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

  • Proficiency increases at 5 & 9

Inspiring Cadence

Once per turn, after performing a successful Rite, choose one ally within 15 ft to gain +1 to their next attack roll or Rite Test.

🔮 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 20 ft takes 1d6 thunder damage and must make a CON save or be shoved 5 ft.

Hero’s Echo - Passive - When you use Inspiring Cadence, the bonus becomes +2 instead of +1.

Discordant Whisper - Target enemy makes a WIS save or suffers –2 to attack rolls until your next turn.

Resonant Healing - Restore 1d6 + CHA missing HP to an ally within 20 ft. If you spend Resonance on effect: increase the ally's missing and total HP by 1d4, up to 2.

Harmonic Barrier - Surround an ally with sound waves granting +2 AC for 1 round.

Echo Seal - Mark one enemy within 30ft.
The next time that enemy is hit before your next turn, it takes +1d6 lightning damage.
If you spend Resonance on effect: increase bonus damage by +2 per Resonance, up to 4.

Level 3 Rites

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

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

Dissonant Chord - You or an ally's next weapon attack deals +3d6 psychic damage and reduces enemy AC by 1.

Grand Chorus - If you have at least 2 Resonance → Allies within 15 ft gain +2 to all Rolls (attacks, saves, Rites, damage) until your next turn.
Lose all Resonance.

⚔️ 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 at the end of your turn if you do not use a Rite.