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—— | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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.
If multiclassing, do you recommend Bard 16/? 4.
Yes.
It also applies if a creature attacks the Bard when it's not that creature's turn, such as if the Bard moves in such a way as to provoke an opportunity attack from that creature.
Level 14: Unbreakable Majesty
Does this mean if a bard in being attacked by 2 creatures each creature makes a save or misses the first attack on each of its turn?
Nonmagical damage resistance isn't a thing anymore. Those monsters just have a lot more health now. I do get what you mean though - Dancing Bards don't receive a way to substitute theeir Bludgeoning damage for Force/Radiant/etc like monks, moon druids, and bladelocks can.
I
College of glamor is really cool
this is only a problem if your DM insists on using legacy monsters and stat blocks. "resistance / immunity to (bludegoning / piercing / slashing damage from) nonmagical weapons" never shows up even once in the 2024 monster manual. There are some monsters that still have regular resistance to these damage types, although they are a very small minority of stat blocks and you will be as disadvantaged against them as someone using a +1 maul. There are also no straight up immunities to physical damage.
Theres a reason why the 2024 monk allows you to change your unarmed strike's damage type to force, rather than saying "counts as magical", it's because "counts as magical" is no longer a thing you have to worry about. There are also no longer monsters that are especially susceptible to silvered weapons, which is a shame
I am surprised no one realizes the true power and flexibility of the College of Lore. The magical secrets power at level 10 opens up all sorts of possibilities in spell selection.
Except the 2024 Monster Manual has basically done away with those Resistances and Immunities. Not really a thing anymore, just like Silvered for werecreatures.
The College of Dance looks cool, but it has one crippling flaw. Their unarmed strikes are never treated as magical. Meaning for it to be viable at higher levels, where many monsters are resistant or outright immune to nonmagical damage, you'd need Wraps of Unarmed Power or a similar magic item to augment your strikes. Sure, there are plenty of spells that magic nonmagical weapons magical, but that's the problem: they only affect weapons, not unarmed strikes.
Mine is college of eloquence
What is everyone's favorite bard subclass?
It's from the Lord of the Rings RPG book. Feel free to just ignore it.
Or, use the viol item, it's largely the same thing.
WHY can you have proficiency with a fiddle yet fiddles DON'T EXIST.
fiddles are a musical instrument that does not have an item in dnd.
Older subclasses are available to view from the older version of the class, farther down the classes page.
You probably haven't downloaded them on your device.
i own all the books, 2024 including and i only have access to college of lore
Because full casters already have a ton going for them. Weapon Mastery is for martials. If you want to get that as a bard, spend a feat or take a level dip. That's the reason for the design choice. Of course, feel free to homebrew whatever works for your table.
You've only got access to the Free Rules and not the full set of 2024 Character Classes. The Free rules have limited Races and Subclasses.
They moved away from Cleric subclasses granting proficiencies, but by giving them the option at Level 1 to take to either get Heavy Armor + Martial Weapons OR an extra cantrip and +Wisdom on Arcana/Religion checks (Druids, have the same option but for Medium Armor). That change is more in line with Tasha's changes to Rangers and Paladins where they could opt for 2 cantrips instead of a Fighting Style at Level 2.
However, it is still odd. At level 2, any Warlock can take Pact of the Chain to gain proficiency with any martial melee weapon of their choosing (and use Charisma for attack/damage). Warlocks also get second attack.
I think I would make the following homebrew changes if I knew a player wanted to play an attacking Bard:
(1) At Bard Level 1, Player may choose either: (a) 3 Skill Proficiencies; (b) Martial Weapons + Medium Armor + 1 Skill Proficiencies
(2) At Valor Bard Level 3, Player may choose 2 Weapon Masteries (no Shields)
This would help separate Pact of the Blade and Valor Bards a little more. Blade Warlocks would have access to any melee weapon using their charisma modifier (Pact of the Blade), three attacks per round (Thirsting Blade at 5 + Devouring Blade at 12), an extra 1d6 damage on one of those attacks each round (Life Drinker), and Eldritch Smite.
Valor Bards would get to a lot more spell casting ability, proficiency on ranged or melee martial weapons, weapon mastery effects, the ability to use True Strike (for Xd6 extra damage once per round) as one of their two attacks, and a bonus action attack if they cast a spell as their action.
I agree. It's especially strange given they moved away from cleric subclasses giving these kinds of proficiencies.