Bard

Bard

Source: 2D, PHB
The Bard
LevelProficiency BonusFeaturesBardic InspirationsCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2Bardic Inspiration, Spellcasting322
2nd+2Jack of All Trades, Song of Rest324
3rd+2Bardic Court, Expertise3242
4th+2Ability Score Improvement3343
5th+343432
6th+3Bardic Court feature43433
7th+3434331
8th+3Ability Score Improvement434332
9th+4Song of Rest improvement4343331
10th+4Bardic Court feature, Expertise improvement5643332
11th+456433321
12th+4Ability Score Improvement56433321
13th+5Improved Song of Rest564333211
14th+5Bardic Court feature564333211
15th+56643332111
16th+5Ability Score Improvement6643332111
17th+6Song of Rest improvement66433321111
18th+6Prodigious Performer66433331111
19th+6Greater Ability Score Improvement66433332111
20th+6Epic Inspiration66433332211

Class Features

Hit Points

Hit Dice: 1d8 per bard level
Hit Points at 1st Level: 18
Hit Points Gained at Each Bard Level After 1st: 8

Proficiencies

Armor: Light armor, light shields
Weapons: Simple weapons, shortswords, longswords, rapiers, and hand crossbows
Tools: Three musical instruments of your choice
Saving Throws: Choose two from Dexterity, Intelligence, and Charisma
Skills: Choose any three skills

Multiclassing

Ability Score Minimum: Charisma 1
Proficiencies Gained: Light armor, light shields, one skill of your choice, and one musical instrument of your choice

Equipment

You start with the following equipment:
Alternatively, you can forgo the equipment here and buy 5d4 × 10 gp worth of equipment.

Spellcasting

1st-level bard feature
You can cast bard spells by guiding magic with stories, whatever the medium of storytelling may be.
Cantrips. You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table. Whenever you gain a level in this class, you can swap one bard cantrip you know with a different one.
Spell Slots. The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell healing word and have a 1st-level and a 2nd-level spell slot available, you can cast healing word using either slot.
Spells Known of 1st Level and Higher. You know four 1st-level spells of your choice from the bard spell list.
Each time you gain a level in this class, you learn one more bard spell of your choice. The spell must be of a level for which you have bard spell slots. For instance, when you reach 3rd level in this class, you can learn one new bard spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have bard spell slots.
Spellcasting Ability. Charisma is your spellcasting ability for your bard spells. Use your Charisma score when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma score
Spell attack modifier = your proficiency bonus + your Charisma score
Ritual Casting. You can cast any bard spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus. You can use a musical instrument as a spellcasting focus for your bard spells.
Bard Spells
Level
Name
Ritual
Concentration
School
Tags
CantripBlade WardAbjuration
CantripDancing LightsEvocation
CantripFire SwallowingEvocation
CantripFriendsconcentrationEnchantment
CantripInspire FocusconcentrationTransmutation
CantripLightEvocation
CantripMage HandConjuration
CantripMendingTransmutation
CantripMessageTransmutation
CantripMinor IllusionIllusion
CantripPrestidigitationTransmutation
CantripThunderclapEvocation
CantripTrue StrikeconcentrationDivination
CantripVicious MockeryEnchantment
1stAnimal FriendshipEnchantment
1stBallad of HasteTransmutationballad
1stBaneconcentrationEnchantment
1stBlink WeaponconcentrationConjuration
1stCharm PersonEnchantment
1stColor SprayIllusion
1stCommandEnchantment
1stComprehend LanguagesritualDivination
1stCure WoundsEvocation
1stDetect MagicritualconcentrationDivination
1stDisguise SelfIllusion
1stDissonant WhispersEnchantment
1stEarth TremorEvocation
1stFaerie FireconcentrationEvocation
1stFeather FallTransmutation
1stHealing WordEvocation
1stHeroismconcentrationEnchantment
1stIdentifyritualDivination
1stIllusory ScriptritualIllusion
1stLongstriderTransmutation
1stNoxious FumesConjuration
1stSecond ThoughtsEnchantment
1stSilent ImageconcentrationIllusion
1stSleepEnchantment
1stSnap Out of It!Evocation
1stSpeak with AnimalsritualDivination
1stSwallow SwordconcentrationTransmutation
1stThunderwaveEvocation
1stTrumpet of GloryEvocation
1stUnseen ServantritualConjuration
2ndAidAbjuration
2ndAnimal MessengerritualEnchantment
2ndBallad of ResilienceEvocationballad
2ndBlindness/DeafnessNecromancy
2ndCalm EmotionsconcentrationEnchantment
2ndCloud of DaggersconcentrationConjuration
2ndCrown of MadnessconcentrationEnchantment
2ndDetect ThoughtsconcentrationDivination
2ndEnhance AbilityconcentrationTransmutation
2ndEnlarge/ReduceconcentrationTransmutation
2ndEnthrallEnchantment
2ndFar SenseDivination
2ndFey MischiefconcentrationIllusion
2ndHeat MetalconcentrationTransmutation
2ndHold PersonconcentrationEnchantment
2ndInvisibilityconcentrationIllusion
2ndKnockTransmutation
2ndLesser RestorationAbjuration
2ndMagic MouthritualIllusion
2ndMirror ImageIllusion
2ndPhantasmal ForceconcentrationIllusion
2ndPyrotechnicsTransmutation
2ndSee InvisibilityDivination
2ndShatterEvocation
2ndSilenceritualconcentrationIllusion
2ndSkywriteritualconcentrationTransmutation
2ndSuggestionconcentrationEnchantment
2ndWarding WindconcentrationEvocation
3rdBallad of DreamsIllusionballad
3rdBallad of NightmaresIllusionballad
3rdBestow CurseconcentrationNecromancycurse
3rdCatnapEnchantment
3rdClairvoyanceconcentrationDivination
3rdDispel MagicAbjuration
3rdEnemies AboundconcentrationEnchantment
3rdFearconcentrationIllusion
3rdFeign DeathritualNecromancy
3rdGlyph of WardingAbjuration
3rdHypnotic PatternconcentrationIllusion
3rdIntellect FortressconcentrationAbjuration
3rdMajor ImageconcentrationIllusion
3rdMass Healing WordEvocation
3rdNondetectionAbjuration
3rdPlant GrowthTransmutation
3rdSlowconcentrationTransmutation
3rdSpeak with DeadNecromancy
3rdSpeak with PlantsTransmutation
3rdStinking CloudconcentrationConjuration
3rdTonguesDivination
4thCharm MonsterEnchantment
4thCompulsionconcentrationEnchantment
4thConfusionconcentrationEnchantment
4thDimension DoorConjuration
4thFreedom of MovementAbjuration
4thGreater InvisibilityconcentrationIllusion
4thHallucinatory TerrainIllusion
4thLocateconcentrationDivination
4thPhantasmal KillerconcentrationIllusion
4thPolymorphconcentrationTransmutation
4thPsychic LanceEnchantment
5thAwakenTransmutation
5thDominate PersonconcentrationEnchantment
5thDreamIllusion
5thGeasEnchantmentcurse
5thGreater RestorationAbjuration
5thHold MonsterconcentrationEnchantment
5thLegend LoreDivination
5thMass Cure WoundsEvocation
5thMisleadconcentrationIllusion
5thModify MemoryconcentrationEnchantmentcurse
5thPlanar BindingAbjuration
5thRaise DeadNecromancy
5thScryingconcentrationDivination
5thSeemingIllusion
5thSynaptic StaticEnchantment
5thTelepathic BondritualDivination
5thTeleportation CircleConjuration
6thEvil EyeconcentrationNecromancy
6thFind the PathconcentrationDivination
6thGuards and WardsAbjuration
6thHeroes' FeastConjuration
6thIrresistible DanceconcentrationEnchantment
6thMass SuggestionEnchantment
6thProgrammed IllusionIllusion
6thTrue SeeingDivination
7thEtherealnessTransmutation
7thMirage ArcaneIllusion
7thMirror MansionConjuration
7thPrismatic SprayEvocation
7thProject ImageconcentrationIllusion
7thRegenerateTransmutation
7thResurrectionNecromancy
7thSymbolAbjuration
7thTeleportConjuration
8thAntipathy/SympathyEnchantment
8thDominate MonsterconcentrationEnchantment
8thFeeblemindEnchantment
8thGlibnessEnchantment
8thMind BlankAbjuration
8thPower Word StunEnchantment
9thForesightDivination
9thMass PolymorphconcentrationTransmutation
9thPower Word HealEvocation
9thPower Word KillEnchantment
9thPsychic ScreamEnchantment
9thTrue PolymorphconcentrationTransmutation

Bardic Inspiration

1st-level bard feature
You can inspire others through stirring words, music, or movement. As a minor action, choose one creature other than yourself within 60 feet of you who can see or hear you. That creature gains one Bardic Inspiration die, the size of which is determined by your Charisma score as shown in the Bardic Inspiration Die table below.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, saving throw, or damage roll that only affects a single creature that 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 bestow Bardic Inspiration three times, regaining expended uses when you finish a short or long rest. You gain more uses at higher levels, as shown in the "Bardic Inspirations" column of the Bard table.
Bardic Inspiration Die
Charisma ScoreDie
2 or lowerd4
3d6
4d8
5d10
6 or higherd12

Jack of All Trades

2nd-level bard feature
You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

Song of Rest

2nd-level bard feature
You can use music or oration to help bolster your allies. Over the course of a short or long rest, you can give yourself and any friendly creatures who hear your performance a number of temporary hit points equal to a roll of your Bardic Inspiration die.
The number of Bardic Inspiration dice to roll increases to two at 9th level and three at 17th level.

Bardic Court

3rd-level bard feature
Choose a bardic court related to your specialization as a bard.
Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level.
Revolutionaire
Source: 2D

Revolutionaire Spells

3rd-level revolutionaire feature
You learn additional spells when you reach certain levels in this class, as shown in the table below. The spells count as bard spell for you, and they don't count against the number of bard spells you know.
Bard LevelSpells
3rdcompelled duel, enhance ability
5thcrusader's mantle
7thstaggering smite
9thexalted bastion

Bonus Proficiencies

3rd-level revolutionaire feature
You gain proficiency in medium armor, medium shields, and martial weapons.

By Example

3rd-level revolutionaire feature
When you bestow a Bardic Inspiration die to another creature, you gain a temporary Bardic Inspiration die. The temporary die is lost at the end of your turn if you don't use it.

Extra Attack

6th-level revolutionaire feature
Each time you spend at least 2 AP to take the Attack action, you can take the Attack action once later that turn as a free action.

Bravery

10th-level revolutionaire feature
You are immune to being frightened. Additionally, while you are within 5 feet of an enemy that isn't incapacitated, your concentration can't be broken as a result of taking damage.

Battle Magic

14th-level revolutionaire feature
You have mastered the art of weaving spellcasting and weapon use into a single act. Each time you spend at least 2 AP to cast a bard spell, you can take the Attack action once later that turn as a free action.
Fool
Source: 2D

Fool Spells

3rd-level fool feature
You learn additional spells when you reach certain levels in this class, as shown in the table below. The spells count as bard spell for you, and they don't count against the number of bard spells you know.
Bard LevelSpells
3rdcolor spray, crown of madness
5thcounterspell
7thconfusion
9thsynaptic static

Jeers and Gibes

3rd-level fool feature
You can take the Taunt action as a minor action.
When a creature is taunted by your Taunt, you can provoke irrational fury in it. Attacks against the target have advantage for the duration of the taunt. Once you use this feature, you can't use it again until you finish a short or long rest.

Slapstick

3rd-level fool feature
When you are reduced to 0 hit points, you can bestow Bardic Inspiration to a number of creatures up to your Charisma score without expending any uses of Bardic Inspiration (no action required).

Mockery

6th-level fool feature
After you hit a creature with a weapon attack, you can Taunt that creature as a free action later that turn.
After you see a creature within 60 feet of you miss an attack, you can Taunt that creature as a reaction.

Gallows Humor

10th-level fool feature
After you are damaged by an attack that is a critical hit or roll a natural 1 on a saving throw against a damaging effect, you regain a use of Bardic Inspiration.

Muse

14th-level fool feature
Once per long rest, you can use a standard action bestow a d4, d6, d8, d10, and d12 Bardic Inspiration die to one creature. These inspiration dice last 1 minute.
Juggler
Source: 2D

Juggler Spells

3rd-level juggler feature
You learn additional spells when you reach certain levels in this class, as shown in the table below. The spells count as bard spell for you, and they don't count against the number of bard spells you know.
Bard LevelSpells
3rdblink weapon, conjure barrage
5thmantle of meteors
7thanimate blades
9thconjure volley

Thrown Weapon Master

3rd-level juggler feature
You gain the Thrown Weapon Fighting fighting style. (As usual, you can't gain a Fighting Style option more than once.)

Nice Shot

3rd-level juggler feature
After you hit a target with a ranged attack using a thrown weapon, you can bestow a Bardic Inspiration die as a free action.

Dire Juggling

6th-level juggler feature
As a minor action, you can begin juggling two light, thrown weapons, provided you have at least two hands free. You can take the following repeatable actions during this performance:
  • (1 AP) You toss another weapon into the air, adding it to the performance. You can juggle a number of weapons up to 2 + your Strength score (minimum 2). If all of the weapons are finesse, you can use your Dexterity score instead of Strength.
  • (1 AP) You throw one of the weapons, making a ranged attack with it.
  • (2 AP) You throw all of the weapons at once in a grand finale, ending the performance. Make a ranged attack with each weapon.
This performance can last up to 10 minutes, during which time your speed is halved. It ends early if you aren't juggling any weapons, you teleport, or you are prone, restrained, or incapacitated.
Once you start a performance, you can't do so again until you finish a short or long rest.

Impressive Accuracy

10th-level juggler feature
Your ranged attacks using thrown weapons score a critical hit on a roll of 19 or 20. Additionally, when you trigger Nice Shot with a critical hit, you can bestow two Bardic Inspiration dice while expending only one charge of Bardic Inspiration.

Free Throw

14th-level juggler feature
After you score a critical hit using a thrown weapon attack, you can immediately make a thrown weapon attack as a free reaction.
Puppeteer
Source: 2D

Puppeteer Spells

3rd-level puppeteer feature
You learn additional spells when you reach certain levels in this class, as shown in the table below. The spells count as bard spell for you, and they don't count against the number of bard spells you know.
Bard LevelSpells
3rdcommand, levitate
5thtiny servant
7thcompulsion
9thtelekinesis

Puppeteer's Pull

3rd-level puppeteer feature
You can use invisible strings to pull friend or foe. As an standard Magic action, choose a creature you can see within 30 feet of you. It must succeed on a Strength saving throw against your spell save DC or be pulled up to 10 feet in any direction, even vertically. You can use this feature a number of times equal to your Charisma score, regaining expended uses when you finish a short or long rest.

No Strings Attached

3rd-level puppeteer feature
Immediately after you bestow a Bardic Inspiration die to an ally, you can use Puppeteer's Pull on them as a free action without expending a use of Puppeteer's Pull.

Stop Hitting Yourself

6th-level puppeteer feature
When a creature you can see within 30 feet would make an attack, you can use a reaction to try to compel the creature to hit itself. It makes a Wisdom saving throw against your spell save DC. On a failed save, the target deals 1d8 bludgeoning damage to itself instead of attacking, and it is immune to this ability for 24 hours.

Improved Pull

10th-level puppeteer feature
The range of your Puppeteer's Pull increases to 60 feet, and the maximum distance it can pull increases to 30 feet.

Running the Show

14th-level puppeteer feature
You can begin a grand performance as a minor Magic action. The performance lasts for up to 1 minute, and grants you the following abilities:
  • You have a hover speed (30 ft.) with an altitude limit 20 feet.
  • At any time, you can use a free reaction to use Puppeteer's Pull without expending a use.
  • When you use Puppeteer's Pull to move one creature to within 5 feet of a second creature, you can attack the second creature using the first. Make a melee weapon attack using your bard spell attack bonus. On a hit, the second creature takes bludgeoning damage equal to the first creature's size die. If the first creature has a weapon, you can use that weapon's damage type instead of bludgeoning.
The performance ends early if you are incapacitated. Once you start the performance, you can't do so again until you finish a long rest.
Folk Historian
Source: 2D

Folk Historian Spells

3rd-level folk historian feature
You learn additional spells when you reach certain levels in this class, as shown in the table below. The spells count as bard spell for you, and they don't count against the number of bard spells you know.
Bard LevelSpells
3rdcomprehend languages, far sense
5thtongues
7thlocate
9thlegend lore

Oral Histories

3rd-level folk historian feature
You gain expertise in one of the following skills of your choice: History, Arcana, Religion, or Nature. If you were already proficiency in the chosen skill, you also gain proficiency in any other skill of your choice.
When you make a History, Arcana, Religion, or Nature check, you can add your Charisma score instead of your Intelligence score to the result.

Recollect Weakness

3rd-level folk historian feature
As a minor action, you can attempt to remember a creature's weaknesses. Choose a creature you can see within 60 feet. Make a DC 15 History, Arcana, Religion, or Nature check. To succeed, the check must match the creature's type, as shown in the table below. On a success, the creature is marked for one minute.
Whenever a creature uses one of your Bardic Inspiration dice in an attack or damage roll against the marked creature, or on a saving throw against an effect from the target, they can roll the Bardic Inspiration die twice and add both to the result.
Ability CheckCreature Types
HistoryDragon, giant, humanoid, monstrosity
ArcanaAberration, construct, elemental, ooze
ReligionUndead, fiend, celestial
NatureBeast, fey, plant, monstrosity

Sage Advice

6th-level folk historian feature
You often interject with helpful advice for your allies. When you see a creature within 60 feet of you make an attack roll, ability check, saving throw, you can bestow a Bardic Inspiration to that creature as a reaction. You can do so after the creature sees their roll, but before it knows the outcome.

Magical Secrets

10th-level folk historian feature
You have come across magical knowledge from a wide spectrum of disciplines. You learn two spells of 5th level or lower from any classes, including this one. The spells count as bard spells for you, and they don't count against the number of spells you know.
You can cast one of the spells without expending a spell slot. You can't cast either spell in this way again until you finish a long rest.
Upon completing a long rest you can swap out one of these spells for another such spell.
At 14th level, you can learn two additional spells.

Remembrancer

14th-level folk historian feature
You can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Charisma score, during which time you must maintain concentration.
Once you use this feature, you can't use it again until you finish a short or long rest.
Object Reading. Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Charisma score), you can spend 1 additional minute for each owner to learn the same information about that creature.
Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Charisma score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.
folk_historian:
Gymnast
Source: 2D

Gymnast Spells

3rd-level gymnast feature
You learn additional spells when you reach certain levels in this class, as shown in the table below. The spells count as bard spell for you, and they don't count against the number of bard spells you know.
Bard LevelSpells
3rdlongstrider, enhance ability
5thwater walk
7thfreedom of movement
9thfar step

Look What I Can Do!

3rd-level gymnast feature
When you bestow a Bardic Inspiration die, you gain the following benefits until the end of the turn:
  • Your speed increases by 10 feet.
  • Your movement doesn't provoke opportunity attacks.

Tumble

3rd-level gymnast feature
With confounding movement, you can attempt to shove or trip your enemies. Immediately after you move at least 15 feet in a straight line ending at a creature, you can use a free action to make a trip or push attack against them. You can use Acrobatics instead of Athletics when determining the attack's DC.

Backflip

6th-level gymnast feature
When a creature you can see would hit you with a melee attack, you can use a reaction to make a DC 5 Athletics or Acrobatics check. On a success, you can move up to 5 feet without provoking opportunity attacks, causing the attack to miss if you move out of the creature's reach. The DC cumulatively increases by 5 after each success, reseting when you finish a long rest.

Litheness

10th-level gymnast feature
When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Additionally, you don't provoke opportunity attacks while crawling, and you can stand up from prone by spending only 5 feet of movement.

It's a 10!

14th-level gymnast feature
When you bestow a Bardic Inspiration die on your turn, you prepare yourself for a superlative performance. The next time on that turn that you hit with a trip or push attack, you can force the target to make a Wisdom saving throw against your passive Athletics or Acrobatics (your choice). On a failure, the target is dazed until the start of your next turn. On a failure by 5 or more, the target is stunned instead.
Mime
Source: 2D

Mime Spells

3rd-level mime feature
You learn additional spells when you reach certain levels in this class, as shown in the table below. The spells count as bard spell for you, and they don't count against the number of bard spells you know.
Bard LevelSpells
3rdhex, silence
5thfear
7thconfusion
9thmislead

Mimery

3rd-level mime feature
You lose the ability to speak—but you gain an uncanny ability to communicate through action. When you attempt to do so, make a Performance check and consult the table below. You can use your passive Performance instead of making a check.
Performance ResultOutcome
4 or lowerThe message is very confused and not understood properly.
5–9You convey emotions to creatures that speak a language.
10–14You convey simple concepts to creatures that speak a language.
15–19You convey common concepts to creatures that speak a language.
20–24You convey advanced concepts to creatures that speak a language, and emotions to any creature with an Intelligence score above –3.
25 or higherYour performance transcends comprehensive barriers. You convey arbitrarily advanced concepts to any creature with an Intelligence score above –3.
Additionally, you can replace verbal components with somatic components when casting a spell.

Disturbing Offense

3rd-level mime feature
When you make an attack with an unarmed or finesse weapon, you can use your Charisma score instead of Strength or Dexterity for the attack and damage rolls. If you do so, the damage type becomes psychic.

Expressiveness

6th-level mime feature
You have advantage on ablity checks made as part of the Frighten and Taunt actions. Additionally, you can take the Help action to assist an ally in attacking a creature within 30 feet of you that can see you.
You can take the Frighten, Taunt, or Help action as a minor action a number of times equal to your Charisma score, regaining expended uses when you finish a short or long rest.

Litheness

10th-level mime feature
When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Additionally, you don't provoke opportunity attacks while crawling, and you can stand up from prone by spending only 5 feet of movement.

The Box

14th-level mime feature
You have mastered the power of the mime's invisible box. Once per long rest, you can cast wall of force without expending a spell slot. When cast in this way, the spell doesn't require concentration. Sound can't pass through the wall.

Expertise

3rd-level bard feature
You gain expertise with two skills of your choice that you are already proficient in.
At 10th level, you can choose two more skills to gain this benefit.

Ability Score Improvement

4th-level bard feature
You can increase one ability score of your choice by 1, to a maximum of 5. You can do so again at 8th, 12th, and 16th level.

Improved Song of Rest

13th-level bard feature
A creature subjected to your Song of Rest loses one level of exhaustion. That creature can't gain this benefit again until it finishes a long rest.

Prodigious Performer

18th-level bard feature
When you bestow a Bardic Inspiration die to another creature, you can also bestow it to any number of other valid targets within range.

Greater Ability Score Improvement

19th-level bard feature
You can increase one ability score of your choice by 1, to a maximum of 6.

Epic Inspiration

20th-level bard feature
A creature can have any number of your Bardic Inspiration dice at a time. Only one die can be applied to any particular roll at a time.