Bard

Medium humanoid (any race), Any alignment

Armor Class

15 (chain shirt)

Hit Points

44 (8d8+8)

Speed

walk 30 ft.

Saves

Dex +4, Wis +3

Skills

Acrobatics +4, Perception +5, Performance +6

Languages

any two languages

Challenge

2

Song of Rest

The bard can perform a song while taking a short rest. Any ally who hears the song regains an extra 1d6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. The bard can confer this benefit on itself as well.

Taunt (2/Day)

The bard can use a bonus action on its turn to target 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.

Spellcasting

The bard is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following bard spells prepared: • Cantrips (at will): friends, mage hand, vicious mockery • 1st level (4 slots): charm person, healing word, heroism, sleep, thunderwave • 2nd level (3 slots): invisibility, shatter

Actions

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.

Bard

Medium humanoid, any alignment

Armor Class

15 (chain shirt)

Hit Points

44 (8d8 + 8)

Speed

walk 30 ft.

Saves

Dex +4, Wis +3

Skills

Acrobatics +4, Perception +5, Performance +6

Languages

any two languages

Challenge

2

Proficiency Bonus

+2

Actions

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 10 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 12): • At will: dancing lights, mage hand, prestidigitation • 1/Day each: charm person, invisibility, sleep

Taunt (2/Day) (Bonus Action)

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.