Bards are gifted poets, storytellers, and entertainers who travel far and wide. They’re commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries, and wealthy patrons.
Medium Humanoid, Any Alignment
Armor Class: 15 (chain shirt)
Hit Points: 44 (8d8 + 8)
Speed: 30 ft.
- STR – 11 (+0)
DEX – 14 (+2)
CON – 12 (+1)
INT – 10 (+0)
WIS – 13 (+1)
CHA – 14 (+2)
Saving Throws: Dex +4, Wis +3
Skills: Acrobatics +4, Perception +5, Performance +6
Senses: passive Perception 15
Languages: any two languages
Challenge: 2 (450 XP)
Proficiency Bonus: +2
Multiattack. The bard makes two Shortsword or Shortbow attacks. It can replace one attack with a use of Spellcasting.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Cacophony (Recharge 4-6). Each creature in a 15 -foot cube originating from the bard must make a DC 12 Constitution saving throw. On a failed save, a creature takes 9 (2d8) thunder damage and is pushed up to 70 feet away from the bard. On a successful save, a creature takes half as much damage and isn’t pushed.
Spellcasting. The bard casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 72):
At will: dancing lights, mage hand, prestidigitation
1/day each: charm person, invisibility, sleep
Taunt (2/Day). The bard targets one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard’s next turn.