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yoonmoonsik edited this page Jul 6, 2026 · 9 revisions

Subclasses

Your Subclass is chosen at Level 3 and defines how your Bardic Inspiration works and what secondary role you fill.

Core Bard Traits

TRAIT DETAIL
Primary Ability Charisma
Hit Point Die D8 D8 per Bard level
Saving Throw Proficiencies Dexterity and Charisma
Skill Proficiencies Choose 3: Any skill
Weapon Proficiencies Simple weapons
Armor Training Light armor

Class Features

Progression Overview

LEVEL FEATURE
1 Bardic Inspiration (d6), Spellcasting
2 Expertise, Jack of All Trades
3 Subclass
4 Ability Score Improvement
5 Font of Inspiration, Bardic Inspiration (d8)
7 Countercharm
9 Expertise (2 more)
10 Magical Secrets, Bardic Inspiration (d10)

Level 1

Bardic Inspiration As a Bonus Action, you can inspire one creature within 60 feet of yourself (not yourself). That creature gains one Bardic Inspiration die, a d6.

A creature can have only one Bardic Inspiration die at a time. Once within the next hour when the creature fails a D20 Test, it can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it's rolled.

You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum once), and you regain all expended uses when you finish a Long Rest.

Spellcasting

  • Cantrips: 2 cantrips known at Level 1
  • Spell List: Bard spell list (Charisma-based)
  • Prepared Spells: Number increases with Bard level

Level 2

Expertise You gain Expertise in two of your skill proficiencies of your choice. Performance and Persuasion are recommended if you have proficiency in them.

At Bard level 9, you gain Expertise in two more of your skill proficiencies of your choice.

Jack of All Trades You can add half your Proficiency Bonus (rounded down) to any ability check you make that doesn't already use your Proficiency Bonus.

Level 3

Subclass At Level 3, you choose a Subclass, which defines your secondary identity and how your Bardic Inspiration interacts with combat. See Subclasses below.

Level 5

Font of Inspiration You now regain all expended Bardic Inspiration uses when you finish a Short or Long Rest.

Bardic Inspiration (d8) Your Bardic Inspiration die increases to a d8.

Level 7

Countercharm If you or a creature within 30 feet of you fails a saving throw against an effect that applies the Charmed or Frightened condition, you can take a Reaction to cause the save to be rerolled, and the new roll has Advantage.

Level 10

Magical Secrets Whenever you reach a Bard level and the number of prepared spells increases, you can choose any of your new prepared spells from the Bard, Cleric, Druid, and Wizard spell lists, and the chosen spells count as Bard spells for you. In addition, whenever you replace a prepared spell for this class, you can replace it with a spell from those lists.

Bardic Inspiration (d10) Your Bardic Inspiration die increases to a d10.

Playstyle Notes

The Bard's core resource is Bardic Inspiration — a die that compounds in value based on how your Subclass applies it. Short Rest recovery at Level 5 removes conservation pressure — allocate freely and restock between encounters rather than hoarding for guaranteed moments.

Magical Secrets at Level 10 is the Bard's strongest long-term tool. By opening the prepared spell list to Cleric, Druid, and Wizard spells, you can fill any gap in your build — healing, utility, damage types, or concentration tools — without multiclassing.

College selection defines the secondary identity:

  • Dance — unarmored caster who hits with Bardic die rolls and moves allies for free
  • Glamour — enchantment and illusion specialist with a Temp HP distribution engine
  • Lore — the knowledge Bard; Cutting Words as Reaction debuff, Magical Discoveries brings Secrets early
  • Moon — primal-themed; Moon's Inspiration pairs inspiration use with teleportation and healing
  • Spirits — channels random spirit effects off Bardic Inspiration, unleashed later as a Magic action; Empowered Channeling adds free damage/healing and an always-prepared Spirit Guardians
  • Swords — melee Bard with Blade Flourish maneuvers; Extra Attack at Level 6
  • Valor — martial Bard with full weapon and armor access; War Magic swaps attacks for cantrips

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