Minstrel

Class Features

As a Minstrel, you gain the following class features.

Hit Points

Hit Dice: 1d8 per minstrel level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per minstrel level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments, gaming sets, or tools of your choice
Saving Throws: Dexterity, Intelligence or Charisma
Skills: Choose any three

Equipment

You start with 200 gp, in addition to the equipment granted by your background. The following are good starting items for minstrels:

Table: The Minstrel
LevelFeaturesTricks KnownBardic Inspiration DieManeuvers KnownFocus PoolManeuver Degree
1stBardic Inspiration, Combat Maneuversd6
2ndAdventuring Tricks, Jack of All Trades2d6231st
3rdBard College, Expertise2d6341st
4thAbility Score Improvement2d6351st
5thFont of Inspiration, Inspiring Help3d8462nd
6thBard College feature3d8462nd
7thBattle Hymn3d8572nd
8thAbility Score Improvement3d8572nd
9thSelf-Preservation, Universal Trick5d8683rd
10thExpertise5d10683rd
11thUniversal Trick6d10793rd
12thAbility Score Improvement6d10793rd
13thSelf-Preservation, Universal Trick8d108104th
14thBard College feature8d108104th
15thSelf-Preservation, Universal Trick9d129114th
16thAbility Score Improvement9d129114th
17thSelf-Preservation10d1210125th
18thUniversal Trick11d1210125th
19thAbility Score Improvement11d1211125th
20thEncore11d1211125th

Bardic Inspiration

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 DM 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 Intelligence or Charisma modifier (whichever is higher, a minimum of once). You regain any expended uses when you finish a long rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Combat Maneuvers

At 2nd level, you gain the ability to use combat maneuvers. You gain proficiency in two combat traditions from the following list: Deadeye, Duelist, Nemesis, Skirmisher, Skulduggery, Teamwork. You learn two maneuvers of your choice from traditions you are proficient with.

You gain focus based on your level in this class. Consult the Focus Pool table to determine how much focus you have. To use one of your maneuvers, you must expend focus from your focus pool. You regain all expended focus when you finish a short or long rest. Your maneuvers show how much focus they cost. The Maneuvers Known column of the Minstrel table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest degree you can select maneuvers from at a given level. You cannot know more maneuvers of a degree than you know of degrees below it.

Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver.

Adventuring Tricks

Even when abroad, you are most at home when surrounded by those who love you — or at least tolerate you. You start with two adventuring tricks of your choice. Adventuring tricks are detailed on the Adventuring Tricks page. The Tricks Known column of the Bard table shows when you learn more adventuring tricks. A level prerequisite refers to your level in this class.

Additionally, when you gain a level in this class, you can choose one of the Adventuring Tricks you know and replace it with another Adventuring Trick that you could learn at that 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.

Bard College

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

College of EloquenceAs in Tasha's Cauldron of Everything
College of GlamourXanathar's Guide to Everything. Altered.
College of LorePlayer's Handbook. Altered.
College of SatireUnearthed Arcana. Altered.
College of SwordsXanathar's Guide to Everything. Fighting Styles expanded.
College of ValorPlayer's Handbook. Altered.
College of WhispersXanathar's Guide to Everything. Altered.

Expertise

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.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, you can increase two ability scores of your choice by 1, or you can select a feat you meet the prerequisites for. As normal, you can't increase an ability score above 20 using this feature.

Additionally, whenever you gain this feature, you can replace one of your skill proficiencies with a skill proficiency offered by this class at 1st level. The proficiency you replace does not need to be from this class.

Lastly, you can do one of the following, representing a change in focus as you use your skills and talents:

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.

Inspiring Help

Beginning at 3rd level, your helping hand is inspiring. When you inspire a creature with your Bardic Inspiration, they have advantage on the next attack roll, ability check, or saving throw they make within the next 10 minutes.

Battle Hymn

At 7th level, you gain the ability to use musical notes or words of power to influence the battlefield in myriad ways. As an action, you can start one of the following performances that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you gain a benefit based on the battle hymn being performed. 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).

Power Ballad
You tell a tale of heroic might. Creatures affected by this performance have advantage on Strength saving throws.
Agile Anthem
You weave a story of incredible swiftness. Creatures affected by this performance have advantage on Dexterity saving throws.
Drinking Song
You sing a shanty of unending endurance. Creatures affected by this performance have advantage on Constitution saving throws.
Reasoned Refrain
You discharge a sonnet of logic and reason. Creatures affected by this performance have advantage on Intelligence saving throws.
Mindful Melody
You present a production of bravery and sagacity. Creatures affected by this performance have advantage on Wisdom saving throws.
Existential Encore
You spin an otherworldly tale of the nature of existence. Creatures affected by this performance have advantage on Charisma saving throws.

Self-Preservation

At 9th level, your variable skills and reflexive versatility allow you to avoid danger of any kind. Choose one of the following options. You may choose an additional option at 13th level, 15th level, and 17th level.

Evasion
When you make a Dexterity saving throw against an effect that deals half damage on a success, you take no damage on a success and half damage on a failure. You don't benefit from this feature if you are Incapacitated.
Force of Personality
You gain proficiency in Charisma saving throws.
Hardy
You gain proficiency in Constitution saving throws.
Inscrutable
You can’t be targeted by divination magic or perceived through magical scrying sensors.
Reflexive
You gain proficiency in Intelligence saving throws.
Sharpened Mind
You gain proficiency in Intelligence saving throws.
Slippery Mind
You gain proficiency in Wisdom saving throws.
Strong
You gain proficiency in Strength saving throws.
Uncanny Dodge
When you are hit by an attacker that you can see, you can use your reaction to halve the damage from the attack.

Universal Trick

At 9th level, your wanderings have taught you many tricks and secrets. Whether from watching your fellow adventurers work, from tales of your predecessors, or simply because you are just that talented, you have taken to adopting the techniques of your peers. Choose one talent from any class, including this one. You must meet any prerequisites for those talents, using your levels in this class for level prerequisites.

These talents count as Universal Tricks for you and are included in the number in the Tricks Known column of the Minstrel table. When you replace an adventuring trick after taking a level in this class, you may choose to replace one of your talents from Universal Tricks with a new talent from any class.

You learn an additional Universal Trick at 11th, 13th, 15th, and 18th level.

Encore

At 20th level, the heights of your bardic prowess allow you to ride the highs and lows of life to keep the show going. When you or a creature you can see within 60 feet rolls a 1 or a 20 on an attack, ability check, or saving throw, you regain one use of your bardic inspiration.