Bard

Core Statistics
Class Type: Full Caster

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points Gained Each Level: 1d8 (or 5) + your Constitution modifier

Ability Score Proficiencies: Dexterity, Charisma

Armour Proficiencies: Light Armour

Weapon Proficiencies: Simple Weapons, Martial Ranged Weapons, Longswords, Scimitars, Shortswords, Swords

Other Proficiencies: Musical Instruments

Skill Proficiencies
As a Bard, you can choose 3 skills from the following list to become proficient with.
 * Acrobatics
 * Arcana
 * Animal Handling
 * Athletics
 * Deception
 * History
 * Insight
 * Intimidation
 * Investigation
 * Medicine
 * Nature
 * Perception
 * Performance
 * Persuasion
 * Religion
 * Sleight of Hand
 * Stealth
 * Survival

Starting Equipment
As a Bard, you roll 4d4 and multiply the result by 10. You gain the total result as gold, and you can use this gold to purchase items of your choosing from the armour, weapons, and items lists.

Archetype Selection
At 1st level, you choose a path to follow. This choice grants you additional features at 1st, 3rd, 6th, 9th, 13th, and 18th level.
 * A Universal Archetype

Bardic Inspiration
At 1st level, you have a 5 bardic dice which represent your ability to inspire your allies. You gain more bardic dice as you gain levels in this Class (see the Bard Feature Table). Your bardic dice have an inspiration value of 1d6, and this increases in value as you gain levels in this Class (see the Bard Feature Table). When a non-hostile creature that you can see within 60 feet of you makes an Attack roll, a saving throw, or a skill check, you can use your Reaction to roll one bardic dice, adding the result to the chosen creature's roll if the creature is willing. You can choose to do this after the creature has rolled, but before the DM has determined the outcome. Your target must be able to hear you or see you to gain the effects of your bardic dice. You regain all of your expended bardic dice when you finish a long rest.

Expertise
At 1st level, you choose two of your skill proficiencies. Your proficiency bonus is doubled for any skill check you make that uses either of the chosen proficiencies.

Spellcasting
At 1st level, you gain the ability to cast spells from the Bard spell list. Spell Save DC = 8 + your proficiency bonus + your Charisma modifier
 * Cantrips: You learn 4 cantrips from the Bard spell list. You learn an additional Bard cantrip at 4th and 10th level.
 * Prepared Spells: You know all of the spells on the Bard spell list. When you finish a long rest, you can prepare a list of Bard spells equal your Bard level + your Charisma modifier (a minimum of 1).
 * Ritual Casting: As a Bard, you can cast a spell as a ritual.
 * Spell Slots: The Bard Feature Table shows you how many spell slots you have. You regain any expended spell slots when you finish a long rest.
 * Versatile Cantrips: When you finish a long rest, you can choose one Bard cantrip that you know and replace with with another Bard cantrip.

Spell Attack Modifier = your proficiency bonus + your Charisma modifier

Weapon Skill
At 1st level, you learn how to better use a weapon of your choice. Choose one weapon that you are proficient with and increase your skill level by 1, granting you additional effects and bonuses when using that weapon. You can see a weapons skills by clicking on a weapon name on the weapons list. You can increase your skill level with a weapon by 1 when you reach certain levels in this Class: 1st, 4th, 7th, 10th, 13th, 16th, and 19th level.

Jack of all Trades
At 2nd level, you can add half your proficiency bonus to any skill check you make that doesn't already include your proficiency bonus.

Bardic Versatility
At 4th, 8th, 12th, 16th, and 19th level, you can replace one of the skills you chose for the Expertise feature with one of your other skill proficiencies that isn't benefiting from your Expertise feature.

Character Improvement
At 4th, 8th, 12th, 16th and 19th level you can improve your character using one of the following options. You cannot increase an ability score above 20, unless your maximum for that score is greater than 20.
 * Increase one ability score by 2.
 * Increase two different ability scores by 1 each.
 * Increase one ability score by 1, and learn a feat.
 * Increase your skill level with a weapon by 1, and learn a feat.
 * Increase one ability score by 1, and increase your skill level with a weapon by 1.
 * Choose one feature from a Universal Archetype. This feature cannot be for a level that is higher than half your character level (rounded down).

Font of Inspiration
At 5th level, you regain all of your bardic dice when you finish a short or long rest. Additionally, you can help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear you spend one or more hit dice to regain hit points at the end of the short rest, each of those creatures regains an extra amount of hit points equal to one roll of your bardic dice.

Magical Secrets
At 5th level, you have learned magical knowledge from a wide spectrum of disciplines. Choose two spells from any class spell list, including this one. A spell you choose must be of a level you can cast, or a cantrip. The chosen spells count as Bard spells for you, are always prepared, and do not count toward the maximum number of spells that you can prepare each day.

Expertise II
At 10th level, you choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. You cannot choose the same skills that you chose with your Expertise feature at 1st level.

Magical Secrets II
At 10th level, you can choose two more spells to learn from any class spell list. A spell you choose must be of a level you can cast, or a cantrip. The chosen spells count as Bard spells for you, are always prepared, and do not count toward the maximum number of spells that you can prepare each day.

Magical Secrets III
At 14th level, you can choose two more spells to learn from any class spell list. A spell you choose must be of a level you can cast, or a cantrip. The chosen spells count as Bard spells for you, are always prepared, and do not count toward the maximum number of spells that you can prepare each day.

Magical Secrets VI
At 18th level, you can choose two more spells to learn from any class spell list. A spell you choose must be of a level you can cast, or a cantrip. The chosen spells count as Bard spells for you, are always prepared, and do not count toward the maximum number of spells that you can prepare each day.

Superior Inspiration
At 20th level, if you roll for initiative and have no bardic dice left, you regain two bardic dice.