0% found this document useful (0 votes)
7 views1 page

Bard College of The Lore

Download as pdf or txt
Download as pdf or txt
Download as pdf or txt
You are on page 1/ 1

RACE BACKGROUND BARD

CHARACTER NAME ALIGNMENT EXPERIENCE POINTS Lore


BARD COLLEGE
LEVEL

PROFICIENCY PASSIVE
PERCEPTION AC INITIATIVE SPEED
BARDIC INSPIRATION
1
You can inspire others through stirring words or music. As a
bonus action on your turn choose one creature other than yourself
within 60 feet of you who can hear you. That creature gains one Bardic
PASSIVE Inspiration die. Once within the next 10 minutes, the creature can roll
INSPIRATION the die and add the number rolled to one ability check, attack roll, or
INSIGHT
saving throw it makes. You regain any expended uses of Bardic
Inspiration when you finish a long rest.
Hit Point Temporary
Maximum Hit Points At 5th level you regain all of your expended uses of Bardic Inspiration
STRENGTH when you finish a short or long rest.
SAVING THROWS
ATHLETICS LEVEL
Magical Inspiration 2
At 2nd level, if a creature has a Bardic Inspiration
die from you and casts a spell that restores hit
HIT DICE DEATH SAVES
points or deals damage, the creature can roll that
die and choose a target affected by the spell. Add
DEXTERITY Used Total the number rolled as a bonus to the hit points
◆ SAVING THROWS SUCCESSES regained or the damage dealt. The Bardic
ACROBATICS Inspiration die is then lost.
FAILURES
SLEIGHT OF HAND d8 LEVEL

STEALTH Cutting Words


When a creature that you can see within 60 feet of you makes
3
NAME ATK BONUS DAMAGE/TYPE an attack roll, an ability check, or a damage roll, you can use
your reaction to expend one of your uses of Bardic Inspiration,
rolling a Bardic Inspiration die and subtracting the number
rolled from the creature's roll. You can choose to use this
CONSTITUTION SAVING THROWS feature after the creature makes its roll, but before the DM
determines whether the attack roll or ability check succeeds or
fails, or before the creature deals its damage. The creature is
immune if it can't hear you or if it's immune to being charmed
LEVEL
COUNTERCHARM
6
As an action, you can start a performance that lasts until the
SPELL SPELL end of your next turn. During that time, you and any friendly
BARDIC INSPIRATION
ATTACK BONUS SAVE DC creatures within 30 feet of you have advantage on saving throws
INTELLIGENCE SAVING THROWS Used Total against being frightened or charmed. A creature must be able to hear
ARCANA you to gain this benefit. The performance ends early if you are
incapacitated or silenced or if you voluntarily end it (no action
HISTORY
required).
INVESTIGATION
DIE
NATURE LEVEL

RELIGION CANTRIPS KNOWN SPELLS KNOWN SONG OF REST


Additional Magical Secrets 6
At 6th level, you learn two spells of your
WISDOM choice from any class. A spell you choose
SAVING THROWS
must be of a level you can cast, as shown on
ANIMAL HANDLING
the Bard table, or a cantrip. The chosen spells
INSIGHT count as bard spells for you but don't count
MEDICINE against the number of bard spells you know.
PERCEPTION FAVOURITE SPELLS
LEVEL
SURVIVAL NAME RANGE CASTING TIME SAVE
Peerless Skill 14
CHARISMA C Starting at 14th level, when you make an ability
◆ SAVING THROWS
check, you can expend one use of Bardic
DECEPTION Inspiration. Roll a Bardic Inspiration die and add
INTIMIDATION the number rolled to your ability check. You can
PERFORMANCE choose to do so after you roll the die for the ability
PERSUASION
C check, but before the DM tells you whether you
succeed or fail.
LEVEL
SUPERIOR INSPIRATION
When you roll initiative and have no uses of Bardic Inspiration
20
RACIAL TRAITS C
left, you regain one use.
Jack of All Trades
Level R CANTRIPS & SPELLS KNOWN
Starting at 2nd level, you can add half C
your proficiency bonus, rounded
down, to any ability check you make
that doesn't already include your
proficiency bonus. C

PROFICIENCIES LANGUAGES
LIGHT SIMPLE
ARMOUR WEAPONS
SPELL SLOTS
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
MEDIUM MARTIAL
ARMOUR WEAPONS
TOOLS & OTHER PROFICIENCIES

HEAVY
ARMOUR
SHIELDS

You might also like