines in combat, using their magic
to inspire their allies and hinder their foes from a distance. But bards are capable of defending themselves in melee if necessary,
using their magic to bolster their swords and armor. Their spells lean toward charms and illusions rather than blatantly destructive
spells. They have a wide-ranging knowledge of many subjects and a natural aptitude that lets them do almost anything w e l l .
Bards become masters of the talents they set their minds to perfecting, from musical performance to esoteric
knowledge.

Learning from Experience


True bards are not common i n 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

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story from personal experience earns renown among other
bards. Indeed, after telling so many stories about heroes
Class Features
accomplishing mighty deeds, many bards take these themes As a bard, you gain the following class features.
to heart and assume heroic roles themselves.
Hit Points
Hit Dice: 1d8 per bard level
Creating a Bard Hit Points at 1st Level: 8 + your Constitution modifier.
Bards thrive on stories, whether those stories are true Hit Points at Higher Levels: 1d8 (or 5) + your
or not. Your character’s background and motivations are not Constitution modifier per bard level after 1st.
as important as the stories that he or she tells about them.
Perhaps you had a secure and mundane childhood. There’s no
good story to be told about that, so you might paint yourself
Proficiencies
Armor: Light armor
as an orphan raised by a hag in a dismal swamp. Or your
Weapons: Simple weapons, hand crossbows, longswords,
childhood might be worthy of a story. Some bards acquire
rapiers, shortswords
their magical music through extraordinary means, including
Tools: One musical instrument of your choice. You’re
the inspiration of fey or other supernatural creatures.
also proficient with any two chosen from any artisan’s tools,
Did you serve an apprenticeship, studying under a master,
any gaming sets, any musical instruments, and/or disguise
following the more experienced bard until you were ready to
kits. Alternatively, you may choose any two artisan’s tools,
strike out on your own? Or did you attend a college where
gaming sets, or musical instruments.
you studied bardic lore and practiced your musical magic?
Perhaps you were a young runaway or orphan, befriended by
Saving Throws: Dexterity, Charisma
a wandering bard who became your mentor. Or you might
Skills: Choose any three.
have been a spoiled noble child tutored by a master. Perhaps
you stumbled into the clutches of a hag, making a bargain
for a musical gift in addition to your life and freedom, but at Equipment
what cost? You start with the following equipment, in addition to
the equipment granted by your background:
Quick Build ■■ (a) a rapier, (b) a longsword, or (c) any simple weapon
You can make a bard quickly by following these
suggestions. First, Charisma should be your highest ability ■■ (a) a diplomat’s pack or (b) an entertainer’s pack
score, followed by Dexterity. Second, choose the entertainer ■■ (a) a lute or (b) any other musical instrument
background. Third, choose the dancing lights and vicious
mockery cantrips, along with healing word and charm person as ■■ Leather armor and a dagger
your 1st-level spells.
Alternatively, you may start with 5d4 × 10 gold pieces
and spend them on equipment from the lists presented in
chapter 5 of the Player’s Handbook. See page 143 of the
Player’s Handbook for details.

Spellcasting
You have learned to untangle and reshape the fabric of
reality in harmony with your wishes and music. Your spells
are part of your vast repertoire, magic that you can tune to
different situations. See chapter 10 of the Player’s Handbook
for the general rules of spellcasting and chapter 11 for the
bard spell list.

Cantrips
You know two cantrips of your choice from the bard
spell list. You learn additional bard can trips of your choice
at higher levels, as shown in the Cantrips Known column of
the Bard table.

Spell Slots
The Bard table shows how many spell slots you have to
cast your bard spells. The table also shows what the level of

The Bard, Revisited


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The Bard
Proficiency Cantrips Spells Spell Slot Inspiration Song of Rest
Level Bonus Features Known Known Slots Level Die Healing

1st +2 Spellcasting, Bardic Inspiration 2 2 1 1st d6 —


2nd +2 Jack of All Trades, Song of Rest, Magical Inspiration 2 3 2 1st d6 1d6
3rd +2 Bard College, Expertise 2 4 2 2nd d6 1d6
4th +2 Ability Score Improvement 3 5 2 2nd d6 1d6
5th +3 Font of Inspiration 3 6 2 3rd d8 1d6
6th +3 Countercharm, Bard College Feature 3 7 2 3rd d8 1d6
7th +3 3 8 2 4th d8 1d6
8th +3 Ability Score Improvement 3 9 2 4th d8 1d6
9th +4 3 10 2 4th d8 1d8
10th +4 Expertise, Magical Secrets 4 10 2 4th d10 1d8
11th +4 Magnum Opus (6th) 4 11 3 4th d10 1d8
12th +4 Ability Score Improvement 4 11 3 4th d10 1d8
13th +5 Magnum Opus (7th) 4 12 3 4th d10 1d10
14th +5 Magical Secrets, Bard College Feature 4 12 3 4th d10 1d10
15th +5 Magnum Opus (8th) 4 13 3 4th d12 1d10
16th +5 Ability Score Improvement 4 13 3 4th d12 1d10
17th +6 Magnum Opus (9th) 4 14 4 4th d12 1d12
18th +6 Magical Secrets 4 14 4 4th d12 1d12
19th +6 Ability Score Improvement 4 15 4 4th d12 1d12
20th +6 Superior Inspiration 4 15 4 4th d12 1d12

those slots is; all of your spell slots are the same level. To cast Spellcasting Ability
one of your bard spells of 1st level or higher, you must expend Charisma is your spellcasting ability for your bard
a spell slot. You regain all expended spell slots when you finish spells. Your magic comes from the heart and soul you pour
a short or long rest. into the performance of your music or oration. You use your
For example, when you are 5th level, you have two 3rd- Charisma whenever a spell refers to your spellcasting ability.
level spell slots. To cast the 1st-level spell cure wounds, you In addition, you use your Charisma modifier when setting the
must spend one of those slots, and you cast it as a 3rd-level saving throw DC for a bard spell you cast and when making
spell. an attack roll with one.

Spells Known of 1st Level and Higher Spell save DC = 8 + your proficiency bonus + your
At 1st level, you know two 1st-level spells of your choice Charisma modifier
from the bard spell list. Spell attack modifier = your proficiency bonus + your
The Spells Known column of the Bard table shows when Charisma modifier
you learn more bard spells of your choice of 1st level or higher.
A spell you choose must be of a level no higher than what’s Concentration
shown in the table’s Slot Level column for your level. When If you’re concentrating on a bard spell, or a bard feature
you reach 6th level, for example, you learn a new bard spell, that requires you to concentrate as if concentrating on a spell,
which can be 1st, 2nd, or 3rd level. you may make a Charisma (Performance) check to maintain
Additionally, when you gain a level in this class, you can your concentration instead of a Constitution saving throw.
choose one of the bard spells you know and replace it with
another spell from the bard spell list, which also must be of a
level for which you have spell slots.

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Ritual Casting
You can cast any bard spell you know as a ritual if that Author’s Note
spell has the ritual tag. This version of bard should be fully compatible
with any other bard colleges printed in official material,
Unearthed Arcana, and other sources, and are therefore
Spellcasting Focus not reproduced here. If conflicts occur, you should work
You can use a musical instrument (see chapter 5 of the with your DM to come to a suitable compromise.A
Player’s Handbook) as a spellcasting focus for your bard spells.

Bardic Knowledge Magical Inspiration


You’ve a knack for memorizing history, genealogy, operas, At 2nd level, if a creature has a Bardic Inspiration die
and other long tracts of culturally or historically significant from you and casts a spell that restores hit points or deals
information. You’re proficient with the History skill, and you damage, the creature can roll that die and choose a target
may treat any roll of 9 or lower on an Intelligence (History) affected by the spell. Add the number rolled as a bonus to
check as a 10. the hit points regained or the damage dealt. The Bardic
Inspiration die is then lost.

Bardic Inspiration
Bard College
You can inspire others through stirring words or music.
To do so, you use a bonus action on your turn to choose one At 3rd level, you delve into the advanced techniques of a
creature other than yourself within 60 feet of you who can bard college of your choice. Your choice grants you features at
hear you. That creature gains one Bardic Inspiration die, a d6. 3rd level and again at 6th and 14th level.
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 Expertise
it rolls the d20 before deciding to use the Bardic Inspiration At 3rd level, choose two of your skill and/or tool
die, but must decide before the DM says whether the roll proficiencies; you may choose two skills, two tools, or one
succeeds or fails. Once the Bardic Inspiration die is rolled, it of each. You have expertise in these proficiencies, as well
is lost. A creature can have only one Bardic Inspiration die at as the History skill, which means your proficiency bonus is
a time. doubled for any ability check you make that uses one of these
You can use this feature a number of times equal to your proficiencies.
Charisma modifier (a minimum of once). You regain any At 10th level, you can choose another two proficiencies
expended uses when you finish a long rest. to gain this benefit.
Your Bardic Inspiration die changes when you reach
certain levels in this class. The die becomes a d8 at 5th level, a
d10 at 10th level, and a d12 at 15th level. Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score of your
Jack of All Trades choice by 2, or you can increase two ability scores of your
Starting at 2nd level, you can add half your proficiency choice by 1. As normal, you can’t increase an ability score
bonus, rounded down, to any ability check you make that above 20 using this feature.
doesn’t already include your proficiency bonus.
Bardic Versatility
Song of Rest Whenever you reach a level in this class that grants the
Ability Score Improvement feature, you can also do one of
Beginning at 2nd level, you can use soothing music or the following, representing a change in focus as you use your
oration to help revitalize your wounded allies during a short skills and magic:
rest. If you or any friendly creatures who can hear your
performance spend one or more Hit Dice to regain hit points ■■ Replace one of the skills you chose for the Expertise
at the end of the short rest, each of those creatures regains an feature with one of your other skill proficiencies
extra 1d6 hit points. that isn’t benefiting from Expertise.
The extra hit points increase when you reach certain ■■ Replace one cantrip you learned from this class’s
levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, Spellcasting feature with another cantrip from the
and to 1d12 at 17th level. bard spell list.

■■ If you’re 12th level or higher, replace one spell from


your Magnum Opus feature with another bard
The Bard, Revisited
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spell of the same level.
Legal
DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica, and
Font of Inspiration all other Wizards of the Coast product names and their respective logos are
trademarks of Wizards of the Coast in the USA and other countries.
Beginning when you reach 5th level, you regain all of This work contains material that is copyright Wizards of the Coast
your expended uses of Bardic Inspiration when you finish a and/or other authors. Such material is used with permission under the
Community Content Agreement for Dungeon Masters Guild.
short or long rest.
All other original material in this work is © 2021 by Arel M.
Chamberlain II and published under the Community Content Agreement
for Dungeon Masters Guild.
Countercharm
At 6th level, you gain the ability to use musical notes or
words of power to disrupt mind-influencing effects. As an Special Thanks
action, you can start a performance that lasts until the end
■■ To Cheshire, for always taking the time to review and make
of your next turn. During that time, you and any friendly suggestions.
creatures within 30 feet of you have advantage on saving
throws against being frightened or charmed. A creature must ■■ To Roy, for all the Good Stuff. A
be able to hear you to gain this benefit. You must concentrate
to maintain this performance, as if concentrating on a spell,
but may do so until you choose to stop (no action required) or
you’re forced to do so.

Magical Secrets
By 10th level, you have plundered magical knowledge
from a wide spectrum of disciplines. Choose two spells from
any class, including this one. A spell you choose must be of
a level you can cast, as shown on the Bard table, or a cantrip.
The chosen spells count as bard spells for you and are
included in the number in the Spells Known column of the
Bard table.
You learn two additional spells from any class at 14th
level and again at 18th level.

Magnum Opus
At 11th level, you’ve composed a powerful bard spell
called a magnum opus. Choose one 6th-level spell from the
bard spell list as this magnum opus.
You can cast your magnum opus once without expending
a spell slot. You must finish a long rest before you can do so
again.
At higher levels, you gain more bard spells of your choice
that can be cast in this way: one 7th-level spell at 13th level,
one 8th-level spell at 15th level, and one 9th-level spell at
17th level. You regain all uses of your Magnum Opus when
you finish a long rest.

Superior Inspiration
At 20th level, when you roll initiative and have no uses of
Bardic Inspiration left, you regain one use.

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