Bard Class Details
Primary Ability | Charisma |
---|---|
Hit Point Die | D8 per Bard level |
Saving Throw Proficiencies | Dexterity and Charisma |
Skill Proficiencies | Choose any 3 skills |
Weapon Proficiencies | Simple weapons |
Tool Proficiencies | Choose 3 Musical Instruments |
Armor Training | Light armor |
Starting Equipment | Choose A or B: (A) Leather Armor, 2 Daggers, Musical Instrument of your choice, Entertainer’s Pack, and 19 GP; or (B) 90 GP |
Invoking magic through music, dance, and verse, Bards are expert at inspiring others, soothing hurts, disheartening foes, and creating illusions. Bards believe the multiverse was spoken into existence and that remnants of its Words of Creation still resound and glimmer on every plane of existence. Bardic magic attempts to harness those words, which transcend any language.
Anything can inspire a new song or tale, so Bards are fascinated by almost everything. They become masters of many things, including performing music, working magic, and making jests.
A Bard’s life is spent traveling, gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer. But Bards’ depth of knowledge and mastery of magic sets them apart.
Becoming a Bard...
As a Level 1 Bard
- Gain all the traits in the Core Bard Traits table.
- Gain the Bard’s level 1 features, which are listed in the Bard Features table.
As a Multiclass Bard
- Gain the following traits from the Core Bard Traits table: Hit Point Die, proficiency in one skill of your choice, proficiency with one Musical Instrument of your choice, and training with Light armor.
- Gain the Bard’s level 1 features, which are listed in the Bard Features table. See the multiclassing rules to determine your available spell slots.
——Spell Slots per Spell Level—— | ||||||||||||||
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Level | Proficiency Bonus | Class Features | Bardic Die | Cantrips | Prepared Spells | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
1 | +2 | Bardic Inspiration, Spellcasting | D6 | 2 | 4 | 2 | — | — | — | — | — | — | — | — |
2 | +2 | Expertise, Jack of All Trades | D6 | 2 | 5 | 3 | — | — | — | — | — | — | — | — |
3 | +2 | Bard Subclass | D6 | 2 | 6 | 4 | 2 | — | — | — | — | — | — | — |
4 | +2 | Ability Score Improvement | D6 | 3 | 7 | 4 | 3 | — | — | — | — | — | — | — |
5 | +3 | Font of Inspiration | D8 | 3 | 9 | 4 | 3 | 2 | — | — | — | — | — | — |
6 | +3 | Subclass feature | D8 | 3 | 10 | 4 | 3 | 3 | — | — | — | — | — | — |
7 | +3 | Countercharm | D8 | 3 | 11 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8 | +3 | Ability Score Improvement | D8 | 3 | 12 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9 | +4 | Expertise | D8 | 3 | 14 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10 | +4 | Magical Secrets | D10 | 4 | 15 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11 | +4 | — | D10 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12 | +4 | Ability Score Improvement | D10 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13 | +5 | — | D10 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14 | +5 | Subclass feature | D10 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15 | +5 | — | D12 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16 | +5 | Ability Score Improvement | D12 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17 | +6 | — | D12 | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | +6 | Superior Inspiration | D12 | 4 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19 | +6 | Epic Boon | D12 | 4 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | +6 | Words of Creation | D12 | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Bard Class Features
As a Bard, you gain the following class features when you reach the specified Bard levels. These features are listed in the Bard Features table.
Level 1: Bardic Inspiration
You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6.
Using Bardic Inspiration. As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time.
Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it’s rolled.
Number of Uses. You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
At Higher Levels. Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15.
Level 1: Spellcasting
You have learned to cast spells through your bardic arts.
Cantrips. You know two cantrips of your choice from the Bard spell list.
Whenever you gain a Bard level, you can replace one of your cantrips with another cantrip of your choice from the Bard spell list.
When you reach Bard levels 4 and 10, you learn another cantrip of your choice from the Bard spell list, as shown in the Cantrips column of the Bard Features table.
Spell Slots. The Bard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Bard spell list.
The number of spells on your list increases as you gain Bard levels, as shown in the Prepared Spells column of the Bard Features table. Whenever that number increases, choose additional spells from the Bard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Bard, your list of prepared spells can include six spells of levels 1 and 2 in any combination.
If another Bard feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Bard spells for you.
Changing Your Prepared Spells. Whenever you gain a Bard level, you can replace one spell on your list with another Bard spell for which you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability for your Bard spells.
Spellcasting Focus. You can use a Musical Instrument as a Spellcasting Focus for your Bard spells.
Level 2: Expertise
You gain Expertise in two of your skill proficiencies of your choice.
At Bard level 9, you gain Expertise in two more of your skill proficiencies of your choice.
Level 2: Jack of All Trades
You can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn’t otherwise use your Proficiency Bonus.
For example, if you make a Strength (Athletics) check and lack Athletics proficiency, you can add half your Proficiency Bonus to the check.
Level 3: Bard Subclass
You gain a Bard subclass of your choice. A subclass is a specialization that grants you features at certain Bard levels. For the rest of your career, you gain each of your subclass’s features that are of your Bard level or lower.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Bard levels 8, 12, and 16.
Level 5: Font of Inspiration
You now regain all your expended uses of Bardic Inspiration when you finish a Short or Long Rest.
In addition, you can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration.
Level 7: Countercharm
You can use musical notes or words of power to disrupt mind-influencing effects. If you or a creature within 30 feet of you fails a saving throw against an effect that applies the Charmed or Frightened condition, you can take a Reaction to cause the save to be rerolled, and the new roll has Advantage.
Level 10: Magical Secrets
You’ve learned secrets from various magical traditions. Whenever you reach a Bard level (including this level) and the Prepared Spells number in the Bard Features table increases, you can choose any of your new prepared spells from the Bard, Cleric, Druid, and Wizard spell lists, and the chosen spells count as Bard spells for you. In addition, whenever you replace a spell prepared for this class, you can replace it with a spell from those lists.
Level 18: Superior Inspiration
When you roll Initiative, you regain expended uses of Bardic Inspiration until you have two if you have fewer than that.
Level 19: Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify.
Level 20: Words of Creation
You have mastered two of the Words of Creation: the words of life and death. You therefore always have the Power Word Heal and Power Word Kill spells prepared. When you cast either spell, you can target a second creature with it if that creature is within 10 feet of the first target.
Bard Subclasses
A Bard subclass is a specialization that grants you features at certain Bard levels, as specified in the subclass. Bards form loose associations, which they call colleges, to preserve their traditions.
College of Lore
Plumb the Depths of Magical Knowledge
Bards of the College of Lore collect spells and secrets from diverse sources, such as scholarly tomes, mystical rites, and peasant tales. The college’s members gather in libraries and universities to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.
Level 3: Bonus Proficiencies
You gain proficiency with three skills of your choice.
Level 3: Cutting Words
You learn to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of yourself makes a damage roll or succeeds on an ability check or attack roll, you can take a Reaction to expend one use of your Bardic Inspiration; roll your Bardic Inspiration die, and subtract the number rolled from the creature’s roll, reducing the damage or potentially turning the success into a failure.
Level 6: Magical Discoveries
You learn two spells of your choice. These spells can come from the Cleric, Druid, or Wizard spell list or any combination thereof. A spell you choose must be a cantrip or a spell for which you have spell slots, as shown in the Bard Features table.
You always have the chosen spells prepared, and whenever you gain a Bard level, you can replace one of the spells with another spell that meets these requirements.
Level 14: Peerless Skill
When you make an ability check or attack roll and fail, you can expend one use of Bardic Inspiration; roll the Bardic Inspiration die, and add the number rolled to the d20, potentially turning a failure into a success. On a failure, the Bardic Inspiration isn’t expended.
Does anyone know what kind of weapons the Bard class has? I'm confused, and don't know if I can give my half-elf Bard character, Season, twin swords or if I have to choose a different weapon.
They deleted multiple subclasses from every class! There's only one option now!
The Arcane Trickster still gets cantrips? Two wizard cantrips and mage hand
You literally have more freedom in your starting equipment now compared to before. The new system is just you get x gold use it as you will/here is some suggested starting gear, the old one you either took pre set gear or risked rolling for gold and ending up with a subpar start.
I feel alot of the the stuff in 6e they did for 'balance' honestly just made things worse like, why remove Rapiers from Bards? Why remove cantrips from Arcane Trickster? WHY GIVE ME NO FREE WILL IN CHOOSING MY STARTING EQUIPMENT?
Hi, I appreciate your response. As I go through the 2024 Player's Handbook (and D&D beyond), none of those spells you mentioned are in the new Bard spell list. The only direct-damage spells available to the Bard for the first 4 spells levels are Dissonant Whispers, Thunderwave, Cloud of Daggers, and Shatter.
Seems like the comment by Nightmorph was misinformed, but I was curious as I am planning on playing a bard in my groups new campaign and wanted to make sure I wasn't missing anything!
Definitely seems like more of a support character to me, and I don't think the Bard is stealing anything from the main casters in my opinion.
Peace and have fun!
I think when he said "elemental nukes" he just meant the various element themed high-damage spells that were typically reserved for druids and clerics. Spells like Call Lightning, Erupting Earth, FireStorm, Sun Beam, etc.
I think some of these are now on the bard spell list as well, and those that aren't can be picked up via magical secrets. It could make bards better with casting more elemental flavored magic in some ways. I've not fully looked through the new bard spell list myself yet, so I'm not sure, but I think that's what Nightmorph was referring to.
Kind of a novice here, but what do you mean by elemental nukes? Also, are you referring to the Magical Secrets feature at level 10 for access to another classes damage spells when you say it can out-damage Druids?
I see a lot of control/buffing/debuffing but not a whole lot of damage dealing in the spell list. (I do see Animate objects...)
The healing is very powerful...
Bard is kind of busted . they get more elemental nukes then a druid . feels bad man.
the master of primal magic who can wreak elemental destruction is getting his lunch eaten by the guy with the guitar. seems like favoritism to warlock ,wizard and bard. This and also conjure animals . and yes, yes I know it could be a headache but guess what wizards and bard can still summon multiples ala animate object to its a insult to the druid specifically. I'm really hoping it gets fixed in later content I will argue with anyone who thinks druids should have less elemental nukes at their disposal then the bard .
wizard gets everything and that's understandable cause they have to get the spells but now the bard is eating the druids lunch. Druid is supposed to be the top primal caster and hes losing to a jack of all trades guy with a guitar.
it is a good class I just don't think it should have more power then the the top 3 full casters. It can heal as good, damage better and control better then any druid.
Feels like the "Inspiring Movement" trait for the College of Dance bard should be available at level 3 no? Why would that feature wait until level 6?
It doesn't seem particularly overpowered at level 3, and the other subclasses each get two features at level 3. Seems like a misprint to me...perhaps this already been addressed and I'm not aware of it?
They go into effect at Level 3, 6, 10, and 14. They did miss that here, but it shows this in the actual PHB. There are a few subclasses that have multiple class features at a particular level, usually at Level 3.
... Wait a second. 2024 PHB has firearms by default as martial weapons. Valor Bard can use any martial weapon as a casting focus. I can make a gunner bard and just use the bonus attack for cantrips. Interesting.
You cannot upcast it with this ability. However, you could upcast command as an action and affect 2+ creatures, and THEN use this ability as a bonus action on yet another creature.
In 2024 rules, you can only cast ONE spell that uses a spell slot, but this special ability does NOT use a spell slot, therefore you can stack with with double command casts in one turn(with the action including upcasting)
What levels do these new college features go into effect? They don't ALL become active at level 3. I feel like they are missing some ad-copy.
Yeah lol
i quite like it
I think he works like a wizard
Just also focus on music.
The consensus seems to be that they took the bard's ability to take from anyone who isn't a full caster (minus sorcerer). It balanced the fact that a bard with Magical Secrets could unlock Paladin spells (for example) at earlier levels and could even benefit from the upcasted abilities. Again, to be fair to the Warlock, who only has two (2) spells slots for most of their career, they disallowed the bard from taking their spells and using them ad nauseam. Personally, I think it's a fair trade.
Don’t we all :(
Time to make Jevil from Deltarune with a Pan Flute lol