Bards are a fixture of contemporary society, whether playing for their lord's court or the local tavern. They are the storytellers, vagabonds and jesters of the world. Not only do they wield lore and history, but they also provide inspiration to fortify bravery and heroism in their allies. To their enemies, they bring about distraction and misdirection; which if they are not watchful may just result in a fatal misstep.
Strength is not important for bards, but it can be helpful for saving throws.
Dexterity is important for bards for the extra AC, and for using ranged or finesse weapons. It is also helpful for saving throws and for commonly associated skill checks (such as stealth).
Constitution is not important for bards, but it can be helpful extra HP, for concentration checks and for saving throws.
Intelligence is not important for bards, but it can be helpful for saving throws and for commonly associated skill checks (such as arcana).
Wisdom is not important for bards, but it can be helpful for saving throws and for commonly associated skill checks (such as perception).
Charisma is vital for bards, as it is their primary spellcasting attribute. It can also be helpful for saving throws or for commonly associated skill checks (such as performance).
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. Spellcasting Focus required (see below). The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Bard spells, you must expend a slot of the spell's level. You regain all expended spell slots when you finish a long rest.
Spell save DC = 8 + Proficiency Bonus + Charisma modifier
Spell Attack modifier = Proficiency Bonus + Charisma modifier
You must use a musical instrument as a spellcasting focus for your bard spells.
You can inspire others through stirring words or music. To do so, you use a Bonus Action on your turn to choose one non-Deafened and/or non-Incapacitated creature. That creature gains one Bardic Inspiration die, which adds a 1d6 to one ability check, attack roll, or saving throw it makes at their choosing.
You can use this feature a number of times equal to your Charisma modifier (at a minimum of one, even if your modifier is negative or zero). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes to a d8 at 5th level, a d10 at 10th level.
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, each of those creatures regains an extra 1d6 hit points. The extra hit points increase to 1d8 at 9th 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.
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.
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 20m 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 that number rolled from the creature's roll after it has been rolled. The creature is immune if it is Deafened or if it's immune to being charmed.
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.
By 6th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any other 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. At 10th level, you may choose two more spells from any other class. (There is a maximum of 2 additional spells selected per spell level.)
At 7th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As a Standard Action, you can start a performance that lasts until the end of your next turn. During that time, you and any non-Deafened and/or non-Incapacitated friendly creatures within 20m of you have advantage on saving throws against being frightened or charmed.