Bard Class

Overview

A charismatic performer who manipulates emotional resonance, sonic energy, and subtle magic to uplift allies and disrupt enemies.

Bards are masters of resonance — waves of emotion, rhythm, and arcane sound that influence the battlefield. They inspire courage, break enemy focus, confuse opponents, and amplify the effectiveness of allies. Their Rites are powered by voice, gesture, rhythm, instrument, or any other expressive medium.

They excel at: Buffing allies, Debuffing enemies, Utility support, Crowd control, Emotional manipulation, Versatile casting from mid-range

Main Stat

Charisma (CHA)
Their Rites flow from emotion, presence, and expressive force.

🛡️ Armor & Weapons
🎯 Saving Throws
  • Armor: Light armor

  • Weapons: Simple weapons + finesse weapons + shortbows

  • Shields: Not proficient

  • Charisma

  • Dexterity

❤️ Hit Points
  • Starting HP: 16

  • Level 1 HP: 1d8 + CON modifier

  • Level Up HP: 1d6 + CON modifier

🧮 Proficiency Bonus
🪓 Starting Armor Class
  • Levels 1–4: +1

  • Levels 5–8: +2

  • Levels 9–10: +3

  • Base AC: 10 + DEX modifier

  • Light armor adds a bit

🧭 Common Activities

Bards frequently:

  • Rally morale with bold words or performance

  • Distract guards with charm or misdirection

  • Analyze social dynamics

  • Provide battlefield leadership

  • Encourage allies and weaken enemy resolve

  • Use sonic or emotional magic to disrupt spellcasters

  • Act as the party’s communicator, negotiator, and heart

🔥 Level-Up Gains (General)
💥 Level 1 Starting Feature

Each level gives:

  • More HP

  • +1 new Rite

  • Ability Score Increases at 4, 8, 11, 14, 15

  • Proficiency increases at 5, 10, and 15

  • Increased Level 1 and Level 3 Rite slots at level 7, 12, 15

  • Multi-class at Level 8

  • Increased Level 6 Rite slots at 10, 15

Inspiring Cadence - Passive

Once per turn, after attempting a Bard Rite, choose one ally within 40 ft. That ally gains your Proficiency Bonus to their next attack roll, Rite Test, or saving throw before the start of your next turn.

If the Rite was successful, the ally also gains temporary HP equal to your CHA modifier.

🔮 Bard Rites
🔱 Bard Rite List (Choose 1 at each level)

Bard Rites manipulate sound, emotion, rhythm, and magical resonance.

Rite Test:

d20 + CHA modifier + Proficiency Bonus vs DC 12

Level 1 Rites

Sonic Pulse - Emit a concussive blast.
One target within 40 ft takes 1d6 lightning damage and must make a CON save (Rite DC + CON) or be shoved 15ft.

Hero’s Echo - Passive - When you use Inspiring Cadence, the chosen ally also gains +1d4 to the same roll. If they succeed that next roll, you gain 1 Resonance.

Discordant Whisper - Target enemy within 40 ft makes a WIS save (Rite DC + WIS). On failure, it suffers -2 to attack rolls and cannot take reactions until your next turn.

Resonant Healing - Restore (1d6 + CHA + Proficiency) missing HP to an ally within 50 ft. You can spend Resonance on this effect: increase the ally's missing and total HP by 1d6, up to 2.

Harmonic Barrier - Surround an ally in 50ft with sound waves granting +1 AC for the rest of combat. Can stack.

Echo Seal - Mark one enemy within 40ft.
The next time that enemy is hit before your next turn, it takes +1d6 lightning damage.
If you spend Resonance on effect: increase the dice rolled by 1 per Resonance, up to 3.

Level 3 Rites

Crescendo Shout - Release a wave of energy damaging all enemies in 15ft radius for 1d10 lightning damage. If you spend Resonance on effect: Add 1d8 thunder damage, up to 2.

Rhythm Step - You or an ally gain +15 ft movement and ignore opportunity attacks until end of turn. If you spend Resonance on effect: Enemies attacking you or the ally until your next turn have disadvantage.

Dissonant Chord - You or an ally’s next successful weapon attack or Rite deals +3d6 psychic damage. If successful, you or the ally's AC is reduced by 1 until the start of your next turn.

Grand Chorus - If you have at least 2 Resonance, allies within 25 ft gain +2 to attack rolls, Rite Tests, saving throws, and damage rolls until your next turn. You lose 2 Resonance.

If you spend 3 Resonance, affected allies also gain temporary HP equal to your (CHA + Proficiency Bonus).

Level 6 Rites

Perfect Crescendo – Allies within 60 ft may immediately move up to 30ft and gain advantage on their next attack or Rite.

Command, Encore – Choose one ally you can see; they immediately repeat the last action they took.

⚔️ Unique Class Mechanic

Resonance

Whenever you successfully use a Rite, you build Resonance.

  • First successful Rite → 1 Resonance

  • Second in a row → 2 Resonance

  • Max = 3

Each point of Resonance gives:

  • +1 to your next Rite Test
    OR

  • +1 to the effect of certain Bard Rites

Resonance fades if you go one full round without attempting to use a Rite.