In a world of arcane lore, alchemical mysteries, ancient ruins, dark cults, and sorcerer kings, there still remains room for a bit of gossip and entertainment. The bard is a socialite, and while neither warlord, nor arch-mage, nor high priest, the bard is the all-round traveled chronicler of these figures.
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Bardic inspiration, Magical talent
Bardic traits
ability score improvement
1st archetype
ability score improvement
2nd archetype
Ability score improvement
3rd archetype
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Hit dice: 1d6
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments, game sets, or sets of tools of your choice, with at least one being an instrument or game set.
Saving throws: Dexterity, Charisma
Skills: Choose any three
You start with the following equipment, in addition to the equipment granted by your background:
(a) a shortsword, or (b) any simple weapon
(a) a diplomats pack, or (b) an entertainers pack
a musical instrument or game set of your choice
(a) Padded armor and a longsword, or (b) buckler and a rapier
At 1st level, you gain a number of inspiration dice equal to your charisma bonus (min 1.) which are restored every rest. You may grant an inspiration dice to an ally within hearing as either a bonus action or reaction. Allies can use the inspiration dice as a bonus to an ability score check. An ally can have no more than 1 inspiration die at a time, and they last until rest. You can consume one us of your own inspiration dice for a bonus, but it is reduced by 1 dice size category.
An inspiration dice is 1d4, and is inherently increased by 1 dice size category every 4 levels, at 5th, and 9th level.
At 1st level, and whenever you gain an ability score increase, choose one upgrade:
The inspiration dice is increased by 1 size category. Can be taken multiple times, up to a maximum size of 1d12.
You restore 1 rest dice if the inspiration dice causes the ally to succeed on the check and you are within sight to see it (The ally would have failed without it.)
Inspiration dice can be used for a bonus to a save or block check.
Inspiration dice can be used for a bonus to a weapon attack.
Inspiration dice can be used for extra damage to a weapon attack.
Inspiration dice can be added to the damage of spells being cast.
Inspiration dice can be added to the healing provided by a spell you cast.
Your maximum bardic inspiration dice and the amount of inspiration dice gained per rest is increased by 1.
These apply both to you and allies using the inspiration dice.
At 1st bard level, you gain the ability to learn magic in an improvised way.
Talent spell learnning - You can learn up to as many spells as indicated on your talent spells array. Talent spells can be learned by:
Learning from someone who knows how to cast the spell. This requires both of you to spend a rest dice during a short rest.
Learning the spell after seeing it be cast in the wild. This requires you to spend a rest dice during the next rest and make a talent check with disadvantage during a rest.
Learning a spell from a scroll, spell book, or magical item. This requires you to spend a rest dice during a rest and make a talent check with disadvantage. On a failure, the spell is miscast, or the scroll is used up (Subject to GM.)
Attempt to recall a previous talent spell you once knew. This requires you to spend a rest dice during a rest and make a talent check.
Talent check - A talent check can be a charisma check or an arcana check vs the save DC of the spell. The spell learned cannot exceed 1/2 your bard level. When learning a new talent spell, you can replace an already known spell with a new spell. These spells can be of any magical school or class.
Casting - You can spend a number of rest dice equal to the level at which you wish to cast the spell (1/2 your level max, rounded up.) Talent spells you cast use charisma as their casting modifier.
Hex practice - You can learn lesser, major, and greater hexes as equivalent lvl 1, lvl 2, and lvl 3 spells.
At 2nd level, choose two abilities from the list below:
Deep past - Gain an extra list ability from another class, a feat, your race, or your background. You must possess the corresponding class, feat, race, or background.
Expertise - Gain expertise with a skill, instrument, game set, or tool of your choice that you are proficient with.
Extra proficiencies - Gain proficiency with two skills, languages, instruments, or tools of your choice, in any combination.
Inspire the group - When granting inspiration, you can do so instead as an action, granting up to as many allies as your charisma bonus +1 (min 2.) within hearing range a lesser inspiration dice, which is reduced by 1 size category.
Jack of all trades - Gain a +1 bonus to skills you are not proficient with and a +1 to an ability score of choice.
Know when to bail - While in light or no armor, you can dash as a bonus action. If you could already dash as a bonus action, increase your movement speed by 5 feet.
Luck magnet - Gain 1 personal reroll per rest. You can choose to reroll one of your d20 rolls once per rest.
Magical aptitude - Learn a cantrip of your choice. +1 to arcana checks.
Martial skill - Gain proficiency with 1 martial weapon group of choice. While not wearing medium or heavy armor, start combat with 1 extra block.
Persona insight - Gain proficiency with insight. If already proficient, gain expertise. If already expert, learn a mystic cantrip.
Presence - Increase your maximum rest dice by 1.
Quick wit - You can use an inspiration dice when out of uses by spending 1 rest dice.
Speed and reflexes - Gain an extra reaction. +2 to initiative rolls.
Spellcasting training - Increase your maximum talent spells known by 1. Gain a +1 bonus to all talent checks used for your magical talent bardic ability.
The unbearable weight of massive talent - Gain an extra talent spell known, but reduce max HP by 1.
Truly Inspiring - Gain an extra bardic inspiration dice upgrade.
Will eat anything - Gain advantage to saves against all negative effects resulting from eating or consuming various foods, substances, poisons, toxins, or materials (Subject to GM.) +2 max HP.
At 3rd, 6th, and 9th level, increase one ability score by 2, or two ability scores by 1. Alternatively, choose a feat.
This cannot bring an ability score above 20.
At 3rd bard level, choose an extra bardic traits upgrade.
At 7th level, choose your 2nd archetype
At 8th level, choose your 3rd archetype