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Tutorial: Bards Until Level 3!!!

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About

My Rating :star: :star: :star: :star: :star:
What I Like Versatile and Fun Charisma Class, Excellent !!!
Dislike I'm a LITTLE Biased... I Have No Dislikes!!!
Role In Party Caster, but can be Front-Line Fighter, Fighter, or a Full Caster at later levels.

Note before I begin: This guide is in no way official, and I won't be touching all the points of the Bard, like ALL the spells or anything like that. This is mainly for the players interested in the Bard class and those DMs that might need help figuring out the Bard class. Also please note that this will have the same structure as the Warlock tutorial I made because I feel as though the way I set it up was really good, not to strum my own lute.

BARDS!!! Why them?

Hello fellow humanoids/anthropomorphic creatures! If you're reading this, you're probably interested in the Bard (or here to watch me fail at explaining them)!

As well as being an experienced Warlock player, I am also a frequent Bard player, enough to know some tips and tricks throughout the class. Today, I plan on explaining how the class works in of their role to the party and help you through level 3 with the Bard.

Level 0: What even ARE Bards (Lore-Wise)?

The Bard to some people seem to be a class that didn't seem to get their magic fairly (that and the Sorcerer)- for example, Clerics have to devote their lives to a god, Wizards use careful study and practice, Warlocks give up something they love or cherish, but Bards... "toot toot on their magic flute".

Well, the best way to explain how they get their powers is by looking at what they do. Quote the 5e DnD Player's Handbook:

"In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The Bard is a master of song, speech, and the magic they contain."

What this means, simply put, is that Bards take the magic thats in the air all around us- kind of like using them as spell components, as a normal arcane caster would use a component pouch for- and channel it through their charisma, whether that be through a poem, speech, or song.

But no matter where Bards get their power, one thing is for certain: their high charisma can allow them to use charms, persuasiveness, and deceptions, even without their use of magic.

What are Bards (Playing-Wise)?/Level One: Bardic Inspiration and Spells

A lot of people believe that Bards are a class, and although that is true, Bards can serve almost any type of role in the party, although they excel at ing their allies and even debuffing their foes.

You want a Front-Line fighter? The Bard typically has a high Dexterity and starts off with a Rapier, Longsword, or simple weapon that they are proficient with, and their health isn't that squishy compared to their fellow wizards/sorcerers, so they can fit in. Even two of their subclasses- called Colleges- allow them to gain an extra attack.

You want a caster? Well look at the Bardic Inspiration!!! Handing a d6 to a friend for one of their d20 rolls in the next 10 minutes is amazing , even if you can only do it an amount of times equal to your Charisma mod! And look at those spells!!! Vicious Mockery is almost a must have, giving disadvantage on attack rolls!!!

Want a fighter? Here, let me just pull out Thunderwave real quick along with a few College features and I'll be right with you to help debuff and/or stop my foes right in their tracks!

Want a full caster? At later levels, the Bard can learn two spells from any class (provided they can cast it at that level), and the spells that they DO have is nothing to sneeze at!

All in all, if you want something that can do a little bit of everything, the Bard has your back. Just make sure that if you want to excel at a certain role, choose the right College, detailed later.

Note: Throughout this tutorial, I will through out the words Bardic Inspiration with d6. There is a handy table in the Player's Handbook on when this d6 increases to a d8 (5th level), d10 (10th level), or a d12 (15th).

Level Two: Song of Rest, Jack of All Trades

how I said that Bards excel at being a caster? Song of Rest further solidifies that.

Song of Rest allows you to sing/play a little tune for your allies when you guys are settling for a short rest. Doing so allows them to regain 1d6 more hit points on top of what they were already healing thanks to the rest itself. What is great about this ability is that it's ive, meaning that as long as you it and tell your DM that you have it, it is always on you, and it can't run out.

Psst... hey... so, technically, the only limit to how many people can benefit from this is that they have to be friendly to you, they have to be regaining HP at the end of the short rest, and they have to be able to hear you. This means that you can scream to an entire army at the end of a short rest, and they all get HP.

And then... Jack of All Trades.

Jack of All Trades seems okay when you first look at it- all of your non-proficient ability checks get a +1 (half of your proficiency modifier, rounded down).

Then, you realise, this includes a LOT of things.

Initiative, all the skills you aren't proficient with, all the weapons you aren't proficient with, ive skills that don't have your proficiency, normal checks (strength check, dexterity check, etc)-

Even though your saving throws are left out of it, does it even matter when you're at LEAST decent at EVERYTHING?

I don't think so, at the very least.

Level Three (Part One): Expertise

So, have you ever looked at your skills and have been like, "Man, I'm only GREAT at that thing. I want to be, like, UBER GREAT at that thing."

First off, wut?

Second off, YOU'RE IN LUCK!!!

Expertise allows you to choose TWO skills that you are proficient with and allows you to double your proficiency bonus with it. Say, for example, your Deception is a solid +5 because your Charisma mod is +3 and your proficiency is +2. Well, now, you add another +2 to it, turning your +5 to a +7.

Option: then, at next level, you can increase your Charisma mod to +4 (or add +1 to whatever your Charisma is now), making your Deception a +8 (or add +1 to whatever it was before).

And, , this is with TWO skills. I suggest putting them in skills that none of the group is good at- for example, if nobody is good at their Insight checks and yours is so-so with your proficiency bonus, then put expertise in it. Otherwise, put them in skills that are already high to make them excel- for example, your Deception that's already +5 or higher will be a great candidate.

I should note that everything said above is my humble two cents- put your Expertise where you want to, but I prefer to cover the sore spots or excel at the great spots.

Level Three (Part Two): Bard Colleges (Bard Subclasses)

So, before we dive into the many ways you can put your Bard into a more specified role of the party- I mean subclass, we need to specify what exactly a Bard College IS.

A Bard College doesn't HAVE to be an actual College, as it is typically just a fancy way of saying that your Bard met up with another Bard/group of Bards, traded a few songs and learned a few more traditions, allowing them to specialize in whatever that group specialized in. Typically, the Bard just needs to learn from this group or loose association rather than hang out with them for too long.

Note that any time a WIS save is mentioned, please that the DC is equal to your spellcasting DC, which is 8+proficiency modifier+your CHA mod.

Now that we got that down, let's talk about the Colleges, two in Player's Handbook and three in Xanathar's:

College of Lore

As the name suggests, the College of Lore is about knowing more things than the typical Bard. As you this College of knowledge, you gain proficiency in three more skills of your choice, which is ALWAYS a nice buff to have. Not only that, but you gain the ability to use Cutting Words against your foes, using one use of your Bardic Inspiration in order to roll a d6 and subtracting that from your foe's d20 (as a reaction). This makes you a great debuffer, solidifying yourself as a caster.

Now, I should note that at later levels, you gain the ability to learn 2 spells out of any class and claiming them as your own, which is what all Bards get to do at even LATER levels, but you get to do two more of them earlier. It's a neat thing to grab, just that you're going to be a caster no matter what spells you pick, so my suggestion is to either get two spells that can or even cover the bases that your party DOESN'T have.

College of Valor

A lot of people probably saw what I said above that Bards can be a Fighter and said, "What? Are we sure we're talking about the same class?"

Well, this is where you can get that from (other than the College of Swords, listed later).

At this level, you'll be able to gain proficiency with medium armor, shields, and martial weapons, which is nice, but you also get to use your Bardic Inspiration to add a d6 to the AC of a creature or to their damage roll (as a reaction). At later levels, you'll be able to attack twice in a turn (not the same as casting two spells, keep in mind), so you'll be making much use out of your proficiency with basically all weapons.

College of Glamour

If you decided to choose the Bard so you can seduce an endless number of NPCs, capitalize on your Performance proficiency, or even to play an instrument all of the time, then this subclass is for you.

Coming from Xanathar's Guide, the College of Glamour emphasizes the fact that the Bards are typically the most charismatic, deceptive, and persuasive of the party. This can mean several things in and out of combat:

In combat, you can use your Bardic Inspiration to choose a number of creatures up to your Charisma modifer and give them 5 temporary HP and allow them to use their reaction to ZOOM, moving up to its speed whilst disengaging. This is great if your party is ever in dire need to step back or into combat, through strategical retreat or advance.

OUT of combat, however, you can use your performance ability to perform in front of an audience for at least 1 minute, then forcing people (amount equal to CHA mod) to make a Wisdom saving throw or else believe that you are the best performer alive, idolizing you, talking glowingly about you, and believing you are amazing for 1 hour. Even though you can only do this 1/rest, they can't even tell you tried to charm it if they succeed on the saving throw, so other than the recharge, there's very little harm in trying to do something like this in a bar, where people can give you money, free drinks, etc.

Of course, you can surely figure out some... BETTER uses for this, like persuading guards to let you a place, etc.

College of Swords

A lot of people probably saw what I said above that Bards can be a Fighter and said, "What? Are we sure we're talking about the same class?"

Then, after seeing College of Valor, they'd be like, "Well, okay, they're good , but there's no way they can actually fight on the front lines."

Well, they'd be WRONG!!!

As per usual, the Bard manages to surprise, this time from Xanathar's. The College of Swords often is called a "better College of Valor" Bard, but I disagree- the College of Swords does a lot of cool things for YOURSELF, but not the party, and vice versa for College of Valor. That is where the separation begins- do you want to fight more, or more? If you want to fight more, than the College of Swords is here for you.

So, starting off, you get medium armor and scimitar proficiency, which is a little less than what Valor gets, but that's because you're not done yet. You can cast spells using your weapon instead of using your musical instrument, so you don't have to exchange weapons/attakcs for instruments/spells anymore.

Also, you can choose whether you want to take the Fighting Class option Dueling (+2 damage to one-handed melee weapons when that is your only weapon in your hand), or Two Weapon Fighting (you can use your ability modifier on your second attack when engaging in two weapon fighting).

ALSO, when you attack, your speed increases by 10ft. This is a neat little bonus to help you stab your foes who dare try to harm your friends and get away with it.

ALSO ALSO, you get to use your Bardic Inspiration to use your blade in more creative ways- you can use it to deal a d6 amount more damage and either: add that number to your AC (provided that you are moving), deal that much amount of damage to a foe that's right next to the guy you just attacked, or push your foe (5+roll number)ft and then you can use your reaction to follow them to follow them while they're moving.

All of this is to say that you will be making sure to use your blade to perform on the battlefield, even being able to attack twice at later levels. It's absolutely incredible how much this College is able to do at only 3rd level.

College of Whispers

Have you ever just looked at the Bard and said, "You know, I like how cool and upbeat the Bard is all of the time, but man... I wanna be INTIMIDATING."

Well, odd request, but here is your answer: the College of Whispers.

The College of Whispers is less of a combat class and more of a roleplaying class, if we're being honest with ourselves. That's not to say that they don't have combat prowess, but if you choose this class, be prepared to use a lot more features outside of combat rather than inside.

In combat, you'll be able to expend a use of Bardic Inspiration in order to deal 2d6 more psychic damage to the target. This damage increases with your Bardic Inspiration die, but doesn't increase die size (3d6 at 5th, 5d6 at 10th, 8d6 at 15th).

Out of combat, you'll be able to use a cunning ability 1/rest, which is basically the opposite of the Glamour's ability. You talk with one humanoid alone for 1 minute, and then they make a WIS save or else be frightened of you or another creature of your choice for 1 hour, and if they succeed, they have no idea that you tried to scare them.

Note that these words can be anything- you can speak utter gibberish to this person for 1 minute, and he can still be terrified.

Also note that at later levels, you'll be able to disguise as dead people and steal their knowledge, and even channel people's deepest, darkest fears in order to charm them to be afraid of you. This is all at later levels, and none of them get much use in combat, but they are still extremely fun abilities.

Outro: Bards, the Jack of All Sorts of Trades

Whether it be combat, roleplaying, or even exploration, Bards can offer something to the party with their massive amounts of versatility. If you ever decide to play a Bard, you probably won't regret it- they are tons of fun.

Granted, I might be a little biased.

What's next? Well, I have a poll going on that you can check in on, where I might talk about a chaotic class- the Rogue- or a lawful class- the Paladin. I decided to preemptively fill out the Bard since it was the clear, land-slide winner during the first quarter of the poll.

Your Choice, My Fellow Players. (Note that this poll shall expire on the night of April 6, 2019.

All pictures used are made by Wizards of The Coast. Taken from Player's Handbook and Xanathar's Guide (respectively).

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