Bard

Bards are charismatic performers and enchanting storytellers, wielding the power of music, words, and charm to captivate audiences and manipulate the fabric of reality. Masters of versatility, they combine spellcasting with artistic talents, employing musical instruments, singing, oration, or even comedic wit to cast spells and inspire their allies. Bards possess an extensive repertoire of spells, including healing, illusions, and enchantments, making them valuable in both combat and social situations. With their innate ability to inspire courage and elevate their companions’ abilities, they bolster the party’s effectiveness in dire situations. Beyond their magical talents, Bards also possess a diverse range of skills, excelling in knowledge, diplomacy, and deception. Adaptable, persuasive, and creative, Bards navigate the world with finesse and leave a lasting impact wherever they go.

Class Features

As a bard, you gain the following 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

Weapon: Simple Weapon, hand crossbows, longswords, rapiers, shortswords

Tool: Musical Instrument. Three musical instruments of your choice

Saving Throw: Dexterity, Charisma

Skills: Choose any 3

Starting Gold

You start with 5d4 x 10 gold pieces (GP) unless you choose to take the equipment below

Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) rapier or (b) longsword or (c) any simple weapon
  • (a) diplomat's pack or (b) entertainer's pack
  • (a) lute or (b) any musical instrument
  • leather armor
  • dagger

Bard Features Table

LVL Pro+ Features Cantrips Known Spells Known Spell Slots per Spell Level
1st2nd3rd4th5th6th7th8th9th
1st +2 Spellcasting, Bardic Inspiration (d6) 2 4 2
2nd +2 Jack of All Trades, Song of Rest (d6) 2 5 3
3rd +2 Expertise, Bard College, Bard College Feature 2 6 4 2
4th +2 Ability Score Improvement 3 7 4 3
5th +3 Bardic Inspiration (d8), Font of Inspiration 3 8 4 3 2
6th +3 Countercharm, Bard College Feature 3 9 4 3 3
7th +3 3 10 4 3 3 1
8th +3 Ability Score Improvement 3 11 4 3 3 2
9th +4 Song of Rest (d8) 3 12 4 3 3 3 1
10th +4 Bardic Inspiration (d10), Expertise, Magical Secrets 4 14 4 3 3 3 2
11th +4 4 15 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 15 4 3 3 3 2 1
13th +5 Song of Rest (d10) 4 16 4 3 3 3 2 1 1
14th +5 Magical Secrets, Bard College Feature 4 18 4 3 3 3 2 1 1
15th +5 Bardic Inspiration (d12) 4 19 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 19 4 3 3 3 2 1 1 1
17th +6 Song of Rest (d12) 4 20 4 3 3 3 3 2 1 1 1
18th +6 Magical Secrets 4 22 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 22 4 3 3 3 3 2 1 1 1
20th +6 Superior Inspiration 4 22 4 3 3 3 3 2 2 1 1

Class Features at Level

Level 1

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.

Spellcasting Ability: CHA

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 (see Equipment) as a spellcasting focus for your bard spells.

Level 1

Bardic Inspiration (d6)

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.

Level 2

Jack of All Trades

You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

Level 2

Song of Rest (d6)

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.

Level 3

Expertise

Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Level 3

Bard College

You delve into the advanced techniques of a bard college of your choice, such as the College of Lore. Your choice grants you features at 3rd level and again at 6th and 14th level.

Level 3

Bard College Feature

Your Bard College grants you abilities at this level.

Level 4

Ability Score Improvement

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. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 5

Bardic Inspiration (d8)

Your Bardic Inspiration die changes to a d8 at 5th level.

Level 5

Font of Inspiration

You regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

Level 6

Countercharm

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).

Level 6

Bard College Feature

Your Bard College grants you abilities at this level.

Level 8

Ability Score Improvement

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. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 9

Song of Rest (d8)

Your Song of Rest extra hit points increase to 1d8 at 9th level.

Level 10

Bardic Inspiration (d10)

Your Bardic Inspiration die changes to a d10 at 10th level.

Level 10

Expertise

Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Level 10

Magical Secrets

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.

Level 12

Ability Score Improvement

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. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 13

Song of Rest (d10)

Your Song of Rest extra hit points increase to 1d10 at 13th level.

Level 14

Magical Secrets

You learn two additional spells from any class at 14th level.

Level 14

Bard College Feature

Your Bard College grants you abilities at this level.

Level 15

Bardic Inspiration (d12)

Your Bardic Inspiration die changes to a d12 at 15th level.

Level 16

Ability Score Improvement

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. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 17

Song of Rest (d12)

Your Song of Rest extra hit points increase to 1d12 at 17th level.

Level 18

Magical Secrets

You learn two additional spells from any class at 18th level.

Level 19

Ability Score Improvement

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. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 20

Superior Inspiration

When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

Bard College

At 3rd level, you delve into the advanced techniques of a bard college of your choice, such as the College of Lore. Your choice grants you features at 3rd level and again at 6th and 14th level.

College of Echoes

College of Echoes

Bards of the College of Echoes delve into the mysteries of sound and time, learning to harness the power of echoes to influence the world around them. Whether it’s replicating sounds to confuse their enemies or listening closely to glean information from the whispers of the past, these bards are masters of sonic manipulation.

College of Echoes Features Table

LVL Pro+ Features Cantrips Known Spells Known Spell Slots per Spell Level
1st2nd3rd4th5th6th7th8th9th
1st +2 2 4 2
2nd +2 2 5 3
3rd +2 Echoing Chords 2 6 4 2
4th +2 3 7 4 3
5th +3 3 8 4 3 2
6th +3 Whispers of the Past 3 9 4 3 3
7th +3 3 10 4 3 3 1
8th +3 3 11 4 3 3 2
9th +4 3 12 4 3 3 3 1
10th +4 4 14 4 3 3 3 2
11th +4 4 15 4 3 3 3 2 1
12th +4 4 15 4 3 3 3 2 1
13th +5 4 16 4 3 3 3 2 1 1
14th +5 Symphony of Echoes 4 18 4 3 3 3 2 1 1
15th +5 4 19 4 3 3 3 2 1 1 1
16th +5 4 19 4 3 3 3 2 1 1 1
17th +6 4 20 4 3 3 3 3 2 1 1 1
18th +6 4 22 4 3 3 3 3 1 1 1 1
19th +6 4 22 4 3 3 3 3 2 1 1 1
20th +6 4 22 4 3 3 3 3 2 2 1 1
Level 3

Echoing Chords

Starting at 3rd level, when you cast a spell that deals damage, you can use your Bardic Inspiration to echo its effects. Roll a Bardic Inspiration die and add it as extra damage to the spell. On your next turn, you can release the echo, dealing half of the initial extra damage (rounded down) to the original target if it is within range.

Level 6

Whispers of the Past

At 6th level, you can use your action and expend one use of your Bardic Inspiration to focus on the echoes of the past in a specific area within 30 feet. You gain brief insights into past events that occurred there, providing you with advantage on your next Investigation, History, or Perception check related to that area or event.

Level 14

Symphony of Echoes

By the time you reach 14th level, you have mastered the art of manipulating time-bound sounds. As an action, you can create a symphonic aura of echoes within a 30-foot radius. For the next minute, whenever an enemy within the aura takes an action, the echo reverberates, dealing psychic damage equal to your Charisma modifier. Additionally, allies within the aura can use their reaction to gain temporary hit points equal to your Charisma modifier when they are targeted by an attack.

You can use this feature once per long rest or by expending a 5th-level spell slot or higher to use it again.

College of Lore

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.

College of Lore Features Table

LVL Pro+ Features Cantrips Known Spells Known Spell Slots per Spell Level
1st2nd3rd4th5th6th7th8th9th
1st +2 2 4 2
2nd +2 2 5 3
3rd +2 Bonus Proficiencies, Cutting Words 2 6 4 2
4th +2 3 7 4 3
5th +3 3 8 4 3 2
6th +3 Additional Magical Secrets 3 9 4 3 3
7th +3 3 10 4 3 3 1
8th +3 3 11 4 3 3 2
9th +4 3 12 4 3 3 3 1
10th +4 4 14 4 3 3 3 2
11th +4 4 15 4 3 3 3 2 1
12th +4 4 15 4 3 3 3 2 1
13th +5 4 16 4 3 3 3 2 1 1
14th +5 Peerless Skill 4 18 4 3 3 3 2 1 1
15th +5 4 19 4 3 3 3 2 1 1 1
16th +5 4 19 4 3 3 3 2 1 1 1
17th +6 4 20 4 3 3 3 3 2 1 1 1
18th +6 4 22 4 3 3 3 3 1 1 1 1
19th +6 4 22 4 3 3 3 3 2 1 1 1
20th +6 4 22 4 3 3 3 3 2 2 1 1
Level 3

Bonus Proficiencies

You gain proficiency with three skills of your choice.

Level 3

Cutting Words

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.

Level 6

Additional Magical Secrets

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.

Level 14

Peerless Skill

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.

College of Scribes

College of Scribes

Bards from the College of Scribes are the keepers of history, tradition, and knowledge. More academically inclined than other bards, they specialize in the magic inherent in written words and symbols. They collect ancient manuscripts, write powerful scrolls, and often serve as the historians or chroniclers of their adventuring parties.

College of Scribes Features Table

LVL Pro+ Features Cantrips Known Spells Known Spell Slots per Spell Level
1st2nd3rd4th5th6th7th8th9th
1st +2 2 4 2
2nd +2 2 5 3
3rd +2 Scroll Mastery 2 6 4 2
4th +2 3 7 4 3
5th +3 3 8 4 3 2
6th +3 Inkbound Defense 3 9 4 3 3
7th +3 3 10 4 3 3 1
8th +3 3 11 4 3 3 2
9th +4 3 12 4 3 3 3 1
10th +4 4 14 4 3 3 3 2
11th +4 4 15 4 3 3 3 2 1
12th +4 4 15 4 3 3 3 2 1
13th +5 4 16 4 3 3 3 2 1 1
14th +5 Lorekeeper's Truth 4 18 4 3 3 3 2 1 1
15th +5 4 19 4 3 3 3 2 1 1 1
16th +5 4 19 4 3 3 3 2 1 1 1
17th +6 4 20 4 3 3 3 3 2 1 1 1
18th +6 4 22 4 3 3 3 3 1 1 1 1
19th +6 4 22 4 3 3 3 3 2 1 1 1
20th +6 4 22 4 3 3 3 3 2 2 1 1
Level 3

Scroll Mastery

Starting at 3rd level, you gain the ability to inscribe spells onto scrolls. As part of a long rest, you can create a spell scroll of a bard spell you know of 1st level or higher, expending a spell slot of the spell’s level. You can use this scroll as an action on your turn, and the scroll is usable only by you.

Level 6

Inkbound Defense

At 6th level, you can infuse your armor, or that of an ally, with powerful runes and scripts. As a bonus action, you can expend one of your Bardic Inspirations to grant temporary hit points equal to the number rolled + your Intelligence modifier to the wearer of the inscribed armor. This lasts for 10 minutes or until the temporary hit points are depleted.

Level 14

Lorekeeper's Truth

Reaching 14th level grants you the ability to uncover the deepest secrets hidden in text or spoken words. As an action, you can target a creature within 60 feet and force it to make a Wisdom saving throw against your spell save DC. On a failed save, the creature cannot speak a deliberate lie for 1 minute. You also gain insights into its thoughts, allowing you to ask it up to three yes-or-no questions that it must answer truthfully.

You can use this feature once per long rest or by expending a spell slot of 4th level or higher.

Bard Spells

L Title Class Range
1 Animal Friendship Bard, Druid, Ranger 30 feet
2 Animal Messenger Bard, Druid, Ranger 30 feet
5 Animate Objects Bard, Sorcerer, Wizard 120 feet
7 Arcane Sword Bard, Wizard 60 feet
5 Awaken Bard, Druid Touch
1 Bane Bard, Cleric 30 feet
3 Bestow Curse Bard, Cleric, Wizard Touch
2 Blindness/Deafness Bard, Cleric, Sorcerer, Wizard 30 feet
1 Cacophony Bard 60
2 Calm Emotions Bard, Cleric 60 feet
3 Catalepsy Bard, Cleric, Druid, Wizard Touch
0 Charismatic Bard, Sorcerer, Wizard
1 Charm Person Bard, Druid, Sorcerer, Warlock, Wizard 30 feet
3 Clairvoyance Bard, Cleric, Sorcerer, Wizard 1 mile
1 Comprehend Languages Bard, Sorcerer, Warlock, Wizard Self
4 Compulsion Bard 30 feet
4 Confusion Bard, Druid, Sorcerer, Wizard 90 feet
1 Cure Wounds Bard, Cleric, Druid, Paladin, Ranger Touch
0 Dancing Lights Bard, Sorcerer, Wizard 120 feet
1 Detect Magic Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard Self
2 Detect Thoughts Bard, Sorcerer, Wizard Self
4 Dimension Door Bard, Sorcerer, Warlock, Wizard 500 feet
1 Disguise Self Bard, Sorcerer, Wizard Self
3 Dispel Magic Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard 120 feet
8 Dominate Monster Bard, Sorcerer, Warlock, Wizard 60 feet
5 Dominate Person Bard, Sorcerer, Wizard 60 feet
5 Dream Bard, Warlock, Wizard Special
2 Enhance Ability Bard, Cleric, Druid, Sorcerer Touch
2 Ensnare Bard, Sorcerer, Warlock, Wizard 120
2 Enthrall Bard, Warlock 60 feet
7 Etherealness Bard, Cleric, Sorcerer, Warlock, Wizard Self
6 Eyebite Bard, Sorcerer, Warlock, Wizard Self
3 Fear Bard, Sorcerer, Warlock, Wizard Self
1 Feather Fall Bard, Sorcerer, Wizard 60 feet
8 Feeblemind Bard, Druid, Warlock, Wizard 150 feet
6 Find the Path Bard, Cleric, Druid Self
7 Forcecage Bard, Warlock, Wizard 100 feet
9 Foresight Bard, Druid, Warlock, Wizard Touch
4 Freedom of Movement Bard, Cleric, Druid, Ranger Touch
5 Geas Bard, Cleric, Druid, Paladin, Wizard 60 feet
8 Glibness Bard, Warlock Self
3 Glyph of Warding Bard, Cleric, Wizard Touch
4 Greater Invisibility Bard, Sorcerer, Wizard Touch
5 Greater Restoration Bard, Cleric, Druid Touch
0 Guardian's Aegis Bard, Sorcerer, Wizard
6 Guards and Wards Bard, Wizard Touch
4 Hallucinatory Terrain Bard, Druid, Warlock, Wizard 300 feet
1 Healing Word Bard, Cleric, Druid 60 feet
2 Heat Metal Bard, Druid 60 feet
1 Heroism Bard, Paladin Touch
1 Hideous Laughter Bard, Wizard 30 feet
5 Hold Monster Bard, Sorcerer, Warlock, Wizard 90 feet
2 Hold Person Bard, Cleric, Druid, Sorcerer, Warlock, Wizard 60 feet
3 Hypnotic Pattern Bard, Sorcerer, Warlock, Wizard 120 feet
1 Identify Bard, Wizard Touch
2 Illusory Assault Bard, Sorcerer, Wizard 60'
1 Illusory Script Bard, Warlock, Wizard Touch
2 Invisibility Bard, Sorcerer, Warlock, Wizard Touch
6 Irresistible Dance Bard, Wizard 30 feet
2 Knock Bard, Sorcerer, Wizard 60 feet
5 Legend Lore Bard, Cleric, Wizard Self
2 Lesser Restoration Bard, Cleric, Druid, Paladin, Ranger Touch
0 Light Bard, Cleric, Sorcerer, Wizard Touch
2 Locate Animals or Plants Bard, Druid, Ranger Self
4 Locate Creature Bard, Cleric, Druid, Paladin, Ranger, Wizard Self
2 Locate Object Bard, Cleric, Druid, Paladin, Ranger, Wizard Self
1 Longstrider Bard, Druid, Ranger, Wizard Touch
1 Luminous Web Bard, Druid 60'
0 Mage Hand Bard, Sorcerer, Warlock, Wizard 30 feet
2 Magic Mouth Bard, Wizard 30 feet
7 Magnificent Mansion Bard, Wizard 300 feet
3 Major Image Bard, Sorcerer, Warlock, Wizard 120 feet
5 Mass Cure Wounds Bard, Cleric, Druid 60 feet
6 Mass Suggestion Bard, Sorcerer, Warlock, Wizard 60 feet
0 Mending Bard, Cleric, Druid, Sorcerer, Wizard Touch
0 Message Bard, Sorcerer, Wizard 120 feet
8 Mind Blank Bard, Wizard Touch
0 Minor Illusion Bard, Sorcerer, Warlock, Wizard 30 feet
7 Mirage Arcane Bard, Druid, Wizard Sight
5 Mislead Bard, Wizard Self
5 Modify Memory Bard, Wizard 30 feet
3 Nondetection Bard, Ranger, Wizard Touch
5 Planar Binding Bard, Cleric, Druid, Wizard 60 feet
3 Plant Growth Bard, Druid, Ranger 150 feet
4 Polymorph Bard, Druid, Sorcerer, Wizard 60 feet
9 Power Word Kill Bard, Sorcerer, Warlock, Wizard 60 feet
8 Power Word Stun Bard, Sorcerer, Warlock, Wizard 60 feet
0 Prestidigitation Bard, Sorcerer, Warlock, Wizard 10 feet
6 Programmed Illusion Bard, Wizard 120 feet
7 Project Image Bard, Wizard 500 miles
5 Raise Dead Bard, Cleric, Paladin Touch
7 Regenerate Bard, Cleric, Druid Touch
7 Resurrection Bard, Cleric Touch
5 Scrying Bard, Cleric, Druid, Warlock, Wizard Self
2 See Invisibility Bard, Sorcerer, Wizard Self
5 Seeming Bard, Sorcerer, Wizard 30 feet
3 Sending Bard, Cleric, Wizard Unlimited
2 Shards of Glass Bard, Sorcerer, Wizard 60'
2 Shatter Bard, Sorcerer, Warlock, Wizard 60 feet
2 Silence Bard, Cleric, Ranger 120 feet
1 Silent Image Bard, Sorcerer, Wizard 60 feet
1 Sleep Bard, Sorcerer, Wizard 90 feet
1 Speak with Animals Bard, Druid, Ranger Self
3 Speak with Dead Bard, Cleric 10 feet
3 Speak with Plants Bard, Druid, Ranger Self
3 Stinking Cloud Bard, Sorcerer, Wizard 90 feet
2 Suggestion Bard, Sorcerer, Warlock, Wizard 30 feet
7 Symbol Bard, Cleric, Wizard Touch
7 Teleport Bard, Sorcerer, Wizard 10 feet
5 Teleportation Circle Bard, Sorcerer, Wizard 10 feet
1 Thunderwave Bard, Druid, Sorcerer, Wizard Self
3 Tiny Hut Bard, Wizard Self
3 Tongues Bard, Cleric, Sorcerer, Warlock, Wizard Touch
9 True Polymorph Bard, Warlock, Wizard 30 feet
6 True Seeing Bard, Cleric, Sorcerer, Warlock, Wizard Touch
0 True Strike Bard, Sorcerer, Warlock, Wizard 30 feet
1 Unseen Servant Bard, Warlock, Wizard 60 feet
0 Vicious Mockery Bard 60 feet
9 Word of Restoration Bard, Cleric Touch
2 Zone of Truth Bard, Cleric, Paladin 60 feet

Lore

The Stream

Credits: SRD 5.1

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Add/Edit Class

Game Masters have the ability to create and manage character classes within Game Squire. The process is facilitated through an Add/Edit form, which allows for detailed customization of each class.

Identity

Name

This is where you input the name of the class, such as "Sorcerer". It should be unique and descriptive of the roles and abilities the class encompasses.

Parent Class

If the class you're creating is a subclass, you would use this field to select its Parent Class. This establishes a hierarchical relationship where the subclass inherits characteristics from the parent. If the class is not a subclass, leave this field blank.

Subtypes

Subtypes provide a mechanism to add further classification within a class, enhancing the specificity and lore of a character's abilities and origin.

  • To add a Subtype, click on the "ADD SUBTYPE ROW" button.
  • Enter the name of the Subtype in the 'Name' field.
  • Specify the nature or element of the Subtype in the 'Type' field, such as 'Cold' for a Silver Sorcerer.
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Note: Subtypes are distinct from Subclasses; they do not inherit properties from a Parent Class but rather provide a thematic or elemental distinction within the main Class.

About

The About section is where you provide a detailed description of the class. This narrative should explain the class's origins, capabilities, and role within the game world.

Describe the intrinsic qualities, such as how the class's magic works (innate spellcasters, connection to magic through bloodlines), their growth in abilities (access to diverse spells), and any special mechanics (manipulation of reality, limited spell selection).

Description Prompt

The Description Prompt is a concise summary of the class, intended for AI use when generating backstories or images for characters of this class. Craft a brief description of the class in 120 characters or less. This should be evocative and descriptive, capturing the essence of the class's role or abilities. This prompt is crucial for the AI's understanding and will influence the generated narrative for characters, so choose words that strongly reflect the class's identity.

For example, to describe a Barbarian, you would say "Fierce warrior channeling primal rage for unmatched strength."

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This section allows Game Masters to associate certain backgrounds with a class, prioritizing these backgrounds when the Game Squire auto-generates characters.

Subclasses

Subclasses Name

This field is used to define the overarching group name for the subclasses associated with a main class (i.e. Primal Path for Barbarians). The name should be broad enough to cover all possible subclasses within the category but specific enough to provide a clear thematic link.

Subclasses Description

The description should give a brief overview of the commonalities between the subclasses. For example, the Barbarian Subclass Description is:

"At 3rd level, you choose a path that shapes the nature of your rage. Choose from the paths below. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels."

Subclasses List

This list shows all subclasses that are children of this class (defined by selecting this class as Parent when creating the subclass).

  • To remove a subclass from this class, edit the particular subclass and select a different parent (or none).
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  • To delete a subclass, edit the class and choose Delete at the bottom of the form.

Hit Points

Hit Points determine the health and survivability of a class. This is crucial as it impacts how a character can withstand damage in the course of their adventures.

Hit Die

Represents the type of die used to calculate hit points. This value is fundamental as it determines the base health pool for the class.

Input the number that corresponds to the type of die used for the class's hit points. For example, "6" indicates a six-sided die (d6).

Hit Dice (roll)

Specifies the amount of hit die a character gets to roll for hit points per level.

Enter the formula representing how many and what type of dice a character rolls to determine their hit points each level after first. For instance, "1d6 per sorcerer level" means one six-sided die is rolled for each level the character has attained.

HP Bonus

Any additional hit points that may be added to the character's hit points due to class-specific abilities.

HP at 1st Level

Defines the starting hit points for a character of this class at first level.

Detail the exact formula, which typically includes the maximum value of the hit die plus the character's Constitution modifier. For example, "6 + your Constitution modifier" would be used for a class with a six-sided hit die.

HP at Higher Levels Field

Indicates how hit points are determined at each level beyond the first.

Provide the formula that should be used when the character gains a level. This often includes rolling a hit die plus adding the Constitution modifier.

Alternatively, you can provide an average number that can be used instead of rolling to streamline gameplay. For instance, "1d6 (or 4) + your Constitution modifier per level" allows for either rolling a die or taking the average number, four, for more consistent hit point gains.

It is important to balance these values to ensure that the class fits well with the intended difficulty and play style of the game. Hit points are a key factor in a character's longevity and capacity to engage in combat and other perilous situations, so these fields must be filled out with careful consideration of the class's role in the game.

Proficiencies

Saving Throws

Identifies which abilities are key to the class's defense mechanisms, determining the saving throw proficiencies.

Select the abilities from the dropdown that the class will have proficiency in for saving throws. For example, "Constitution" and "Charisma" are chosen for classes that rely on innate resilience and personal magnetism. These selections should align with the class's thematic strengths and playstyle.

Armor

Defines what type of armor the class is proficient in wearing.

List the categories of armor the class can wear without penalty. Armor proficiencies impact the character's defense and mobility, so choose appropriately for the class's role.

Armor Description is added to the display of selected armor types. Use it to to describe or clarify what the class may choose.

Weapons

Specifies the class's proficiency with certain types of weapons.

Enter the weapons that the class is skilled in using, such as "Daggers, darts, slings, quarterstaffs, light crossbows". Weapon proficiencies should reflect the class's combat style and historical or cultural background.

Weapons Description is added to the display of selected weapon types. Use it to to describe or clarify what the class may choose.

Tools

Identifies any tool proficiencies the class possesses.

List any tools the class is proficient with. Tool proficiencies can enhance role-playing and non-combat scenarios, offering characters additional skills and utility.

Tools Description is added to the display of selected tool types. Use it to to describe or clarify what the class may choose.

Number of Starting Skills

Determines how many skills a character of this class can be proficient in from the start.

Input the number that reflects how many skills a character can choose upon creation. For example, "2" would mean the character can select two skills to be proficient in.

Starting Skills Choices

This field provides a list of skills that a character of this class can choose from when allocating their starting skill proficiencies.

Select the skills available for new characters of this class to choose from. If this list is left empty, it implies that a character can choose from all available skills.

Skills chosen should be relevant to the class's typical activities and strengths.

Equipment

Starting Gold (d4 rolls)

Determines the amount of starting gold a character has, based on dice rolls.

Enter the number of four-sided dice (d4) that a player will roll to calculate their starting gold. For example, "3" means the player will roll three d4 dice. The total number from the rolls, multiplied by 10, will be the amount of gold pieces (GP) the character starts with.

Equipment Description

Use this to add detail or context to the equipment the class may start with.

Starting Equipment Options

Lists specific equipment items that a character of this class begins with. This will create a list of options.

  • To add an option, click 'Add Option Row'.
  • Click 'Add Equipment Row' to add the first thing.
    • To add a specific item (such as a 'Light Crossbow'), select from the 'Items' field and specify the quantity in the 'Qty' field.
    • If the player can choose any item from a category (such as 'Simple Weapons') choose from the Category field and enter a quantity.
    • If the player must choose between two things like a Light Crossbow OR any Simple Weapon, first enter the Light Crossbow, then add a second Equipment Row with the Simple Weapon category.
  • Use the "ADD EQUIPMENT ROW" to add more items.
  • To remove an Equipment Row, click the "X" next to the corresponding row.
  • To remove an Option Row, click the "X" in the row header.
  • Provide a variety of starting equipment options to allow for different character builds and preferences.

Remember to consider the balance of the game when assigning starting equipment. Equipment should complement the class's abilities and typical adventuring style, providing them with the tools necessary to undertake their quests effectively.

Spellcasting

Spellcasting Ability

Determines which ability score is used for spellcasting proficiencies, including spell attack rolls and saving throw DCs. Selecting any value here will define the class as having spellcasting abilities. This ability often reflects the source of the class's magic, like innate talent or learned skill.

Spells Known by Level

Allows Game Masters to specify if the class has a set number of spells known at each level, or if it uses a different system, like spell points or invocations.

Uses Invocations

Toggle the switch on if the class uses invocations or a similar system instead of a traditional spell slots mechanism. If the toggle is off, the class will follow the standard spells known and spell slots progression.

Spell Table

This table is used to outline the progression of spells available to the class as they level up, including cantrips known, spells known, and spell slots.

  • For each class level, input the number of cantrips and spells known at that level, as well as any points or special casting resources.
  • Under 'Spell Level', add the number of spell slots available for each spell level. Use the "ADD SLOT" button to add more spell levels as needed.
  • If the class can cast spells at a higher level than the spell's original level (for example, casting a 1st-level spell using a 2nd-level slot), input the highest spell level that can be used in the 'Cast as Level' field.
  • If the class uses invocations, input the number in the '# of Invocations' field for each spell level.
  • Use the "ADD SPELL LEVEL" button to define spell slot progression for higher class levels.

This section is critical for defining how a class interacts with magic and shapes much of the gameplay experience for spellcasting classes. It should be meticulously detailed to ensure clarity and balance for the class's magical abilities as they progress.

Class Features

Class Table

The class table is used to list various attributes or points that a character acquires as they level up in their class.

Enter any points or attributes that increase with level, such as "Points" or other class-specific resources. Use the "ADD ROW" button to include additional levels and their corresponding values.

Class Features

This section is used to detail the unique abilities and traits that a class gains as they advance in levels.

  • For each class feature, enter the name of the feature in the 'Name' field.
  • Specify the level at which the feature is gained in the 'Level' field.
  • Provide a detailed description of the feature in the 'Description' text box. This description should include how the feature affects gameplay, any choices the players must make regarding the feature, and how it interacts with the class's other abilities.
  • If a feature has multiple parts or evolves as the character levels up, ensure that each stage is clearly described.
  • Use the rich text editor tools to format the description for clarity and emphasis on important details.
  • To delete a feature, click on the "Delete Feature" button.

Notes for Game Masters

  • When adding or editing class features, consider how they will impact the character's role in the party and the overall balance of the class.
  • Each feature should contribute to the class's theme and playstyle, offering new and interesting choices for players as they progress.
  • It's essential to provide clear and precise descriptions so players understand the benefits and limitations of each feature.

Featured Image

Featured Images are a vital aspect of visually representing the various elements of your game, be it characters, monsters, spells, locations, campaigns, or items. We offer a flexible approach to creating these images, whether through our Squire's image generation service or personal uploads.

Squire-Generated Imagery

Using Tokens for Image Generation: Game Squire uses Tokens to generate images. For a square (1:1) image, you'll use 4 Tokens, while a wider (16:9), higher-resolution image requires 8 Tokens.

Timing and Details: For the best results, generate an image after you've entered all the basic features of the element (like a character's race, class, or a location's key traits). This ensures that the Squire can accurately create an image that reflects the specified attributes and style.

Image Tone: Setting the tone for your image is important. It will define the look (or looks) for your character, world or campaign. Be sure to set your tone before generating images. You can save as many tones as you like and quickly switch between them using the "Change Tone" link.

Image Prompt: If you aren't getting the result you expect for your generated image, try writing a short, clear prompt to help the Squire generate an image. This can help the Squire know what it should put into the image, and how to pose, or lay out the image. If you're getting unwanted text or words, entering a description of what you think the image should be can help. Avoid putting words in quotes and avoid using proper names because it can think these are important labels it should put into the image.

Personal Image Uploads

Uploading Your Own Images: If you have a specific image or artwork in mind, you can directly upload it. This option allows you to use custom or pre-made images that perfectly match your vision.

Flexibility in Representation: Personal uploads are ideal for users who prefer to have complete control over the visual representation of their game elements.

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Note: some features use AI, are in early development, and won’t always get it right.