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Bard Details | Bard Feats | Bard Focus Spells | Muses


There is a Legacy version here.

PFS StandardBard


Source Player Core pg. 94
You are a master of artistry, a scholar of hidden secrets, and a captivating persuader. Using powerful performances, you influence minds and elevate souls to new levels of heroics. You might use your powers to become a charismatic leader, or perhaps you might instead be a counselor, manipulator, scholar, scoundrel, or virtuoso. While your versatility leads some to consider you a beguiling ne’erdo- well and a jack-of-all-trades, it’s dangerous to dismiss you as a master of none.

Key Attribute: CHARISMA
At 1st level, your class gives you an attribute boost to Charisma.

Hit Points: 8 plus your Constitution modifier
You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Bard

During Combat Encounters...

You use magical performances to alter the odds in favor of your allies. You confidently alternate between attacks, healing, and helpful spells as needed.

During Social Encounters...

You persuade, prevaricate, and threaten with ease.

While Exploring...

You’re a font of knowledge, folktales, legends, and lore that provide a deeper context and helpful reconnaissance for the group’s adventure. Your spells and performances inspire your allies to greater discovery and success.

In Downtime...

You can earn money and prestige with your performances, gaining a name for yourself and acquiring patrons. Eventually, tales of your talents and triumphs might attract other bards to study your techniques in a bardic college.

You Might...

  • Have a passion for your art so strong that you forge a spiritual connection with it.
  • Take point when tact and nonviolent solutions are required.
  • Follow your muse, whether it’s a mysterious fey creature, a philosophical concept, a psychic force, or a deity of art or music, and with its aid learn secret lore that few others have.

Others Probably...

  • Relish the opportunity to invite you to social events, either as a performer or a guest, but consider you to be something of a curiosity in their social circles.
  • Underestimate you compared to other spellcasters, believing you are little more than a foppish minstrel and overlooking the subtle power of your magic.
  • Respond favorably to your social charm and abilities, but remain suspicious of your beguiling magic.

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Expert in Perception

Saving Throws

Trained in Fortitude
Trained in Reflex
Expert in Will

Skills

Trained in Occultism
Trained in Performance
Trained in a number of additional skills equal to 4 plus your Intelligence modifier

Attacks

Trained in simple weapons
Trained in martial weapons
Trained in unarmed attacks

Defenses

Trained in light armor
Trained in unarmored defense

Class DC

Trained in bard class DC

Spells

Trained in spell attack modifier
Trained in spell DC

Class Features

You gain these features as a Bard. Abilities gained at higher levels list the levels at which you gain them next to the features' names.
Your LevelClass Features
1Ancestry and background, attribute boosts, bard spellcasting, initial proficiencies, spell repertoire, composition spells, muse
2Bard feat, skill feat
32nd-rank spells, general feat, reflex expertise, signature spells, skill increase
4Bard feat, skill feat
53rd-rank spells, attribute boosts, ancestry feat, skill increase
6Bard feat, skill feat
74th-rank spells, expert spellcaster, general feat, skill increase
8Bard feat, skill feat
95th-rank spells, ancestry feat, fortitude expertise, performer’s heart, skill increase
10Attribute boosts, bard feat, skill feat
116th-rank spells, bard weapon expertise, general feat, skill increase, vigilant senses
12Bard feat, skill feat
137th-rank spells, ancestry feat, light armor expertise, skill increase, weapon specialization
14Bard feat, skill feat
158th-rank spells, attribute boosts, general feat, master spellcaster, skill increase
16Bard feat, skill feat
179th-rank spells, ancestry feat, greater performer’s heart, skill increase
18Bard feat, skill feat
19General feat, legendary spellcaster, magnum opus, skill increase
20Attribute boosts, bard feat, skill feat
Your LevelCantrips1st2nd3rd4th5th6th7th8th9th10th
152
253
3532
4533
55332
65333
753332
853333
9533332
10533333
115333332
125333333
1353333332
1453333333
15533333332
16533333333
175333333332
185333333333
1953333333331*
2053333333331*
* The magnum opus class feature gives you a 10th-rank spell slot that works a bit differently from other spell slots.

Ancestry and Background

In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background. These are described in Chapter 2.

Attribute Boosts

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.

Bard Spellcasting

You draw upon magic from esoteric knowledge. You are a spellcaster and can cast spells of the occult tradition using the Cast a Spell activity (see Casting Spells). As a bard, when you cast spells, your incantations might be musical riffs or clever limericks, your gestures might incorporate dance and dramatic pantomiming, and you might accompany your spellcasting by playing a musical instrument.

Each day, you can cast up to two 1st-rank spells. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots. As you increase in level as a bard, your number of spells per day increases, as does the highest rank of spells you can cast, as shown on the Bard Spells per Day table.

Some of your spells require you to attempt a spell attack to see how effective they are or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Charisma, your spell attack modifiers and spell DCs use your Charisma modifier.

Heightening Spells

When you get spell slots of 2nd rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell's rank, heightening it to match the spell slot. You must have a spell in your spell repertoire at the rank you want to cast in order to heighten it to that rank. Many spells have specific improvements when they are heightened to certain ranks. The signature spells class feature lets you heighten certain spells freely.

Cantrips

Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is automatically heightened to half your level rounded up—this is usually equal to the highest rank of bard spell slot you have. For example, as a 1st-level bard, your cantrips are 1st-rank spells, and as a 5th-level bard, your cantrips are 3rd-rank spells.

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training. These are noted at the start of this class.

Spell Repertoire

The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank occult spells of your choice and five occult cantrips of your choice. You choose these from the common spells from the occult list or from other occult spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.

You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Bard Spells per Day table), you add a spell to your spell repertoire of the same rank. At 2nd level, you select another 1st-rank spell; at 3rd level, you select two 2nd-rank spells, and so on. When you add spells, you might add a higher-rank version of a spell you already have, so you can cast a heightened version of that spell.

Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa.

Swapping Spells In Your Repertoire

As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip. You can also swap out spells by retraining during downtime.

Composition Spells

You can infuse your performances with magic to create unique effects called compositions. Compositions are a special type of spell that often require you to use the Performance skill when casting them. Composition spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to perform, write a new composition, or otherwise engage your muse.

Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots, and you can't cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear here.

You learn the counter performance composition spell, protecting against auditory and visual effects.

Composition Cantrips

Composition cantrips are special composition spells that don't cost Focus Points, so you can use them as often as you like. Composition cantrips are in addition to the cantrips you choose with bard spellcasting. Unlike other cantrips, you can't swap out composition cantrips gained from bard feats at a later level, unless you swap out the specific feat via retraining.

You learn the courageous anthem composition cantrip, which boosts your allies' attacks, damage, and defense against fear.

Muses

As a bard, you select one muse at 1st level. This muse leads you to great things and might be someone you know, a supernatural creature, location, deity, philosophy, or captivating mystery. Depending on the type of inspiration you receive, your 1st-level muse grants you a specific 1st-level bard feat and adds a spell to your repertoire.

In addition to this, each muse opens the door to many later bard feats. If one type of inspiration is not enough to represent your muse, consider the Multifarious Muse feat.

Bard FeatsLevel 2

At 2nd level and every even-numbered level, you gain a bard class feat.

Skill FeatsLevel 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

General FeatsLevel 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Reflex ExpertiseLevel 3

You've developed a knack for dodging danger. Your proficiency rank for Reflex saves increases to expert.

Signature SpellsLevel 3

Experience allows you to cast some spells more flexibly. For each spell rank you have access to, choose one spell of that rank to be a signature spell. You don't need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you've learned a signature spell at a higher rank than its minimum, you can also cast all its lower-rank versions without learning those separately. If you swap out a signature spell, you can choose a replacement signature spell of the same spell rank at which you learned the previous spell. You can also retrain specifically to change a signature spell to a different spell of that rank without swapping any spells; this takes as much time as retraining a spell normally does.

Skill IncreasesLevel 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in or become an expert in one skill in which you're already trained.

At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.

Ancestry FeatsLevel 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry's entry.

Expert SpellcasterLevel 7

Your magical techniques grow stronger. Your proficiency ranks for spell attack modifiers and spell DCs increase to expert.

Fortitude ExpertiseLevel 9

Your physique has grown hardy in your adventures. Your proficiency rank for Fortitude saves increases to expert.

Performer's HeartLevel 9

The greatest performances require an understanding of your own mind and flawless concentration. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.

Bard Weapon ExpertiseLevel 11

You have become thoroughly adept with bardic weapons. Your proficiency rank for martial weapons, simple weapons, and unarmed attacks increases to expert. When you critically succeed at an attack roll using one of these weapons or an unarmed attack while one of your compositions is active, you apply the critical specialization effect for that weapon or unarmed attack.

Perception MasteryLevel 11

You've developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.

Light Armor ExpertiseLevel 13

You've learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.

Weapon SpecializationLevel 13

You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you're an expert. This damage increases to 3 if you're a master and 4 if you're legendary.

Master SpellcasterLevel 15

You pluck the threads of magic like the strings of a harp. Your proficiency ranks for spell attack modifiers and spell DCs increase to master.

Greater Performer's HeartLevel 17

Your performances warp the mind and cause emotions to flower, and understanding how to do this also forges an incomparable understanding of your own mind. Your proficiency rank for Will saves increases to legendary. When you roll a critical failure on a Will save, you get a failure instead. When you fail a Will save against an effect that deals damage, you take half damage.

Magnum OpusLevel 19

You have tuned your spellcasting to the highest caliber. Add two common 10th-rank occult spells to your repertoire. You gain a single 10th-rank spell slot you can use to cast these spells using bard spellcasting. Unlike other spell slots, you can't use 10th-rank slots with abilities that give you more spell slots or that let you cast spells without expending spell slots. You don't gain more 10th-rank spells as you level up, but you can take the Perfect Encore feat to gain a second slot.

Legendary SpellcasterLevel 19

Your command of magic is the stuff of legends. Your proficiency ranks for spell attack modifiers and spell DCs increase to legendary.