5e Bard Spell Slot Table
The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell cure wounds and have a 1st-level and a. The slots are kept separate. You don't refer to the muliclassing spell slot table at all since you aren't combining two classes with the spellcasting feature (Warlocks have the Pact Magic feature instead). Instead, he'd have Bard spell slots according to the Bard class table and Warlock spell slots according to the Warlock spell slot table. Spell Slot Tracker for the Bard Class of Dungeons and Dragons 5e. With this spell slot tracker you can keep track of all your expanded spell slots for the Bard Class of the fifth edition of Dungeons and Dragons. By laminating this card you can use it as many times as you like in combination with some some dry eraser markers. The spells must be of a level for which you have spell slots. For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. “First and foremost; the f.k is a spell slot?” A spell slot is D&D 5E’s mechanism through which a spell is cast. Think of a given spell slot as being like a barrel of a revolver — every time you.
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The Bard
Level | Proficiency Bonus | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | Features |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | 2 | 4 | 2 | - | - | - | - | - | - | - | - | Spellcasting, Bardic Inspiration (d6) |
2nd | +2 | 2 | 5 | 3 | - | - | - | - | - | - | - | - | Jack of All Trades, Song of Rest (d6) |
3nd | +2 | 2 | 6 | 4 | 2 | - | - | - | - | - | - | - | Bard College, Expertise |
4th | +2 | 3 | 7 | 4 | 3 | - | - | - | - | - | - | - | Ability Score Improvement |
5th | +3 | 3 | 8 | 4 | 3 | 2 | - | - | - | - | - | - | Bardic Inspiration (d8), Font of Inspiration |
6th | +3 | 3 | 9 | 4 | 3 | 3 | - | - | - | - | - | - | Countercharm, Bard College feature |
7th | +3 | 3 | 10 | 4 | 3 | 3 | 1 | - | - | - | - | - | - |
8th | +3 | 3 | 11 | 4 | 3 | 3 | 2 | - | - | - | - | - | Ability Score Improvement |
9th | +4 | 3 | 12 | 4 | 3 | 3 | 3 | 1 | - | - | - | - | Song of Rest (d8) |
10th | +4 | 4 | 14 | 4 | 3 | 3 | 3 | 2 | - | - | - | - | Bardic Inspiration (d10), Expertise, Magical Secrets |
11th | +4 | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | - |
12th | +4 | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | Ability Score Improvement |
13th | +5 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | Song of Rest (d10) |
14th | +5 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | Magical Secrets, Bard College feature |
15th | +5 | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | Bardic Inspiration (d12) |
16th | +5 | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | Ability Score Improvement |
17th | +6 | 4 | 20 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | Song of Rest (d12) |
18th | +6 | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | Magical Secrets |
19th | +6 | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | Ability Score Improvement |
20th | +6 | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | Superior Inspiration |
Class Features
As a bard, you gain the following class features.
Hit Points
Hit Dice: 1d8 per bard level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose any three
Equipment
You start with the following equipment, in addition to the equipment granted 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
- (a) a lute or (b) any other musical instrument
- Leather armor and a dagger
Spellcasting
You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations.
Cantrips
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.
Spell Slots
The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the bard spell list.
The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Ritual Casting
You can cast any bard spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus
You can use a musical instrument as a spellcasting focus for your bard spells.
Bardic Inspiration
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
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 at the end of the short rest by spending one or more Hit Dice, 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.
Bard College
At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore or the College of Valor, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level.
Expertise
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Font of Inspiration
Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.
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).
Magical Secrets
By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.
The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.
You learn two additional spells from any class at 14th level and again at 18th level.
Superior Inspiration
At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.
College of Lore
Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.
The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.
The college's members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.
Bonus Proficiencies
When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.
Cutting Words
Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes 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 feature after the creature makes its roll, but before the GM 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.
Additional Magical Secrets
At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know.
Peerless Skill
Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail.
So, I really like the Pathfinder 1e Bard variant, the Archeologist (I’m a sucker for pulpy action-focused scholars), and so I made my own version. It's somewhere in between a new class and a subclass. Comments welcome.Archeologist (Bard Variant)
Bards, especially those that join the College of Lore, value knowledge, but they are not alone in this fascination. Several centuries ago, itinerant scholars and explorers with similar interests often attempted to become bards in order to gain access to the special techniques and connections that come with following this path. However, some lacked all but the most rudimentary musical talent, and others saw music and performance as a distraction from their true interests. Working with a few senior bards of the College of Lore, these scholars helped create another path that is closely related to being a bard, except that it focuses on knowledge and exploration rather than music and performance.
Members of this class are not hidebound scholars who spend their days pouring over dusty tomes. Instead, they are brave and daring explorers who face ancient ruins and their often deadly guardians and other denizens with a mixture of swordplay, magic, cleverness, and, above all, luck. Archeologists resemble bards in many of their abilities, but in addition to their lack of abilities related to performing music, as befits scholars, including those with a penchant for action, archeologists use Intelligence rather than Charisma as the basis for their spellcasting.
Hit Points
Hit Dice: 1d8 per archeologist level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per archeologist 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, and whips
Tools: two Tools of your choice
Saving Throws: Dexterity, Intelligence
Skills: Choose any four.
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
• (a) a lute or (b) any other musical instrument
• Leather Armor, and a Dagger
PhD In Danger
You gain proficiency in the History and Survival skills. In addition, your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
Spellcasting
You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your Spells are part of your vast repertoire, magic that you can tune to different situations. See chapter 10 for the general rules of Spellcasting and chapter 11 for the archeologist spell list.
Cantrips
You know two Cantrips of your choice from the archeologist spell list. You learn additional archeologist Cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level.
Spell Slots
The Archeologist table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.
For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.
Spells Known of 1st Level and Higher
You know four 1st-level Spells of your choice from the archeologist spell list.
You learn an additional archeologist spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these Spells must be of a level for which you have Spell Slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Archeologist Spells you know and replace it with another spell from the archeologist spell list, which also must be of a level for which you have Spell Slots.
Spellcasting Ability
Intelligence is your Spellcasting Ability for your Archeologist Spells. Your magic comes from the heart and soul you pour into the Performance of your music or oration. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a archeologist spell you cast and when Making an Attack roll with one.
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier
Ritual Casting
You can cast any archeologist spell you know as a ritual if that spell has the ritual tag. In addition, on your adventures, you can add other ritual spells to your archeology notes. When you find such a spell, you can add it to your notebook if the spell’s level is equal to or less than half your archeologist level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
Spellcasting Focus
You can use an arcane focus (see 'Equipment') as a Spellcasting focus for your Archeologist Spells.
The Archeologist Spell List
Archeologists mostly use the Bard spell list, but with a few small changes
- Cantrips: add gust, control flames, mold earth, & shape water (all from XGE)
- remove vicious mockery
- 1st Level: add expeditious retreat, jump, & Tenser’s floating disk
- remove Tasha’s hideous laughter & heroism
- 2nd Level: add find traps, gust of wind & spider climb
- remove calm emotions & magic mouth
- 3rd Level: add water breathing & water walk
- remove bestow curse
- 4th Level: add arcane eye, fabricate, & stone shape
- remove compulsion
- 5th Level: add Bigby’s hand & telekinesis
- remove dominate person
- 6th Level: add arcane gate & move earth
- remove eyebite & Otto’s irresistible dance
- 7th Level: add plane shift & reverse gravity
- remove symbol
- 8th Level: add control weather & demiplane
- remove glibness
- 9th Level: add shapechange & time stop
- remove true polymorph
At 2nd level, you learn to tap into the luck that everyone who delves into ruins seeking knowledge and treasure must possess. You possess advantage for all saving throws to avoid or reduce damage from traps.
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.
Archeology College
At 3rd level, you delve into the advanced Techniques of the college of archeology. You gain the following two traits:
Bonus Proficiencies
When you join the College of Archeology at 3rd level, you gain proficiency with two languages and one tool of your choice.
The Sight
When you reach 3rd level, the college or archeology provides you with special techniques to enhance your vision and your sensitivity to magic. You gain superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. If you already possess darkvision, you increase the range by 30 feet. You also become sensitive to magic. You can cast detect magic at will, without expending a spell slot.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Eye for Detail
At 5th level you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.
Uncanny Dodge
Starting at 5th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.
Expertise
At 6th level, choose two of your skill proficiencies. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Magical Secrets
By 6th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two Spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Archeologist table, or a cantrip.
The chosen Spells count as Archeologist Spells for you and are included in the number in the Spells Known column of the Archeologist table. You learn two additional Spells from any class at 10th level and again at both 14th and 18th level.
Superior Mobility
At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.
Use Magic Device
By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of Magic Items.
Visions of the Past
Starting at 15th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Intelligence score and must maintain concentration during that time, as if you were casting a spell. Once you use this feature, you can't use it again until you finish a short or long rest.
5e Bard Spell Slot Table Top
Object Reading. Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the distant past (a century or more in the past), you can spend 1 additional minute for each owner to learn the same information about that creature.
Area Reading. As you meditate, you see visions of ancient events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of centuries equal to your Intelligence score. For each minute you meditate, you learn about one significant event, beginning with the site’s construction and moving forward in time. Significant events typically involve a sites construction, as well as powerful emotions, such as battles, religious services, magical rituals, as well as betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.
Esoteric Determination