Bard
Hit Points
Hit Dice: 1d8 per Bard level
Hit Points at 1st level: 8 + your Constitution modifier.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Bard level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons, martial weapons.
Tools: A total of three musical instruments or tools.
Saving Throws: Dexterity, Charisma
Skills: Choose any three skills of your choice.
Equipment
You start with the following equipment, in addition to the equipment granted to you by your background:
(a) a rapier (b) a longsword (c) a shortsword or scimitar (d) any simple weapon
(a) diplomats pack or (b) entertainers pack
A total of three musical instruments or tools.
Leather armor and a dagger.
Spellcasting
You have learned to cast spells through your bardic arts. Bards are varied, jack of all trades casters. They are able to learn from a wide variety of different types of magic.
Chosen Spell List. At 1st level, choose one of the spell lists from the bard spells page: Arcane, Divine, or Primal. The chosen list is your bard spell list and represents the type of spells and tradition in which you learned your bardic arts. Whichever list you choose, it includes the Vicious Mockery cantrip.
Cantrips. You know two cantrips of your choice from your chosen spell list. Whenever you gain a bard level, you may swap one of your known cantrips with another cantrip on your chosen spell list. When you reach level 4 and again at level 10, you learn another cantrip of your choice.
Spell Slots. The bard table shows how many spell slots you have to cast spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of of the spells level or higher. You regain all expended spell slots on a long rest.
Prepared Spells. You prepare a list of spells of 1st level and higher that are available for you to cast. You choose a number of spells to prepare equal to your level + your charisma modifier from your chosen bard spell list. The chosen spells must be of a level for which you have spell slots. If another bard feature gives you spells that you always have prepared, it does not count against your total number of spells prepared. You can switch your prepared spells after finishing a long rest.
Spellcasting Ability. Charisma is your spellcasting ability for your bard spells.
Spellcasting Focus. You can use a musical instrument as a spellcasting focus for your bard spells.
Bardic Inspiration
At 1st level, you can supernaturally inspire others through words, music, or dance. This inspiration is represented by your bardic inspiration die, which is a d6. You can use your bardic inspiration in the following ways:
Boost. When another creature within 60 feet of you that can see or hear you fails an attack roll, saving throw, or an ability check, you can use your reaction to roll the bardic inspiration die. You add the number you rolled to the total of the creatures failed die roll, potentially turning the failure into a success.
You may also give an ally this benefit for future use. On your turn, you may use your bonus action to inspire an ally within 60 feet of you. That creature gains one bardic inspiration die. Once within the next hour, that creature can use their reaction to roll the die and add it to one failed ability check, attack roll, or saving throw it makes, potentially turning a failure into a success. Once it has used the bardic inspiration die, it is lost. A creature can only have one bardic inspiration die at a time.
Heal. Immediately after another creature within 60 feet of you takes damage that can see or hear you, you can use your reaction to restore a number of hit points to that creature equal to the number rolled. On your turn you may spend a bonus action to heal a creature within 60 feet of you that can see or hear you for a roll of your bardic inspiration die + your charisma modifier.
You have a number of uses of bardic inspiration equal to your charisma modifier + your proficiency bonus. You regain all uses of bardic inspiration after a long rest.
Your bardic inspiration die improves when you reach certain levels, becoming a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Expertise
Starting at 2nd level, you gain expertise in two skills or tools of your choice.
Whenever you gain a level in this class, you may swap the chosen skill/tool you have expertise in for another skill/tool.
Jack of All Trades
At 2nd level, you can add half your proficiency bonus (rounded down) to any ability check you make that uses a skill you lack proficiency in.
Bard Subclass
At 3rd level, you gain a bard subclass of your choice: College of Dance, College of Glamor, College of Lore, or College of Swords.
The subclass you choose grants you features at 3rd level, and again when you reach 6th, and 14th 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 choice by 2, or you can increase two ability scores of your choice by 1.
Font of Inspiration
At 5th level, you now regain all spent bardic inspiration on a short rest. In addition, if you have no bardic inspiration left, you can give yourself a use by expending a spell slot (no action required). The number or bardic inspiration regained is equal to the level of the spell slot you expended. You can only do so once per turn.
Countercharm
At 6th level, you can use your performance abilities to disrupt mind-influencing effects. If you or a creature within 30 feet of you fail a saving throw against an effect that applies the charmed or frightened condition, you can use your reaction to cause the save to be rerolled by all affected creatures. The new roll has advantage, and you may spend bardic inspiration to apply it to you or other creatures saves as part of the same reaction.
Expertise
At 9th level, you gain expertise in two more skill or tool proficiencies of your choice.
Magical Secrets
At 10th level, you have collected magical knowledge from a wide spectrum of disciplines. As a result, , you can pick another spell list to add to your collection of bard spells, either Arcane, Divine, or Primal.
Superior Inspiration
At 18th level, when you roll for initiative and 3 or less uses of your bardic inspiration left, you gain a number of bardic inspiration so that you have a total of 3.
Words of Creation
At 20th level, you have mastered the words of creation. You always have Power Word Kill and Power Word Heal prepared, and when you cast either spell, you can target a second creature within 10 feet of the original target.