
Bard
Hit Points
Hit Dice: 1d8 per level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 + your Constitution modifier per level after 1st
Starting Proficiencies
You are proficient with the following items, in addition to any proficiencies provided by your race or background.
Armor: Light Armor
Weapons: simple Weapons, hand crossbows, longswords, rapiers, shortswords
Tools: three musical instruments of your choice
Skills: Choose any three.
Starting Equipment
You start with the following items, plus anything provided by your background.
• (a) a Rapier, (b) a Longsword, or (c) any simple weapon
• (a) a Diplomat's Pack or (b) an Entertainer's Pack
• any one musical instrument
• Leather Armor, and a Dagger
Alternatively, you may start with 5d4 x 10 gp to buy your own Equipment.
Attributes
Saving Throws: Dexterity, Charisma
Alignment: Cannot be any Lawful.
Magical Abilities: All Enchantment and Evocation spells.
Other Features
Jack of All Trades
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
Song of Rest
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d6 hit points.
The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
Countercharm
At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).