How to Spin the Silvery Threads of Song: A Guide to the Bard
This is the fourth in a series of class guides I've been making (I'll link the other three at the end of this post if you're interested). I’ll mostly be focusing on optimization and not roleplay, so there’s always more room to add flavor to your character. I'm not quite as experienced with bards as I am the other classes I've done, but I should have enough information to at least be helpful. I don't play many bards for whatever reason, even though I'm a musician. Now, let’s cut right to the punch/knife/arrow/spell/song.
Throughout this guide, I'll be using colors to denote how useful a certain ability/race etc. is. Here's the scale:
Gold is a must have, at least in my opinion.
Green is a very good ability, but could maybe be replaced with something else.
Blue is a solid choice, but there are perhaps better ones.
Black is just average.
Red is most likely useless, or almost useless.
Gray is something that is rarely useful, but can be surprisingly good in some situations.
Here are the other three guides if you want to check them out: Barbarian, Rogue, and Sorcerer.
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Bard is a full Charisma spellcasting class. They use known spells instead of preparing them, and often tend towards more supportive roles. They have a wide array of spells they can learn (due to an ability that allows them to choose a small number of spells from any list), and mostly Support and Utility based abilities. They use musical instruments as their spellcasting foci.
Pros:
Very good support, due to their spell list and abilities like Bardic Inspiration.
Very good skills and social interaction abilities, like Expertise and Countercharm.
Good multiclass options, due to being a Charisma spellcaster.
Good versatility in general, able to stay in melee or more at range.
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
As a Bard, you mostly want Charisma, but Dexterity and Constitution are both important as well (Dex less so if you don't use weapons often). Here's my breakdown:
Strength: You can use Strength for a melee bard, but in my opinion Dexterity is always a better option if you can take it. Not only does it buff your AC, its skills are generally more useful and its saving throw more common. This could be a dump stat, and I'd say should be if you go Dex.
Dexterity: Again, my recommended weapon ability score of choice. Improves your AC, and you want stealth and maybe sleight of hand. Additionally, Dexterity saving throws are some of the most common and impactful ones.
Constitution: Ah, constitution. Can't live with it, can't live without it. I will never ever say you shouldn't take Constitution for any class, it's just too important. For bards, it's not just hit points—it's concentration as well.
Intelligence: This is your dump stat. Intelligence literally is only useful if it's your spellcasting ability modifier (it isn't). If you dump Strength, might want to put this at a 10 just for the rare Intelligence saving throws that do come about, they're usually nasty.
Wisdom: Many important save or suck or debuff saves are Wisdom saves, and Perception is always nice to have. That being said, it's also not as essential as many other scores for you.
Charisma: This is your spellcasting ability score, should almost always be a priority.
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
As a bard, you're looking for a race with a Charisma boost, and probably either a Dex or Con boost as well (Wisdom wouldn't be horrible). You can also look for features that might mesh nicely with bardic abilities.
Player's Handbook Races:
Dragonborn: If only this wasn't a Strength bonus. +1 Charisma and all the abilities are still nice, making Dragonborn a solid choice (but not the best).
Mountain Dwarf: No charisma boost, and abilities you won't necessarily need to take advantage of as a bard. Hill dwarf is definitely the better of the two options for you. (rated red only because hill dwarf is better, not necessarily because it's that bad)
Hill Dwarf: Still no charisma bonus, but +2 Con is good and +1 Wis isn't horrible. 1 more hit point per level is also always nice. Could maybe be useful for fringe builds where you dump strength but want to wear heavy armor (since dwarfs ignore Strength requirements on heavy armor, essentially).
Dark Elf (Drow): A very good option for bards. +2 Dex and +1 Cha are great, and darkness and faerie fire are both decent, and the base elf abilities are also very nice. If only Sunlight Sensitivity didn't exist . . . (rated not fully green because of Sunlight Sensitivity, if you know you're almost always going to be underground or inside this isn't an issue and becomes green)
High Elf: No reason to go high elf when you could go drow. Int is the worst possible bonus, and you don't need a cantrip based off of it.
Wood Elf: Slightly better than high elf, but imo drow is still better.
Forest Gnome: Good abilities, but you don't need +2 Int and no Charisma.
Rock Gnome: Probably worse than forest gnome for a bard.
Half-Elf: Very very good choice for a bard. You can increase all of your relevant abilities, and you get some nice bonuses on top of it. I do think in many situations, however, you're better off with the SCAG variants (which I'll talk about later).
Lightfoot Halfling: Halfling abilities are good in general, and +2 Dex and +1 Cha is what you're looking for. Especially good for a sneaky bard, or a multiclass into rogue.
Stout Halfling: Not the worst, but definitely worse than Lightfoot.
Half-Orc: Relentless Endurance is good, the rest isn't worth it.
Human: Almost always strictly worse than variant human.
Variant Human: A good option for almost every class. That being said, bards aren't nearly as reliant on feats as some classes, and you might be better off with something else.
Tiefling: Good, but +1 Int is unfortunate. Your racial abilities are still good, but you're probably better off with a Mordenkainen's variant (which I'll talk about later).
Elemental Evil Player's Companion Races:
Aarakocra: Flight is very good, but a lack of Charisma isn't. Still not the worst ASIs.
Air Genasi: Con and Dex are both good, but the abilities aren't good enough to warrant no Charisma.
Earth Genasi: Worse than other genasi options.
Fire Genasi: Good spells, but Int is not worth it.
Water Genasi: Same story as the rest.
Deep Gnome: Slightly better abilities than Forest Gnomes, but no Charisma is rough.
Goliath: You aren't a fighter or a barbarian.
Volo's Guide to Monster's Races:
Fallen Aasimar: Good abilities, but you probably don't want Strength. Still not a bad choice, especially for +2 Charisma, but you're probably better off with other Aasimar.
Protector Aasimar: Wisdom is decent, but imo the abilities are the weakest of the Aasimar subraces. About on the level of Fallen Aasimar.
Scourge Aasimar: Con is good, +2 Charisma is even better, and your aura is decent. Aasimar abilities are still always good (two damage resistances!).
Bugbear: No Charisma and melee oriented abilities.
Firbolg: You aren't a druid or a cleric, but this isn't the worst option.
Goblin: Very good abilities, but no Charisma. If you plan on multiclassing into Rogue, not worth taking (since Cunning Action makes Nimble Escape obsolete).
Hobgoblin: Meh abilities and even more meh ASIs.
Kenku: Not the worst, but no Charisma.
Kobold: Decent abilities, but Sunlight Sensitivity and no Charisma.
Lizardfolk: ASIs are decent, but no Charisma. Your abilities are good, but probably not worth the no Charisma.
Orc: In my opinion, Half-Orc is better in pretty much every circumstance.
Tabaxi: Very good. Tabaxi abilities are good, and your ASIs are great. Also, cats.
Triton: Eh. There are better options, but there are definitely worse ones as well.
Yuan-Ti: +2 Charisma is good, and Magic Resistance is insane. Very good option.
Sword Coast Adventurer's Guide Races:
Aquatic Half-Elf: Good in nautical campaigns, worse than the options otherwise.
Drow Half-Elf: Might be the best choice overall, and probably the best half-elf. Good spells, no Sunlight Sensitivity, and half-elf abilities and ASIs.
High Half-Elf: Worse options exist, but you don't need a cantrip based on Int. Unless maybe you're a melee bard and you want to take booming blade.
Wood Half-Elf: More speed is good, and Mask of the Wild is good for rogue multiclassing.
Ghostwise Halfling: Worse than the other two halflings.
Feral Tiefling: You're better off with normal tiefling.
Mordenkainen's Tome of Foes Races:
Githyanki: Not the worst, could be good if you really wanted a strength melee build.
Githzerai: Worse than Githyanki.
Baalzebul Tiefling: Normal tiefling with worse spells.
Dispater Tiefling: Pretty decent bard spells, probably a better option for a bard than normal tiefling.
Fierna Tiefling: Very very good bard spells, and +2 Wisdom. If the +1 Wisdom was +1 Dex or Con this would be perfect, but it's still very good.
Glasya Tiefling: Also very good bard spells (especially for sneaky types), and better ASIs. Fierna is better for social spells, Glasya is better for rogues.
Levistus Tiefling: Good ASIs, and armor of Agathys is an amazing spell, at least if you're going more melee. Probably the best tiefling for melee builds.
Mammon Tiefling: Ah yes, the most useful spell. Tenser's floating disk. That's what I've been missing in my life.
Mephistopheles Tiefling: On par or maybe a little better than normal tiefling.
Variant Tiefling (Technically not in this supplement but I forgot to mention it): Devil's Tongue has great bard spells, definitely better than normal tiefling. I'd still say Glasya, Fierna or Levistus are better.
Won't be talking about the other races, as I unfortunately don't own those supplements.
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Most of a bard's class features lend themselves to support and utility, both in terms of buffing allies and being the best class at being a skill monkey. I won't go over Magical Secrets too much, as I really don't feel like rating every single non-bard spell in the game in one guide.
Base Class Features:
Hit Points
Decent, but not great. Better than sorcerers and wizards at least.
Proficiencies
Both good and bad here. Great skill variety, good weapons, but no heavy or medium armor and no Con saving throw.
Spellcasting
Normal full spellcasting trait. Only way it could be better is if it was preparation instead of spells known.
Bardic Inspiration
Here's your key unique bard ability. This is a very good ability even on its own, but other abilities and subclass perks will make it even better.
Jack of all Trades
This is why you're the best skill monkey. Note that this includes initiative as well, which is quite nice.
Expertise
Always a great perk. The best options for bards to take are generally some Charisma skill (whichever you prefer), and then probably either stealth or sleight of hand, at least at level 3.
Font of Inspiration
Not bad at all. The main issue with bardic inspiration is rationing it, and this makes it much easier.
Countercharm
Also very good. There are a lot of threatening riders on both the conditions that you really don't want to deal with.
Magical Secrets
Very good for versatility, but not necessarily the strongest ability. There are still some great options you can take, like mage armor, shield and similar spells you wouldn't normally have access to.
Superior Inspiration
More inspiration is always nice, but this doesn't really feel like a capstone to me.
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
There's quite the variety of subclasses for bards, and many of them drastically change the role you can play in a party.
College of Glamour:
Type: Support/Social
This is a great subclass for those looking to play a more passive, supporting role, and it also has great perks for social and more roleplaying encounters.
Mantle of Inspiration
5 temporary hit points aren't too many, but it adds up. The speed boost is very nice as well, and you can effect multiple targets this way with just one inspiration die.
Enthralling Performance
A very nice social ability. Note that they only get one saving throw, and it lasts for an hour. (rated gray because social abilities like this are by nature very situational, but among social abilities it could easily be green)
Mantle of Majesty
Yeah, this is kind of ridiculous. You can cast command without a spell slot as a bonus action. For up to 10 turns straight. Command is already a very good spell, even in combat.
Unbreakable Majesty
This is just a better version of sanctuary, and it targets a less common saving throw. Very good subclass capstone.
College of Lore:
Type: Support, Utility
In my opinion, Glamour bards make better support characters, but Lore bards do have a couple of nice skill and other utility features.
Bonus Proficiencies
I mean, why not. Can't ever hurt to have more.
Cutting Words
Very good defensive ability, can be even better than shield in some situations. Only unfortunate thing is that you can't use it on saving throws.
Additional Magical Secrets
Not bad, and there are some great options. Mage armor and other defensive spells come to mind, but you could also just get something like eldritch blast, normally a warlock exclusive.
Peerless Skill
Yeah, this . . .isn't a capstone. This wouldn't even really be a good level 3 ability.
College of Swords:
Type: Damage, Defense
Here's your Dex melee damage bard, and it's quite a good one. I personally like this better than Valor, but that has its upsides as well.
Bonus Proficiencies
This is very very good. Medium armor is without a doubt better than light at lower levels, although scimitar proficiency isn't really necessary since you already have shortsword prof.
Fighting Style
Dueling and Two-Weapon Fighting are both great. I'd generally take Dueling so you don't have to worry about leaving hands free for spellcasting, but both are great options.
Blade Flourish
These are gold. Not only do you get an automatic speed boost anytime you attack (and not just melee attack either), each individual flourish is great. Defensive Flourish imo is the best, but they all three have their uses.
Extra Attack
Always a great ability, and you only get it one level later than other melee classes.
Master's Flourish
Comes a little late for my tastes, but having more flourishes is always amazing. This basically means you can always boost your AC by a d6 if you hit.
College of Valor:
Type: Damage, Defense
Another great option for melee bards, but a little more support oriented than a Sword bard.
Bonus Proficiencies:
Shield proficiency and medium armor prof is sheer gold, and not having any weapon restrictions is great as well.
Combat Inspiration
This is a great and versatile option. Both buffing damage and AC have great places, and make inspiration an even better support tool.
Extra Attack
Again, this is always great, and you only get it a level after most.
Battle Magic
There's no limit on this, and it doesn't say it has to be a 1st level or higher spell. Go nuts.
Collegeof Whispers:
Type: Damage/Espionage
Whisper bards are also more damage based, but more along the ranged route than Sword or Valor bards.
Psychic Blades
This is a great damage boost. Not really anything else to say.
Words of Terror
Very situational, even for a social ability. Could still maybe be useful. Rarely.
Mantle of Whispers
Very cool and thematic, but also very situational. Definitely more useful than Words of Terror.
Shadow Lore
Not bad, but you can't force it to fight for you unless it was already inclined to. Still good for putting one enemy out of commission while you deal with the rest.
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
I'll be going over every single bard spell on the list, and giving my opinion on it. I'll also include the tooltip for each spell after it. I won't be going over Magical Secrets spells, but my recommendation would be to choose something that works with your build that's normally a class exclusive (i.e. eldritch blast, spells that only are usable by one class are often stronger). Obviously this isn't a hard rule and there are exceptions, but it's at least a starting point so you aren't quite as overwhelmed.
This part will go over cantrips, 1st level, 2nd level, and 3rd level spells.
Cantrips:
Blade Ward: Not the worst option. especially with features like Valor's capstone that allow you to cast this and still attack. It's also probably not the best option, especially given your limited number of cantrips at early levels (both bards and warlocks start with only 2). (blade ward)
Dancing Lights: Light is better, and even that is situational. Not worth it. (Dancing Lights)
Friends: I've never been a fan of this spell, personally. Too many situations where you don't want a creature becoming hostile to you. That being said, it is the only social cantrip of its kind. I'd say use at your own risk. (Friends)
Light: Not a bad option if you have a party that struggles with lack of darkvision, but still pretty situational. (Light)
Mage Hand: Very nifty spell, although I do prefer minor illusion or prestidigitation for utility spells. Good for triggering traps from a safe distance and the like. (Mage Hand)
Mending: You will need this very very rarely. The times you do need it, it's definitely useful. Probably not worth taking unless you have a free cantrip slot at higher levels and nothing better to take. (Mending)
Message: Not bad for secret/stealthy communication. Obviously still situational, but more broadly useful than most situational spells.
Prestidigitation: The main difference between this and minor illusion is duration, and actual utility versus deception. If you need to actually do a small thing, you're better off with prestidigitation. Taking both isn't a bad idea, especially since you only have one good damage cantrip and the rest are just your choice of utility. (Prestidigitation) (rated slightly lower than minor illusion just due to personal preference)
Thunderclap: Not the worst cantrip, but as a bard you have decent melee options that you might be better off with. (Thunderclap) (I would normally rate this spell lower, but it's one of only two damage cantrips you have access to without Magical Secrets)
True Strike: This spell is never worth it. Statistically you're always better off attacking more than once than wasting a turn to get advantage. (True Strike)
Vicious Mockery: Definitely your best damage cantrip, and a very good one even compared to other class's damage cantrips. Low damage, but psychic is a good damage type to have, and the rider (disadvantage) is great. Additionally it only uses a Verbal component, and while this won't always matter it can occasionally be useful. Besides, it has great roleplay potential. I'd always start at level 1 with this spell. (Vicious Mockery)
1st Level:
Animal Friendship: You aren't a druid, and this is situation at best. (Animal Friendship)
Bane: Not a bad debuff. I personally prefer bless and find it to be more useful, but you wouldn't have access to that until Magical Secrets. (Bane)
Charm Person: Classic social spell, classic bard spell. Not necessarily the most potent option, but it kind of goes with the class. Very good in social situations, situational but useful in combat ones. (Charm Person)
Comprehend Languages: Very situational, there are much better spells to learn. (Comprehend Languages)
Cure Wounds: Standard healing spell, if your party needs a healer take either this or healing word (I wouldn't take both, personally, at least until later). Good at what it does. If your party has a cleric (especially a Life or Grave Domain one), I would leave this to them and take healing word if you really want to (as it's more of a panic option and could be used to get your cleric back up if they're down). (Cure Wounds)
DetectMagic: Not a bad option, can definitely be useful. It is somewhat situational, though, and you're better off letting a better ritual caster (especially Wizard) take it if you need it.
Disguise Self: Better for bards than for many other classes, since this is kind of your job. Still situational, though. (Disguise Self)
Dissonant Whispers: I'm a huge fan of this spell, for many reasons. For one, its damage is actually quite good (and it's psychic). Also note that if they fail their save, they have to move. They aren't forcibly pushed, therefor they would take AoOs. If you position this right your melee fighter can get off a lot of damage for free. Definitely your best damage spell at level 1. (Dissonant Whispers)
Faerie Fire: Classic, good support spell. I'd rate it green, but it's a complete waste of a slot if the target(s) make the save. (Faerie Fire)
Feather Fall: Situational, but good at what it does. There are probably better options. (Feather Fall)
Healing Word: I'd prefer this over cure wounds (if you only take one) since you don't have to be right next to your target, but both are good healing spells. (Healing Word)
Heroism: Very very good support spell. An extra 2 or 3 hit points a turn (at level 1) is way higher (and less costly) damage mitigation than any healing spell, if combat lasts for long enough. (Heroism)
Hideous Laughter: A very good debuff, especially for level 1. Just wish it was only one save (although I get why it's not, at level 1) and had a little larger range. (Hideous Laughter)
Identify: Very situational, and you're probably better off with having a wizard do this (if you have one). (Identify)
Illusory Script: Interesting, but situational. (Illusory Script)
Longstrider: Very nice buff, especially if you're not a melee bard and you want to stay out of trouble (or you give it to your party's archer). Lasts for an hour, too. (Longstrider) (rated blue because it's not necessarily quite as strong as some other spells)
Sleep: Very good spell at lower levels, gets progressively worse as enemies' hit points increase. (Sleep)
Speak with Animals: Situational as hell, and you're not a druid. (Speak with Animals)
Thunderwave: Sadly, your best AoE spell. Still probably not worth it, not really your job. (Thunderwave)
Unseen Servant: Situational and almost completely useless. (Unseen Servant)
2nd Level:
Animal Messenger: Situational, and you're not a druid. (Animal Messenger)
Blindness/Deafness: Not a bad debuff, but I personally don't find this to be worth the second level spell slot (especially as it's single target). (Blindness/Deafness)
Calm Emotions: Very good for calming down a group of enemies if you don't feel like murdering all of them in cold blood. Actually quite large AoE. (Calm Emotions)
Cloud of Daggers: Second level magic missile, but worse and you can actually learn it. Would be much better if you could move it, but alas. (Cloud of Daggers)
Crown of Madness: This spell sounds good, but it actually isn't. You'll get off at most one attack, and then they just move away from all their companions. And you have to use your action to keep it up. (Crown of Madness)
Detect Thoughts: Situational, but decent for a bard (especially in a more roleplay/social campaign involving espionage). (Detect Thoughts)
Enhance Ability: Decent for the temporary hit points it grants, but for that you might be better off just using heroism. Other than Bear's Endurance, none of the other options are terribly appealing. (Enhance Ability)
Enthrall: Situational. You're probably better off just using charm person. (Enthrall)
Heat Metal: Oh god. This spell is ridiculous against armored opponents, basically making them almost completely ineffective and killing them slowly—while they can't do anything about it. Even better in PvP campaigns, where many more opponents have metal armor. (Heat Metal) (part gray since not everyone wears metal armor or has metal weapons, i.e. something like an umber hulk
Hold Person: Very good single target debuff, even if it isn't save or suck. Auto crit is insane (aside from just wasting their turn), especially if your melee fighters have time to get in close (like a rogue or a paladin, enormous burst damage there). (Hold Person)
Invisibility: Very good option, especially for a Rogue multiclass. Or your party rogue. Mostly obsolete once you get greater invisibility. (Invisibility)
Knock: Very very situational. This is what thieves' tools are for, and arcane locks are rare. (Knock)
Lesser Restoration: Very good if you're going a more cleric-like bard. There might be better options. (Lesser Restoration)
Locate Animals or Plants: Very situational. Might be better if your DM leans heavily on survival aspects (like in a campaign like Out of the Abyss, for example, that provides rules for foraging and survival and whatnot). (Locate Animals or Plants)
Shatter: Your new best AoE spell. Still might not be your job, you don't really need many damage spells as a bard (at least lower level ones). (Shatter)
Silence: Deadly against mages, but useless against anyone else. So situational but good. (Silence)
Skywrite: Situational and mostly useless. (Skywrite)
Suggestion: Very very powerful. Note that it is save or suck, they only have one chance to save. Just requires a little bit of good positioning/planning and a little creativity. (Suggestion)
Warding Wind: Not as bad as it would be for other classes, but still not the best. There are better options. (Warding Wind)
Zone of Truth: Situational, but could be useful. (Zone of Truth)
3rd Level:
Bestow Curse: Hex but a way higher spell slot and slightly more versatile. You're probably better off just multiclassing into warlock if you want hex that badly (even just one level of Hexblade is almost always good, or a couple more to pick up Invocations). (Bestow Curse)
Catnap: Situational, but decent for support characters in some rare situations. (Catnap)
Clairvoyance: Situational but useful. (Clairvoyance)
Dispel Magic: Not worth it if you plan on taking counterspell through Magical Secrets. Very good option otherwise. (Dispel Magic)
Enemies Abound: Mildly situational, but quite powerful when it works. Especially thematic for a College of Whispers bard, if you care about that sort of thing. Intelligence saving throws are usually a good target, as well. (Enemies Abound)
Fear: Very powerful AoE debuff, I'd recommend this over enemies abound as it's not single target and not situational. While this isn't completely save or suck, they only get saving throws if you aren't in their LoS. (Fear)
Feign Death: I mean, you could just lie down yourself and try a Charisma check. There are very very few times when this spell is actually useful. (Feign Death)
Glyph of Warding: Not bad, but most times you're not going to have an hour to prepare your battlefield. (Glyph of Warding)
Hypnotic Pattern: Very powerful AoE save or suck spell, it's essentially better sleep (but without the advantage against them). (Hypnotic Pattern)
Leomund's Tiny Hut: Very situational, especially with the 1 minute casting time. (Leomund's Tiny Hut)
Major Image: Minor illusion's big brother. Not many situations where you'll need this over it. (Major Image)
Nondetection: Situational. Good at what it does, I guess, you just won't need it often. (Nondetection)
Plant Growth: Über situational, and you're not a druid. (Plant Growth)
Sending: You're probably better off with message, there are very few situations where this spell will be more useful. (Sending)
Speak with Dead: Situational, but occasionally useful. (Speak with Dead)
Speak with Plants: Situational, but slightly more occasionally useful. (Speak with Plants)
Stinking Cloud: Not bad, but tough for your melee fighters if they want to run in. Con also isn't the best save to target. (Stinking Cloud)
Tongues: Situational, but this is your job. (Tongues)
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
This part will go over 4th, 5th and 6th level spells.
4th Level:
Charm Monster: Charm person but it works on everyone. Not a bad option, but there might be better (depending on your role). (Charm Monster
Compulsion: You could do this, or you could use dissonant whispers, get guaranteed damage, and not waste a 4th level spell slot. Sure it's AoE, but just making people possibly move isn't worth it. (Compulsion)
Confusion: Very good debuff, with at least some AoE. Always a good choice for pretty much any spellcaster. (Confusion)
Dimension Door: Having a good panic option isn't bad. I prefer misty step as a panic option, but you'd need to use your Magical Secrets for that. (Dimension Door)
Freedom ofMovement: Although somewhat situational, this spell can be quite good. It's especially nice against enemy casters that have spells like hold person, which could otherwise be completely devastating (especially if whoever you buff has a low Wisdom score). (Freedom of Movement)
Greater Invisibility: Very very very good spell. This is essentially what darkness for warlocks and Shadow sorcerers, but it doesn't negatively affect your teammates and you don't need a specific class ability for it. Even a fighter wearing heavy armor can benefit from this, since they get the advantage whether they're sneaking or not. (Greater Invisibility)
Hallucinatory Terrain: There are much better options, and this is quite situational. (Hallucinatory Terrain)
Locate Creature: There are much better options, and this is quite situational. (Locate Creature)
Polymorph: This spell is almost absurdly good. Whoever you transform in essence gets an extra 157 hit points minimum (at level 7 when you'd first get this spell, turning them into a giant ape). I'd recommend not using it on yourself as you're better off able to cast spells than not. Do note that the highest CR creature you can transform someone in to is a tyrannosaurus rex, since that's the highest CR beast (unless you count the polymorphed otter from Descent into Avernus, which most DMs probably won't). (Polymorph)
5th Level:
Animate Objects: Yeah, this spell is hilariously good. Literally—it's hilarious and good. There's nothing more satisfying and amusing than watching a horde of forks or coins batter down a dragon, while you sit back and let them do the work for you (slight hyperbole, but only slight). Most take 10 tiny or small objects, as having more is generally better (and they have a better to hit bonus). Especially good for disrupting enemy mages' concentration. (Animate Objects)
Awaken: Actually not too bad, even though it is more of a druid spell. Having a friendly CR 2 monster for a full month is nothing to sneeze at, even if most monsters you'll be fighting will be higher CR at this level. Obviously not worth it for a shrubbery. (Awaken)
Dominate Person: Very very good. Especially against mages, since those tend to be the most dangerous humanoid enemies (although they usually have decent Wisdom). Note that they only make a saving throw if they take damage, not at the end of their turn or anything (well, and at the beginning of the spell of course). (Dominate Person)
Dream: Yeah, no. Way too situational, and 3d6 psychic damage is pitiful (especially since when the hell are you going to have a full minute watching a sleeping enemy?), and just sending a message across long distances is no where near worth your 5th level spell slot. (Dream)
Geas: Interesting, but very situational given the 1 minute cast time. 5d10 psychic damage probably also isn't enough to dissuade most creatures from pursuing whatever course of action you've forbidden. (Geas)
Greater Restoration: Good for bards going a more healing intensive route. Petrification effects and hit point max/ability score reducing abilities are rare, but always nasty. (Greater Restoration)
Hold Monster: Hold person but it works on everything. Slightly worse than it's lower leveled counterpart, since the spell is inherently weaker at higher levels due to enemies having better saving throws (or Legendary monsters). (Hold Monster)
Legend Lore: Interesting, but very situational. (Legend Lore)
Mass Cure Wounds: Very powerful healing spell, especially considering the base version only has a range of Touch. (Mass Cure Wounds) (Not rated fully green only because bards aren't the best healers)
Mislead: Very flavorful but situational. You're better off with just straight up greater invisibility in most situations. (Mislead)
Modify Memory: Powerful occasionally, but very situational. (Modify Memory)
Planar Binding: Very very powerful, but also fairly situational (especially since bards can't even learn magic circle without Magical Secrets). If you have an opportunity to use it, having a powerful entity bound to you is usually not a bad thing (although some demons and devils and the like can be very good at twisting your commands, be careful). (Planar Binding)
Raise Dead: Very good for bard healers, or if you don't have another character that can take this. Depending on the campaign and your DM, PC death can be fairly common. Just obviously don't take this if you're playing Tomb of Annihilation, since it'll be completely ineffective. (Raise Dead)
Seeming: Situational, but occasionally useful for certain social situations. (Seeming)
Skill Empowerment: 5th level spell slot for expertise? You're a bard, you have expertise already. Nowhere near worth it. If you want expertise that badly, take one or two levels of rogue, it'll be more useful to you overall. (Skill Empowerment)
Synaptic Static: Fireball, but a very good damage type (psychic) and a nice debuff. Really your only option if you want a damage spell in this slot, but it's a very good one. (Synaptic Static)
Eyebite: Decent debuff (but not great), and you don't have too too many good options in the base bard spell list at this level. You might be better off using a Magical Secrets slot instead of just taking this because you feel you have to. (Eyebite)
Find the Path: Situational, and really not a 6th level spell (come on people, clairvoyance is only an apprentice level spell (or is it novice?)). (Find the Path)
Guards and Wards: Very very situational, but also very good at what it does. (Guards and Wards)
Mass Suggestion: Suggestion is already one of the best spells in the game, and there's no way an AoE version of it is going to be bad. (Mass Suggestion)
Otto's Irresistible Dance: Very very good debuff. Note that taking damage does not let them make a saving throw. (Otto's Irresistible Dance)
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
This part will go over 7th, 8th, and 9th level spells.
7th Level:
Etherealness: Situational, but not a bad extreme panic option. (Etherealness)
Forcecage: While the component is expensive, this is a very strong effect. There's no saving throw unless they try to teleport out, it just always works. And at 13th level, you'll probably have enough money to buy 1,500 gp worth of ruby dust (note, I don't believe it's consumed). (Forcecage)
Mirage Arcane: Very situational and mostly useless.
Mordenkainen's Sword: This spell has always, always pissed me off. It's literally a worse version of a 2nd level spell. Yes, it does more damage, but—it requires an action to cast, and requires concentration. The main strength of spiritual weapon is that it doesn't require concentration. You'd be honestly better off just using Magical Secrets to get spiritual weapon. (Mordenkainen's Sword
Mordenkainen's Magnificent Mansion: For such a legendary mage, Mordenkainen has some really sucky spells. This is situational at best. (Mordenkainen's Magnificent Mansion)
Regenerate: Very very good for a healing/support bard. 1 hit point a turn doesn't sound like much, but it's enough to keep them on their feet (even if they drop to 0 hit points every turn). And of course, the healing at the beginning is a decent chunk anyways. Only unfortunate part is the long casting time. (Regenerate)
Resurrection: While the PC resurrection spells are usually good, the PC in question isn't usually dead for a full century. You're usually fine with just raise dead. (Resurrection)
Symbol: Powerful, but situational and expensive (this material component is consumed). You also usually won't have a full minute to prepare the battlefield beforehand. (Symbol)
Teleport: Slightly excessive panic option, or just situational. (Teleport)
8th Level:
Dominate Monster: Very very strong spell. Dominate is one of the best effects in the game, and a universal version is great. (Dominate Monster)
Feeblemind: Incredibly powerful single target debuff (against spellcasters, at least). If a spellcaster fails their save, they're pretty much just dead (I mean, unless they're a lich or something). Intelligence is a good saving throw to target, as well. Still slightly situational since there won't always be a spellcaster to target. (Feeblemind)
Glibness: Social spell on steroids. You probably have expertise in a Charisma skill and at least a +4 modifier at this point, so that's no less than a 29 on that ability check every single time. Still situational as a social spell, but maybe worth it. (Glibness)
MindBlank: While this is a good buff, psychic damage is relatively uncommon. (Mind Blank)
Power Word Stun: There are better options, period. It's very easy to waste your slot thinking a monster has 150 hit points when it doesn't. (Power Word Stun)
9th Level:
Foresight: Insanely powerful buff, and it doesn't even require concentration. This is basically god mode. Just note the longer cast time, you'll have to prepare in advance with this (but it does last 8 hours). (Foresight)
Mass Polymorph: Very good for the same reasons as polymorph. When you get this spell your party should be level 17 at least anyways, meaning they can transform into the highest CR beast possible anyways. (Mass Polymorph)
Power Word Heal: Maybe a tad excessive, but very very good at what it does. (Power Word Heal)
Psychic Scream: Your best damage spell at this level without using Magical Secrets, and it's definitely a good one. Psychic resistance is rare, and the AoE is large. Good debuff as well. (Psychic Scream)
True Polymorph: Well, I'm quite sure your fighter's always wanted to be a dragon. Let him fulfill his dreams. (True Polymorph)
(Note that basically every spell was given a green rating. This is because there are really no bad options, and which one you choose mostly depends on your build and your personal preference.)
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
As a Charisma caster, you have a lot of options to give you more versatility and power, even if you only dip for two levels or so. I'll go over what I think of each class as a multiclassing option, and some of the example builds I'll post at the end of the guide will involve multiclassing.
Multiclassing Evaluation:
Artificer: While I know next to nothing about this class, you're probably better off with a spellcaster that doesn't use Int.
Barbarian: You rely on spells too much.
Cleric: Decent maybe for a one level dip into Life Domain for a support bard, but you're better off with a Charisma spellcasting class.
Druid: Wild shape doesn't help you too much, and Wisdom spellcasting is meh for you.
Fighter: Never a bad option for a multiclass, especially just a one level dip. Fighters have one of the best level ones out of any of the classes, giving you Fighting Style, Second Wind and all proficiencies besides heavy armor.
Monk: Not enough ability scores in common, there are better options. Not the worst, though.
Paladin: While bard/paladin isn't nearly as good as sorcerer/paladin, it's still a very good and synergistic combination. Paladins gain greatly from multiclassing into any Charisma based full casting class, and bard is no exception. When making a bard/paladin, always start off with paladin (so you get heavy armor proficiency).
Ranger: Same as monk and druid (well, minus the wild shape).
Rogue: Very good option for more utility/weapon based bards. Even just with a two level dip you get two more expertise, Sneak Attack and Cunning Action. Could go an extra level for help as a bonus action (Mastermind) for a more support role or Swashbuckler for flavor and synergy (especially with a College of Swords bard) (and the other subclasses are good options as well). If you really wanted to be the best skill monkey there ever was, you could go all the way to 11th level for Reliable Talent and another set of Expertise.
Warlock: Another very good option, especially for two/three level dips. Eldritch Invocations (especially Devil's Sight, but most of them are really quite good), eldritch blast, and most subclass abilities are very good things to have. Hexblade is especially good for melee bards that don't want to worry about having a good Str or Dex score and just use Charisma instead (especially if you're an elf/half-elf and want to use Elven Accuracy).
Wizard: Not the worst, but you don't have much use for Intelligence.
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
While just getting a higher Charisma bonus can't be overlooked, most bard builds also benefit immensely from Feats. I'll go over every feat besides Dragonmarks (as I don't own that supplement).
Feats:
Actor: Could actually come in very useful for a bard, more so than any other class. Still situational, but if you can play off of it well could be useful.
Alert: This is never a bad feat for any character. +5 initiative and no surprise advantage is good no matter what party role you fill. That being said, it's also not really a necessary option for any character.
Athlete: Not terribly useful.
Bountiful Luck: Halfling bards and other people rolling 1s are both common things, and one of those things you want to avoid. Nice option for any bard that happens to be a halfling.
Charger: Not really your job, but also not necessarily the worst option.
Crossbow Expert: Not normally your job, but you could make it be. Crossbow Expert is just one of the best feats period (especially at early levels), but you just might not use it as much as a bard.
Defensive Duelist: Not a bad option. Becomes actually better than shield at very high levels, and can hold its own against it even before then. Especially since you'd need a Magical Secret slot for it.
Dragon Fear: Eh. You can get better fear spells without using a feat.
Dragon Hide: This is a very good option, but: 1. never get this as a Draconic Ancestor sorcerer (if you multiclass) or if you use mage armor, 2. if you plan on getting this try to make one of the affected ability scores odd to glean maximum benefit.
Drow High Magic: Having a free cast of dispel magic is very nice, and levitate once and detect magic at will are both decent. There are probably better options, but there are also much worse ones. Note that this isn't available to drow half-elves, only full drow.
DualWielder: If you plan on, well, dual wielding, go for it. If not, not your feat. Probably best for Sword bards if you planning on using Two-Weapon Fighting.
Dungeon Delver: Not a bad feat to have, especially if you're the person in your party that always checks for traps (and as a bard, you probably are).
Durable: Meh. Not terribly useful for you, unless you're using Dwarven Fortitude.
Dwarven Fortitude: This is an amazing feat . . .if you're a dwarf. Dwarf bards are pretty rare.
Elemental Adept: You have fewer sheer elemental damage spells as a bard, so probably not the best option unless you're planning on multiclassing into Warlock or Sorcerer.
Elven Accuracy: Hands down one of the best feats in the game, especially if combined with either greater invisibility or some form of see-through darkness (Devil's Sight/Shadow Magic). Note that half elves can take this feat, which makes this even better since you can get a +4 Charisma using standard array/point buy at level 4 while still taking a feat.
Fade Away: Not bad, but gnomes don't make great bards.
Fey Teleportation: Again not bad, but high elves don't make great bards generally.
Flames of Phlegethos: While this is normally a very good spell, you don't have many spells as a bard that use fire damage. Only take this if you use Magical Secrets on fire damage spells, or if you plan on multiclassing.
Grappler: Yeah, not really your job.
Great Weapon Master: A great feat, but but there aren't exactly many two-handed bards out there (or Strength based bards, for that matter).
Healer: Not a bad option for a support bard. Just, you know, make sure to actually buy healer's kits.
Heavily Armored: No. Start with one level of fighter if you care about having heavy armor proficiency that much.
Heavy Armor Master: A decent feat, but most bards don't wear heavy armor.
Infernal Constitution: Not the worst. Probably should only take this if you have an uneven Constitution score.
Inspiring Leader: Very good for a support bard. Just note that you have to prepare in advance for it (also, why does it take 10 minutes to give someone a pep talk?).
Keen Mind: You don't care about Intelligence, and the rest is mostly useless.
Lightly Armored: You have this already, and I think the character sheet shouldn't even let you get it.
Linguist: Or you know, you could let your party wizard cast comprehend languages as a ritual and not waste a feat on it. Or just not worry about it at all.
Lucky: Always a good feat for anyone. The ravages of RNG apply to everyone and everything.
Mage Slayer: Probably not your job, and this is what counterspell is for.
Magic Initiate: You're already far more than an initiate. Maybe if you really really want eldritch blast or fire bolt for some reason and don't want to use Magical Secrets for it?
Martial Adept: This isn't your job, and if you're a Sword bard you kind of have an equivalent anyways.
Medium Armor Master: Meh. Not that much of a benefit, you're probably just fine with light armor.
Mobile: Very nice, especially for Sword bards. Gives an incredible overall boost to mobility combined with their flourishes. Obviously not good for non-melee bards, though.
Moderately Armored: If you're that concerned about medium armor (which you shouldn't be in the first place), multiclass into literally any melee class other than monk or be a Valor/Sword bard. If you ever take this feat, I will haunt your dreams forever. I'm serious.
Mounted Combatant: This is really more of a Paladin/Cavalier feat, but if it somehow works in your build—go for it.
Observant: Not terribly useful, but there are worse options.
Orcish Fury: Not many half-orc bards, but if this works with your build it's not the worst.
Polearm Master: Another amazing feat that's not terribly great for bards. Maybe a strength based Valor bard could use this?
Prodigy: I mean, not the worst. But considering Jack of all Trades, probably not worth it.
Resilient: Not a bad option if you take Constitution for concentration saving throws, especially if you don't plan on taking War Caster.
Ritual Caster: Actually not bad. Find Familiar and detect magic are just two spells that come to mind, there's a lot of good options.
Savage Attacker: Meh. Not really your job.
Second Chance: If you're a more selfish halfling bard than your more bountiful friends, go for it. Even better that it works once every combat.
Sentinel: Not really your job.
Sharpshooter: If you're making an archery based bard (especially one with Crossbow Expert), this is gold. If not, it's useless.
Shield Master: Probably not your job, you don't even have proficiency without Valor bard or a multiclass.
Skilled: You're a bard. You don't really need this.
Skulker: Not bad for a stealthy bard, although it won't hide your spellcasting.
Spell Sniper: Eh, maybe. You don't really need this, though.
Squat Nimbleness: Eh. If you really want to make a troll build with Sword bard and Mobility, maybe. (God, imagine how annoying that would be. Put it on a Goblin and you've got 45 feet of movement (55 with flourishes, 65 with longstrider), basically don't ever provoke opportunity attacks, and can dash as a bonus action. Not necessarily good, just annoying.)
Svirfneblin Magic: All of these spells are great, but most bards aren't Svirfneblin. If you are, go for it.
Tavern Brawler: Not really your job.
Tough: Always good, but maybe not your job.
War Caster: Very useful for melee multiclasses (especially sorcadins), or if you just want an easier time keeping concentration. Not as good as for sorcerers, since you don't have booming blade.
Weapon Master: You don't really need this.
Wood Elf Magic: Not bad, but wood elf bards are relatively uncommon. Both spells are great, though.
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Ah, my favorite part. I'll make a build for each subclass, and post a link to the level 20 character sheet and an explanation about it in each spoiler. Each build will be with no magical items, and spells are interchangeable/personal preference unless otherwise stated.
College of Glamour (Ultimate Support/Social, with some Archfey thrown in for flavor and Life Domain for heals):
Here's a sample Glamour build, pretty much entirely for support and social situations. Took Fierna Tiefling for the good spells. Multiclass dipping into a couple levels of Warlock and Cleric—warlock mostly for flavor, cleric for Divine Domain's level 1 abilities. You can actually put some points into Strength and go the heavy armor route with this build if you want, but I chose Dex. Multiclassing also doesn't add too too much here, you can easily do without. Took Devil's Sight because it's stupid, and Beguiling Influence to be an even better social bard. Took Actor, Healer and Inspiring Leader mostly just for fun/flavor. You could also just put points into Dex instead (although with medium armor it wouldn't matter as much). For my 4 magical secrets spells, I took spirit guardians, spiritual weapon, counterspell, and healing spirit. All just for better support/healing spells. I'm using a breastplate to avoid stealth disadvantage (you could also use mithril half-plate if you can find it), so my AC is 16. Low, but you shouldn't be too in the thick of things anyways.
This build is very good at healing and amazing at support, although it's rather lacking in terms of pure damage spells (which aren't really a necessity, though). Its main cons are low AC and lack of damage.
College of Lore (Less bard to fully take advantage of early magical secrets, and also for more overall utility. And to avoid the level 14 Lore ability.):
Here's a sample Lore build, was mostly just messing around with a support character more based around debuffs. Went wood half-elf for slightly easier stealth (could also go for the +5 movement speed). 7 levels of rogue to get Evasion, a fourth Expertise (slightly overkill? probably) and Help as a bonus action (Mastermind); and 2 levels of warlock for Hex Warrior and Invocations (rarely is there a bard build that won't benefit from Hexblade, at least mechanically). For Magical Secrets spells I took shield (although I realized afterwards you can get it from Hexblade, might want to swap that out if you're dipping into Warlock early), bless (amazing buff), healing spirit (more healing), and counterspell (for obvious reasons). This is a rather Feat light build (ASI light in general), I only took Lucky. You could take War Caster or maybe Inspiring Leader instead if you wanted to. Took Armor of Shadows for permanent mage armor, so your AC is at 16 base, 21 with shield. Not the worst, not the best.
This build has very high utility, with nearly every skill it's proficient in having expertise. It also has decent healing, and a large number of good buffs and debuffs. It's main weaknesses are low survivability and lowish damage, although you can try to use sneak attack if you need to output more damage (I'd recommend ranged).
College of Swords (Dex melee build, Fighter and Rogue multiclass):
Here's a sample Swords build. Went dark elf for no particular reason. Multiclassed into Fighter for shield/martial weapon prof, and Fighter's amazing level 1 and two abilities. Went for 4 levels of rogue (could do 1 Fighter and 5 Rogue if you want Uncanny Dodge and more sneak attack) for Rogue perks and Swashbuckler, giving us a ridiculously high initiative and easier sneak attack. Took Elven Accuracy and War Caster as feats, you can take Mobility but Swashbuckler already gives most of the benefit. I took shield (better defense), lightning bolt (damage, could take fireball instead), counterspell (for obvious reasons) and booming blade (synergy with dissonant whispers and War Caster) as my Magical Secrets spells. Shadow blade would also be a good option to take. Wearing a breastplate and a shield gives 19 AC with Defense fighting style from Fighter, up to 24 with shield.
This build has incredible burst damage, high accuracy, and more utility than most builds like it from the many levels of bard. The main downside is relying maybe a little too much on just basic attacks as a spellcaster.
Here's an example Valor build. For most Paladin/Caster builds, I'd recommend taking no fewer than 6 levels of Paladin—but Valor gives you extra attack anyways, and this is a bard guide, so I decided to stick with 4. I took Oath of Vengeance, mostly out of personal preference, but getting hunter's mark and their Channel Divinity is very nice. That being said, you won't really need the advantage from the Channel Divinity, because we're also taking two levels of Hexblade. Hexblade so my melee attacks can be Charisma, thus activating Elven Accuracy when combined with darkness and Devil's Sight. I also took agonizing blast just to have a decent ranged option. For feats, I took War Caster (a near necessity for any melee spellcaster, especially one with a shield) and Shield Master (to counteract the poor dex saves somewhat, and just for fun). For Magical Secrets I took counterspell, spiritual weapon (very very good damage spell, doesn't require concentration), chain lightning (bard's don't have many/any good higher level damage AoEs), and darkness (because of Devil's Sight, obviously). You could also take a third level of warlock instead of one bard and just get darkness that way, but the Valor capstone is quite nice and you would miss out on it if you took a third warlock level. I'm wearing plate and a shield with the Defense fighting style, so base AC is 21, 23 with shield of faith, 26 with shield, and 28 with both.
This build has very strong burst damage, good survivability, good support, very good accuracy, and a host of useful spells. The only negatives are low Dex/Wis/Cha saves due to no Aura of Protection, and just the fact that (in my opinion) sorcerers are a slightly better option for multiclassing from paladins.
College of Whispers (with some rogue and warlock thrown in):
Here's a sample Whispers build. Took Variant Human so I could have Crossbow Expert at level 1. Went for 3 levels of Hexblade so I could have two hand crossbows based off Charisma (one pact of the blade, one hex weapon), and darkness and shield. Took Devil's Sight and Armor of Shadows for my invocations. Also went for 3 levels of Inquisitive for more consistent sneak attack (any subclass works, really) and Cunning Action. For my only other feat, took Sharpshooter (for obvious reasons). Took counterspell, guardian of faith, chain lightning and haste as my Magical Secrets (most are interchangeable other than counterspell). Base AC of 16 with mage armor from invocation, so 21 with shield.
This build has great burst damage from a distance, very good utility, and very good spells. Cons are only decent survivability, Whispers not really being the best College, no higher level spells, and an over dependance on bonus actions.
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
I’d consider you to re-evaluate your ratings on Lore Bard (make it full green at least). Magical secrets is green but could possibly be argued as gold. I don’t know enough on this class to make a full evaluation myself but I do feel like you’re harshly judging the bard class overall and discounting its versatility in the role it plays.
I mainly feel a lot of the subclass ratings should be fixed and tweaked. Lore bard is one of the best subclasses but is ranked below most of the subclasses.
I personally don't find lore bard to be that useful. Two more magical secrets isn't worth the horrible capstone, and I'd consider Glamour just a better option in general.
I'm not judging the bard class itself harshly at all, I find it very useful and versatile.
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
I rate it that low because, in my opinion, Glamour is better in that archetype of subclass (support). Valor and Swords are rated higher, but also fill completely different categories of subclass (damage).
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Basically, I look at it like this. If you compare Valor and Lore, Cutting Words and Combat Inspiration, Combat Inspiration is more versatile while Cutting Words' benefit is you can use it to defend yourself. Magical Secrets you would get anyways even as a non Lore bard, you just get it earlier. Whereas with Extra Attack, you can only get that otherwise from 5 levels of multiclassing. Then, Lore's capstone is honestly one of the worst capstones in the game.
I would say of the 5 that Whispers is the weakest overall, due to an overabundance of situational abilities.
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Thank you for this! Always good to see bards getting some love and analysis. I'll comment more substantively later, but my first suggestion is that you might want to edit post #2 because it says "What is a Sorcerer?"
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Canto alla vita alla sua bellezza ad ogni sua ferita ogni sua carezza!
I sing to life and to its tragic beauty To pain and to strife, but all that dances through me The rise and the fall, I've lived through it all!
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
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How to Spin the Silvery Threads of Song: A Guide to the Bard
This is the fourth in a series of class guides I've been making (I'll link the other three at the end of this post if you're interested). I’ll mostly be focusing on optimization and not roleplay, so there’s always more room to add flavor to your character. I'm not quite as experienced with bards as I am the other classes I've done, but I should have enough information to at least be helpful. I don't play many bards for whatever reason, even though I'm a musician. Now, let’s cut right to the punch/knife/arrow/spell/song.
Throughout this guide, I'll be using colors to denote how useful a certain ability/race etc. is. Here's the scale:
Gold is a must have, at least in my opinion.
Green is a very good ability, but could maybe be replaced with something else.
Blue is a solid choice, but there are perhaps better ones.
Black is just average.
Red is most likely useless, or almost useless.
Gray is something that is rarely useful, but can be surprisingly good in some situations.
Here are the other three guides if you want to check them out: Barbarian, Rogue, and Sorcerer.
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Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
What is a Bard?
Bard is a full Charisma spellcasting class. They use known spells instead of preparing them, and often tend towards more supportive roles. They have a wide array of spells they can learn (due to an ability that allows them to choose a small number of spells from any list), and mostly Support and Utility based abilities. They use musical instruments as their spellcasting foci.
Pros:
Cons:
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Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Ability Scores
As a Bard, you mostly want Charisma, but Dexterity and Constitution are both important as well (Dex less so if you don't use weapons often). Here's my breakdown:
Strength: You can use Strength for a melee bard, but in my opinion Dexterity is always a better option if you can take it. Not only does it buff your AC, its skills are generally more useful and its saving throw more common. This could be a dump stat, and I'd say should be if you go Dex.
Dexterity: Again, my recommended weapon ability score of choice. Improves your AC, and you want stealth and maybe sleight of hand. Additionally, Dexterity saving throws are some of the most common and impactful ones.
Constitution: Ah, constitution. Can't live with it, can't live without it. I will never ever say you shouldn't take Constitution for any class, it's just too important. For bards, it's not just hit points—it's concentration as well.
Intelligence: This is your dump stat. Intelligence literally is only useful if it's your spellcasting ability modifier (it isn't). If you dump Strength, might want to put this at a 10 just for the rare Intelligence saving throws that do come about, they're usually nasty.
Wisdom: Many important save or suck or debuff saves are Wisdom saves, and Perception is always nice to have. That being said, it's also not as essential as many other scores for you.
Charisma: This is your spellcasting ability score, should almost always be a priority.
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Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Races
As a bard, you're looking for a race with a Charisma boost, and probably either a Dex or Con boost as well (Wisdom wouldn't be horrible). You can also look for features that might mesh nicely with bardic abilities.
Player's Handbook Races:
Dragonborn: If only this wasn't a Strength bonus. +1 Charisma and all the abilities are still nice, making Dragonborn a solid choice (but not the best).
Mountain Dwarf: No charisma boost, and abilities you won't necessarily need to take advantage of as a bard. Hill dwarf is definitely the better of the two options for you. (rated red only because hill dwarf is better, not necessarily because it's that bad)
Hill Dwarf: Still no charisma bonus, but +2 Con is good and +1 Wis isn't horrible. 1 more hit point per level is also always nice. Could maybe be useful for fringe builds where you dump strength but want to wear heavy armor (since dwarfs ignore Strength requirements on heavy armor, essentially).
Dark Elf (Drow): A very good option for bards. +2 Dex and +1 Cha are great, and darkness and faerie fire are both decent, and the base elf abilities are also very nice. If only Sunlight Sensitivity didn't exist . . . (rated not fully green because of Sunlight Sensitivity, if you know you're almost always going to be underground or inside this isn't an issue and becomes green)
High Elf: No reason to go high elf when you could go drow. Int is the worst possible bonus, and you don't need a cantrip based off of it.
Wood Elf: Slightly better than high elf, but imo drow is still better.
Forest Gnome: Good abilities, but you don't need +2 Int and no Charisma.
Rock Gnome: Probably worse than forest gnome for a bard.
Half-Elf: Very very good choice for a bard. You can increase all of your relevant abilities, and you get some nice bonuses on top of it. I do think in many situations, however, you're better off with the SCAG variants (which I'll talk about later).
Lightfoot Halfling: Halfling abilities are good in general, and +2 Dex and +1 Cha is what you're looking for. Especially good for a sneaky bard, or a multiclass into rogue.
Stout Halfling: Not the worst, but definitely worse than Lightfoot.
Half-Orc: Relentless Endurance is good, the rest isn't worth it.
Human: Almost always strictly worse than variant human.
Variant Human: A good option for almost every class. That being said, bards aren't nearly as reliant on feats as some classes, and you might be better off with something else.
Tiefling: Good, but +1 Int is unfortunate. Your racial abilities are still good, but you're probably better off with a Mordenkainen's variant (which I'll talk about later).
Elemental Evil Player's Companion Races:
Aarakocra: Flight is very good, but a lack of Charisma isn't. Still not the worst ASIs.
Air Genasi: Con and Dex are both good, but the abilities aren't good enough to warrant no Charisma.
Earth Genasi: Worse than other genasi options.
Fire Genasi: Good spells, but Int is not worth it.
Water Genasi: Same story as the rest.
Deep Gnome: Slightly better abilities than Forest Gnomes, but no Charisma is rough.
Goliath: You aren't a fighter or a barbarian.
Volo's Guide to Monster's Races:
Fallen Aasimar: Good abilities, but you probably don't want Strength. Still not a bad choice, especially for +2 Charisma, but you're probably better off with other Aasimar.
Protector Aasimar: Wisdom is decent, but imo the abilities are the weakest of the Aasimar subraces. About on the level of Fallen Aasimar.
Scourge Aasimar: Con is good, +2 Charisma is even better, and your aura is decent. Aasimar abilities are still always good (two damage resistances!).
Bugbear: No Charisma and melee oriented abilities.
Firbolg: You aren't a druid or a cleric, but this isn't the worst option.
Goblin: Very good abilities, but no Charisma. If you plan on multiclassing into Rogue, not worth taking (since Cunning Action makes Nimble Escape obsolete).
Hobgoblin: Meh abilities and even more meh ASIs.
Kenku: Not the worst, but no Charisma.
Kobold: Decent abilities, but Sunlight Sensitivity and no Charisma.
Lizardfolk: ASIs are decent, but no Charisma. Your abilities are good, but probably not worth the no Charisma.
Orc: In my opinion, Half-Orc is better in pretty much every circumstance.
Tabaxi: Very good. Tabaxi abilities are good, and your ASIs are great. Also, cats.
Triton: Eh. There are better options, but there are definitely worse ones as well.
Yuan-Ti: +2 Charisma is good, and Magic Resistance is insane. Very good option.
Sword Coast Adventurer's Guide Races:
Aquatic Half-Elf: Good in nautical campaigns, worse than the options otherwise.
Drow Half-Elf: Might be the best choice overall, and probably the best half-elf. Good spells, no Sunlight Sensitivity, and half-elf abilities and ASIs.
High Half-Elf: Worse options exist, but you don't need a cantrip based on Int. Unless maybe you're a melee bard and you want to take booming blade.
Wood Half-Elf: More speed is good, and Mask of the Wild is good for rogue multiclassing.
Ghostwise Halfling: Worse than the other two halflings.
Feral Tiefling: You're better off with normal tiefling.
Mordenkainen's Tome of Foes Races:
Githyanki: Not the worst, could be good if you really wanted a strength melee build.
Githzerai: Worse than Githyanki.
Baalzebul Tiefling: Normal tiefling with worse spells.
Dispater Tiefling: Pretty decent bard spells, probably a better option for a bard than normal tiefling.
Fierna Tiefling: Very very good bard spells, and +2 Wisdom. If the +1 Wisdom was +1 Dex or Con this would be perfect, but it's still very good.
Glasya Tiefling: Also very good bard spells (especially for sneaky types), and better ASIs. Fierna is better for social spells, Glasya is better for rogues.
Levistus Tiefling: Good ASIs, and armor of Agathys is an amazing spell, at least if you're going more melee. Probably the best tiefling for melee builds.
Mammon Tiefling: Ah yes, the most useful spell. Tenser's floating disk. That's what I've been missing in my life.
Mephistopheles Tiefling: On par or maybe a little better than normal tiefling.
Variant Tiefling (Technically not in this supplement but I forgot to mention it): Devil's Tongue has great bard spells, definitely better than normal tiefling. I'd still say Glasya, Fierna or Levistus are better.
Won't be talking about the other races, as I unfortunately don't own those supplements.
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Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Class Features
Most of a bard's class features lend themselves to support and utility, both in terms of buffing allies and being the best class at being a skill monkey. I won't go over Magical Secrets too much, as I really don't feel like rating every single non-bard spell in the game in one guide.
Base Class Features:
Hit Points
Decent, but not great. Better than sorcerers and wizards at least.
Proficiencies
Both good and bad here. Great skill variety, good weapons, but no heavy or medium armor and no Con saving throw.
Spellcasting
Normal full spellcasting trait. Only way it could be better is if it was preparation instead of spells known.
Bardic Inspiration
Here's your key unique bard ability. This is a very good ability even on its own, but other abilities and subclass perks will make it even better.
Jack of all Trades
This is why you're the best skill monkey. Note that this includes initiative as well, which is quite nice.
Expertise
Always a great perk. The best options for bards to take are generally some Charisma skill (whichever you prefer), and then probably either stealth or sleight of hand, at least at level 3.
Font of Inspiration
Not bad at all. The main issue with bardic inspiration is rationing it, and this makes it much easier.
Countercharm
Also very good. There are a lot of threatening riders on both the conditions that you really don't want to deal with.
Magical Secrets
Very good for versatility, but not necessarily the strongest ability. There are still some great options you can take, like mage armor, shield and similar spells you wouldn't normally have access to.
Superior Inspiration
More inspiration is always nice, but this doesn't really feel like a capstone to me.
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Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Subclasses
There's quite the variety of subclasses for bards, and many of them drastically change the role you can play in a party.
College of Glamour:
Type: Support/Social
This is a great subclass for those looking to play a more passive, supporting role, and it also has great perks for social and more roleplaying encounters.
Mantle of Inspiration
5 temporary hit points aren't too many, but it adds up. The speed boost is very nice as well, and you can effect multiple targets this way with just one inspiration die.
Enthralling Performance
A very nice social ability. Note that they only get one saving throw, and it lasts for an hour. (rated gray because social abilities like this are by nature very situational, but among social abilities it could easily be green)
Mantle of Majesty
Yeah, this is kind of ridiculous. You can cast command without a spell slot as a bonus action. For up to 10 turns straight. Command is already a very good spell, even in combat.
Unbreakable Majesty
This is just a better version of sanctuary, and it targets a less common saving throw. Very good subclass capstone.
College of Lore:
Type: Support, Utility
In my opinion, Glamour bards make better support characters, but Lore bards do have a couple of nice skill and other utility features.
Bonus Proficiencies
I mean, why not. Can't ever hurt to have more.
Cutting Words
Very good defensive ability, can be even better than shield in some situations. Only unfortunate thing is that you can't use it on saving throws.
Additional Magical Secrets
Not bad, and there are some great options. Mage armor and other defensive spells come to mind, but you could also just get something like eldritch blast, normally a warlock exclusive.
Peerless Skill
Yeah, this . . .isn't a capstone. This wouldn't even really be a good level 3 ability.
College of Swords:
Type: Damage, Defense
Here's your Dex melee damage bard, and it's quite a good one. I personally like this better than Valor, but that has its upsides as well.
Bonus Proficiencies
This is very very good. Medium armor is without a doubt better than light at lower levels, although scimitar proficiency isn't really necessary since you already have shortsword prof.
Fighting Style
Dueling and Two-Weapon Fighting are both great. I'd generally take Dueling so you don't have to worry about leaving hands free for spellcasting, but both are great options.
Blade Flourish
These are gold. Not only do you get an automatic speed boost anytime you attack (and not just melee attack either), each individual flourish is great. Defensive Flourish imo is the best, but they all three have their uses.
Extra Attack
Always a great ability, and you only get it one level later than other melee classes.
Master's Flourish
Comes a little late for my tastes, but having more flourishes is always amazing. This basically means you can always boost your AC by a d6 if you hit.
College of Valor:
Type: Damage, Defense
Another great option for melee bards, but a little more support oriented than a Sword bard.
Bonus Proficiencies:
Shield proficiency and medium armor prof is sheer gold, and not having any weapon restrictions is great as well.
Combat Inspiration
This is a great and versatile option. Both buffing damage and AC have great places, and make inspiration an even better support tool.
Extra Attack
Again, this is always great, and you only get it a level after most.
Battle Magic
There's no limit on this, and it doesn't say it has to be a 1st level or higher spell. Go nuts.
College of Whispers:
Type: Damage/Espionage
Whisper bards are also more damage based, but more along the ranged route than Sword or Valor bards.
Psychic Blades
This is a great damage boost. Not really anything else to say.
Words of Terror
Very situational, even for a social ability. Could still maybe be useful. Rarely.
Mantle of Whispers
Very cool and thematic, but also very situational. Definitely more useful than Words of Terror.
Shadow Lore
Not bad, but you can't force it to fight for you unless it was already inclined to. Still good for putting one enemy out of commission while you deal with the rest.
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Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Spells (Part 1)
I'll be going over every single bard spell on the list, and giving my opinion on it. I'll also include the tooltip for each spell after it. I won't be going over Magical Secrets spells, but my recommendation would be to choose something that works with your build that's normally a class exclusive (i.e. eldritch blast, spells that only are usable by one class are often stronger). Obviously this isn't a hard rule and there are exceptions, but it's at least a starting point so you aren't quite as overwhelmed.
This part will go over cantrips, 1st level, 2nd level, and 3rd level spells.
Cantrips:
Blade Ward: Not the worst option. especially with features like Valor's capstone that allow you to cast this and still attack. It's also probably not the best option, especially given your limited number of cantrips at early levels (both bards and warlocks start with only 2). (blade ward)
Dancing Lights: Light is better, and even that is situational. Not worth it. (Dancing Lights)
Friends: I've never been a fan of this spell, personally. Too many situations where you don't want a creature becoming hostile to you. That being said, it is the only social cantrip of its kind. I'd say use at your own risk. (Friends)
Light: Not a bad option if you have a party that struggles with lack of darkvision, but still pretty situational. (Light)
Mage Hand: Very nifty spell, although I do prefer minor illusion or prestidigitation for utility spells. Good for triggering traps from a safe distance and the like. (Mage Hand)
Mending: You will need this very very rarely. The times you do need it, it's definitely useful. Probably not worth taking unless you have a free cantrip slot at higher levels and nothing better to take. (Mending)
Message: Not bad for secret/stealthy communication. Obviously still situational, but more broadly useful than most situational spells.
Minor Illusion: My favorite of the main trio of utility spells (mage hand, minor illusion, prestidigitation). Get creative with this, you'll have plenty of material as a bard. (Minor Illusion)
Prestidigitation: The main difference between this and minor illusion is duration, and actual utility versus deception. If you need to actually do a small thing, you're better off with prestidigitation. Taking both isn't a bad idea, especially since you only have one good damage cantrip and the rest are just your choice of utility. (Prestidigitation) (rated slightly lower than minor illusion just due to personal preference)
Thunderclap: Not the worst cantrip, but as a bard you have decent melee options that you might be better off with. (Thunderclap) (I would normally rate this spell lower, but it's one of only two damage cantrips you have access to without Magical Secrets)
True Strike: This spell is never worth it. Statistically you're always better off attacking more than once than wasting a turn to get advantage. (True Strike)
Vicious Mockery: Definitely your best damage cantrip, and a very good one even compared to other class's damage cantrips. Low damage, but psychic is a good damage type to have, and the rider (disadvantage) is great. Additionally it only uses a Verbal component, and while this won't always matter it can occasionally be useful. Besides, it has great roleplay potential. I'd always start at level 1 with this spell. (Vicious Mockery)
1st Level:
Animal Friendship: You aren't a druid, and this is situation at best. (Animal Friendship)
Bane: Not a bad debuff. I personally prefer bless and find it to be more useful, but you wouldn't have access to that until Magical Secrets. (Bane)
Charm Person: Classic social spell, classic bard spell. Not necessarily the most potent option, but it kind of goes with the class. Very good in social situations, situational but useful in combat ones. (Charm Person)
Comprehend Languages: Very situational, there are much better spells to learn. (Comprehend Languages)
Cure Wounds: Standard healing spell, if your party needs a healer take either this or healing word (I wouldn't take both, personally, at least until later). Good at what it does. If your party has a cleric (especially a Life or Grave Domain one), I would leave this to them and take healing word if you really want to (as it's more of a panic option and could be used to get your cleric back up if they're down). (Cure Wounds)
Detect Magic: Not a bad option, can definitely be useful. It is somewhat situational, though, and you're better off letting a better ritual caster (especially Wizard) take it if you need it.
Disguise Self: Better for bards than for many other classes, since this is kind of your job. Still situational, though. (Disguise Self)
Dissonant Whispers: I'm a huge fan of this spell, for many reasons. For one, its damage is actually quite good (and it's psychic). Also note that if they fail their save, they have to move. They aren't forcibly pushed, therefor they would take AoOs. If you position this right your melee fighter can get off a lot of damage for free. Definitely your best damage spell at level 1. (Dissonant Whispers)
Earth Tremor: This is just worse thunderwave, and you probably don't even want thunderwave anyways. (Earth Tremor)
Faerie Fire: Classic, good support spell. I'd rate it green, but it's a complete waste of a slot if the target(s) make the save. (Faerie Fire)
Feather Fall: Situational, but good at what it does. There are probably better options. (Feather Fall)
Healing Word: I'd prefer this over cure wounds (if you only take one) since you don't have to be right next to your target, but both are good healing spells. (Healing Word)
Heroism: Very very good support spell. An extra 2 or 3 hit points a turn (at level 1) is way higher (and less costly) damage mitigation than any healing spell, if combat lasts for long enough. (Heroism)
Hideous Laughter: A very good debuff, especially for level 1. Just wish it was only one save (although I get why it's not, at level 1) and had a little larger range. (Hideous Laughter)
Identify: Very situational, and you're probably better off with having a wizard do this (if you have one). (Identify)
Illusory Script: Interesting, but situational. (Illusory Script)
Longstrider: Very nice buff, especially if you're not a melee bard and you want to stay out of trouble (or you give it to your party's archer). Lasts for an hour, too. (Longstrider) (rated blue because it's not necessarily quite as strong as some other spells)
Silent Image: Souped up minor illusion, when that really didn't need to be souped up. (Silent Image)
Sleep: Very good spell at lower levels, gets progressively worse as enemies' hit points increase. (Sleep)
Speak with Animals: Situational as hell, and you're not a druid. (Speak with Animals)
Thunderwave: Sadly, your best AoE spell. Still probably not worth it, not really your job. (Thunderwave)
Unseen Servant: Situational and almost completely useless. (Unseen Servant)
2nd Level:
Animal Messenger: Situational, and you're not a druid. (Animal Messenger)
Blindness/Deafness: Not a bad debuff, but I personally don't find this to be worth the second level spell slot (especially as it's single target). (Blindness/Deafness)
Calm Emotions: Very good for calming down a group of enemies if you don't feel like murdering all of them in cold blood. Actually quite large AoE. (Calm Emotions)
Cloud of Daggers: Second level magic missile, but worse and you can actually learn it. Would be much better if you could move it, but alas. (Cloud of Daggers)
Crown of Madness: This spell sounds good, but it actually isn't. You'll get off at most one attack, and then they just move away from all their companions. And you have to use your action to keep it up. (Crown of Madness)
Detect Thoughts: Situational, but decent for a bard (especially in a more roleplay/social campaign involving espionage). (Detect Thoughts)
Enhance Ability: Decent for the temporary hit points it grants, but for that you might be better off just using heroism. Other than Bear's Endurance, none of the other options are terribly appealing. (Enhance Ability)
Enthrall: Situational. You're probably better off just using charm person. (Enthrall)
Heat Metal: Oh god. This spell is ridiculous against armored opponents, basically making them almost completely ineffective and killing them slowly—while they can't do anything about it. Even better in PvP campaigns, where many more opponents have metal armor. (Heat Metal) (part gray since not everyone wears metal armor or has metal weapons, i.e. something like an umber hulk
Hold Person: Very good single target debuff, even if it isn't save or suck. Auto crit is insane (aside from just wasting their turn), especially if your melee fighters have time to get in close (like a rogue or a paladin, enormous burst damage there). (Hold Person)
Invisibility: Very good option, especially for a Rogue multiclass. Or your party rogue. Mostly obsolete once you get greater invisibility. (Invisibility)
Knock: Very very situational. This is what thieves' tools are for, and arcane locks are rare. (Knock)
Lesser Restoration: Very good if you're going a more cleric-like bard. There might be better options. (Lesser Restoration)
Locate Animals or Plants: Very situational. Might be better if your DM leans heavily on survival aspects (like in a campaign like Out of the Abyss, for example, that provides rules for foraging and survival and whatnot). (Locate Animals or Plants)
Locate Object: Very situational. (Locate Object)
Magic Mouth: Very situational. (Magic Mouth)
Phantasmal Force: Not bad, but dissonant whispers does more damage and costs a lower spell slot. (Phantasmal Force)
Pyrotechnics: Very situational. Better than most situational spells, but that's not saying much. (Pyrotechnics)
See Invisibility: Very situational. (See Invisibility)
Shatter: Your new best AoE spell. Still might not be your job, you don't really need many damage spells as a bard (at least lower level ones). (Shatter)
Silence: Deadly against mages, but useless against anyone else. So situational but good. (Silence)
Skywrite: Situational and mostly useless. (Skywrite)
Suggestion: Very very powerful. Note that it is save or suck, they only have one chance to save. Just requires a little bit of good positioning/planning and a little creativity. (Suggestion)
Warding Wind: Not as bad as it would be for other classes, but still not the best. There are better options. (Warding Wind)
Zone of Truth: Situational, but could be useful. (Zone of Truth)
3rd Level:
Bestow Curse: Hex but a way higher spell slot and slightly more versatile. You're probably better off just multiclassing into warlock if you want hex that badly (even just one level of Hexblade is almost always good, or a couple more to pick up Invocations). (Bestow Curse)
Catnap: Situational, but decent for support characters in some rare situations. (Catnap)
Clairvoyance: Situational but useful. (Clairvoyance)
Dispel Magic: Not worth it if you plan on taking counterspell through Magical Secrets. Very good option otherwise. (Dispel Magic)
Enemies Abound: Mildly situational, but quite powerful when it works. Especially thematic for a College of Whispers bard, if you care about that sort of thing. Intelligence saving throws are usually a good target, as well. (Enemies Abound)
Fear: Very powerful AoE debuff, I'd recommend this over enemies abound as it's not single target and not situational. While this isn't completely save or suck, they only get saving throws if you aren't in their LoS. (Fear)
Feign Death: I mean, you could just lie down yourself and try a Charisma check. There are very very few times when this spell is actually useful. (Feign Death)
Glyph of Warding: Not bad, but most times you're not going to have an hour to prepare your battlefield. (Glyph of Warding)
Hypnotic Pattern: Very powerful AoE save or suck spell, it's essentially better sleep (but without the advantage against them). (Hypnotic Pattern)
Leomund's Tiny Hut: Very situational, especially with the 1 minute casting time. (Leomund's Tiny Hut)
Major Image: Minor illusion's big brother. Not many situations where you'll need this over it. (Major Image)
Nondetection: Situational. Good at what it does, I guess, you just won't need it often. (Nondetection)
Plant Growth: Über situational, and you're not a druid. (Plant Growth)
Sending: You're probably better off with message, there are very few situations where this spell will be more useful. (Sending)
Speak with Dead: Situational, but occasionally useful. (Speak with Dead)
Speak with Plants: Situational, but slightly more occasionally useful. (Speak with Plants)
Stinking Cloud: Not bad, but tough for your melee fighters if they want to run in. Con also isn't the best save to target. (Stinking Cloud)
Tongues: Situational, but this is your job. (Tongues)
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Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Spells (Part 2)
This part will go over 4th, 5th and 6th level spells.
4th Level:
Charm Monster: Charm person but it works on everyone. Not a bad option, but there might be better (depending on your role). (Charm Monster
Compulsion: You could do this, or you could use dissonant whispers, get guaranteed damage, and not waste a 4th level spell slot. Sure it's AoE, but just making people possibly move isn't worth it. (Compulsion)
Confusion: Very good debuff, with at least some AoE. Always a good choice for pretty much any spellcaster. (Confusion)
Dimension Door: Having a good panic option isn't bad. I prefer misty step as a panic option, but you'd need to use your Magical Secrets for that. (Dimension Door)
Freedom of Movement: Although somewhat situational, this spell can be quite good. It's especially nice against enemy casters that have spells like hold person, which could otherwise be completely devastating (especially if whoever you buff has a low Wisdom score). (Freedom of Movement)
Greater Invisibility: Very very very good spell. This is essentially what darkness for warlocks and Shadow sorcerers, but it doesn't negatively affect your teammates and you don't need a specific class ability for it. Even a fighter wearing heavy armor can benefit from this, since they get the advantage whether they're sneaking or not. (Greater Invisibility)
Hallucinatory Terrain: There are much better options, and this is quite situational. (Hallucinatory Terrain)
Locate Creature: There are much better options, and this is quite situational. (Locate Creature)
Polymorph: This spell is almost absurdly good. Whoever you transform in essence gets an extra 157 hit points minimum (at level 7 when you'd first get this spell, turning them into a giant ape). I'd recommend not using it on yourself as you're better off able to cast spells than not. Do note that the highest CR creature you can transform someone in to is a tyrannosaurus rex, since that's the highest CR beast (unless you count the polymorphed otter from Descent into Avernus, which most DMs probably won't). (Polymorph)
5th Level:
Animate Objects: Yeah, this spell is hilariously good. Literally—it's hilarious and good. There's nothing more satisfying and amusing than watching a horde of forks or coins batter down a dragon, while you sit back and let them do the work for you (slight hyperbole, but only slight). Most take 10 tiny or small objects, as having more is generally better (and they have a better to hit bonus). Especially good for disrupting enemy mages' concentration. (Animate Objects)
Awaken: Actually not too bad, even though it is more of a druid spell. Having a friendly CR 2 monster for a full month is nothing to sneeze at, even if most monsters you'll be fighting will be higher CR at this level. Obviously not worth it for a shrubbery. (Awaken)
Dominate Person: Very very good. Especially against mages, since those tend to be the most dangerous humanoid enemies (although they usually have decent Wisdom). Note that they only make a saving throw if they take damage, not at the end of their turn or anything (well, and at the beginning of the spell of course). (Dominate Person)
Dream: Yeah, no. Way too situational, and 3d6 psychic damage is pitiful (especially since when the hell are you going to have a full minute watching a sleeping enemy?), and just sending a message across long distances is no where near worth your 5th level spell slot. (Dream)
Geas: Interesting, but very situational given the 1 minute cast time. 5d10 psychic damage probably also isn't enough to dissuade most creatures from pursuing whatever course of action you've forbidden. (Geas)
Greater Restoration: Good for bards going a more healing intensive route. Petrification effects and hit point max/ability score reducing abilities are rare, but always nasty. (Greater Restoration)
Hold Monster: Hold person but it works on everything. Slightly worse than it's lower leveled counterpart, since the spell is inherently weaker at higher levels due to enemies having better saving throws (or Legendary monsters). (Hold Monster)
Legend Lore: Interesting, but very situational. (Legend Lore)
Mass Cure Wounds: Very powerful healing spell, especially considering the base version only has a range of Touch. (Mass Cure Wounds) (Not rated fully green only because bards aren't the best healers)
Mislead: Very flavorful but situational. You're better off with just straight up greater invisibility in most situations. (Mislead)
Modify Memory: Powerful occasionally, but very situational. (Modify Memory)
Planar Binding: Very very powerful, but also fairly situational (especially since bards can't even learn magic circle without Magical Secrets). If you have an opportunity to use it, having a powerful entity bound to you is usually not a bad thing (although some demons and devils and the like can be very good at twisting your commands, be careful). (Planar Binding)
Raise Dead: Very good for bard healers, or if you don't have another character that can take this. Depending on the campaign and your DM, PC death can be fairly common. Just obviously don't take this if you're playing Tomb of Annihilation, since it'll be completely ineffective. (Raise Dead)
Scrying: Situational. (Scrying)
Seeming: Situational, but occasionally useful for certain social situations. (Seeming)
Skill Empowerment: 5th level spell slot for expertise? You're a bard, you have expertise already. Nowhere near worth it. If you want expertise that badly, take one or two levels of rogue, it'll be more useful to you overall. (Skill Empowerment)
Synaptic Static: Fireball, but a very good damage type (psychic) and a nice debuff. Really your only option if you want a damage spell in this slot, but it's a very good one. (Synaptic Static)
Teleportation Circle: Situational. (Teleportation Circle)
6th Level:
Eyebite: Decent debuff (but not great), and you don't have too too many good options in the base bard spell list at this level. You might be better off using a Magical Secrets slot instead of just taking this because you feel you have to. (Eyebite)
Find the Path: Situational, and really not a 6th level spell (come on people, clairvoyance is only an apprentice level spell (or is it novice?)). (Find the Path)
Guards and Wards: Very very situational, but also very good at what it does. (Guards and Wards)
Mass Suggestion: Suggestion is already one of the best spells in the game, and there's no way an AoE version of it is going to be bad. (Mass Suggestion)
Otto's Irresistible Dance: Very very good debuff. Note that taking damage does not let them make a saving throw. (Otto's Irresistible Dance)
Programmed Illusion: Situational. (Programmed Illusion)
True Seeing: Situational, but occasionally very good. (True Seeing)
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Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Spells (Part 3)
This part will go over 7th, 8th, and 9th level spells.
7th Level:
Etherealness: Situational, but not a bad extreme panic option. (Etherealness)
Forcecage: While the component is expensive, this is a very strong effect. There's no saving throw unless they try to teleport out, it just always works. And at 13th level, you'll probably have enough money to buy 1,500 gp worth of ruby dust (note, I don't believe it's consumed). (Forcecage)
Mirage Arcane: Very situational and mostly useless.
Mordenkainen's Sword: This spell has always, always pissed me off. It's literally a worse version of a 2nd level spell. Yes, it does more damage, but—it requires an action to cast, and requires concentration. The main strength of spiritual weapon is that it doesn't require concentration. You'd be honestly better off just using Magical Secrets to get spiritual weapon. (Mordenkainen's Sword
Mordenkainen's Magnificent Mansion: For such a legendary mage, Mordenkainen has some really sucky spells. This is situational at best. (Mordenkainen's Magnificent Mansion)
Project Image: Situational. (Project Image)
Regenerate: Very very good for a healing/support bard. 1 hit point a turn doesn't sound like much, but it's enough to keep them on their feet (even if they drop to 0 hit points every turn). And of course, the healing at the beginning is a decent chunk anyways. Only unfortunate part is the long casting time. (Regenerate)
Resurrection: While the PC resurrection spells are usually good, the PC in question isn't usually dead for a full century. You're usually fine with just raise dead. (Resurrection)
Symbol: Powerful, but situational and expensive (this material component is consumed). You also usually won't have a full minute to prepare the battlefield beforehand. (Symbol)
Teleport: Slightly excessive panic option, or just situational. (Teleport)
8th Level:
Dominate Monster: Very very strong spell. Dominate is one of the best effects in the game, and a universal version is great. (Dominate Monster)
Feeblemind: Incredibly powerful single target debuff (against spellcasters, at least). If a spellcaster fails their save, they're pretty much just dead (I mean, unless they're a lich or something). Intelligence is a good saving throw to target, as well. Still slightly situational since there won't always be a spellcaster to target. (Feeblemind)
Glibness: Social spell on steroids. You probably have expertise in a Charisma skill and at least a +4 modifier at this point, so that's no less than a 29 on that ability check every single time. Still situational as a social spell, but maybe worth it. (Glibness)
Mind Blank: While this is a good buff, psychic damage is relatively uncommon. (Mind Blank)
Power Word Stun: There are better options, period. It's very easy to waste your slot thinking a monster has 150 hit points when it doesn't. (Power Word Stun)
9th Level:
Foresight: Insanely powerful buff, and it doesn't even require concentration. This is basically god mode. Just note the longer cast time, you'll have to prepare in advance with this (but it does last 8 hours). (Foresight)
Mass Polymorph: Very good for the same reasons as polymorph. When you get this spell your party should be level 17 at least anyways, meaning they can transform into the highest CR beast possible anyways. (Mass Polymorph)
Power Word Heal: Maybe a tad excessive, but very very good at what it does. (Power Word Heal)
Power Word Kill: Meh for the same reasons as power word stun. There are better options. (Power Word Kill)
Psychic Scream: Your best damage spell at this level without using Magical Secrets, and it's definitely a good one. Psychic resistance is rare, and the AoE is large. Good debuff as well. (Psychic Scream)
True Polymorph: Well, I'm quite sure your fighter's always wanted to be a dragon. Let him fulfill his dreams. (True Polymorph)
(Note that basically every spell was given a green rating. This is because there are really no bad options, and which one you choose mostly depends on your build and your personal preference.)
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Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Multiclassing
As a Charisma caster, you have a lot of options to give you more versatility and power, even if you only dip for two levels or so. I'll go over what I think of each class as a multiclassing option, and some of the example builds I'll post at the end of the guide will involve multiclassing.
Multiclassing Evaluation:
Artificer: While I know next to nothing about this class, you're probably better off with a spellcaster that doesn't use Int.
Barbarian: You rely on spells too much.
Cleric: Decent maybe for a one level dip into Life Domain for a support bard, but you're better off with a Charisma spellcasting class.
Druid: Wild shape doesn't help you too much, and Wisdom spellcasting is meh for you.
Fighter: Never a bad option for a multiclass, especially just a one level dip. Fighters have one of the best level ones out of any of the classes, giving you Fighting Style, Second Wind and all proficiencies besides heavy armor.
Monk: Not enough ability scores in common, there are better options. Not the worst, though.
Paladin: While bard/paladin isn't nearly as good as sorcerer/paladin, it's still a very good and synergistic combination. Paladins gain greatly from multiclassing into any Charisma based full casting class, and bard is no exception. When making a bard/paladin, always start off with paladin (so you get heavy armor proficiency).
Ranger: Same as monk and druid (well, minus the wild shape).
Rogue: Very good option for more utility/weapon based bards. Even just with a two level dip you get two more expertise, Sneak Attack and Cunning Action. Could go an extra level for help as a bonus action (Mastermind) for a more support role or Swashbuckler for flavor and synergy (especially with a College of Swords bard) (and the other subclasses are good options as well). If you really wanted to be the best skill monkey there ever was, you could go all the way to 11th level for Reliable Talent and another set of Expertise.
Warlock: Another very good option, especially for two/three level dips. Eldritch Invocations (especially Devil's Sight, but most of them are really quite good), eldritch blast, and most subclass abilities are very good things to have. Hexblade is especially good for melee bards that don't want to worry about having a good Str or Dex score and just use Charisma instead (especially if you're an elf/half-elf and want to use Elven Accuracy).
Wizard: Not the worst, but you don't have much use for Intelligence.
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Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Feats
While just getting a higher Charisma bonus can't be overlooked, most bard builds also benefit immensely from Feats. I'll go over every feat besides Dragonmarks (as I don't own that supplement).
Feats:
Actor: Could actually come in very useful for a bard, more so than any other class. Still situational, but if you can play off of it well could be useful.
Alert: This is never a bad feat for any character. +5 initiative and no surprise advantage is good no matter what party role you fill. That being said, it's also not really a necessary option for any character.
Athlete: Not terribly useful.
Bountiful Luck: Halfling bards and other people rolling 1s are both common things, and one of those things you want to avoid. Nice option for any bard that happens to be a halfling.
Charger: Not really your job, but also not necessarily the worst option.
Crossbow Expert: Not normally your job, but you could make it be. Crossbow Expert is just one of the best feats period (especially at early levels), but you just might not use it as much as a bard.
Defensive Duelist: Not a bad option. Becomes actually better than shield at very high levels, and can hold its own against it even before then. Especially since you'd need a Magical Secret slot for it.
Dragon Fear: Eh. You can get better fear spells without using a feat.
Dragon Hide: This is a very good option, but: 1. never get this as a Draconic Ancestor sorcerer (if you multiclass) or if you use mage armor, 2. if you plan on getting this try to make one of the affected ability scores odd to glean maximum benefit.
Drow High Magic: Having a free cast of dispel magic is very nice, and levitate once and detect magic at will are both decent. There are probably better options, but there are also much worse ones. Note that this isn't available to drow half-elves, only full drow.
Dual Wielder: If you plan on, well, dual wielding, go for it. If not, not your feat. Probably best for Sword bards if you planning on using Two-Weapon Fighting.
Dungeon Delver: Not a bad feat to have, especially if you're the person in your party that always checks for traps (and as a bard, you probably are).
Durable: Meh. Not terribly useful for you, unless you're using Dwarven Fortitude.
Dwarven Fortitude: This is an amazing feat . . .if you're a dwarf. Dwarf bards are pretty rare.
Elemental Adept: You have fewer sheer elemental damage spells as a bard, so probably not the best option unless you're planning on multiclassing into Warlock or Sorcerer.
Elven Accuracy: Hands down one of the best feats in the game, especially if combined with either greater invisibility or some form of see-through darkness (Devil's Sight/Shadow Magic). Note that half elves can take this feat, which makes this even better since you can get a +4 Charisma using standard array/point buy at level 4 while still taking a feat.
Fade Away: Not bad, but gnomes don't make great bards.
Fey Teleportation: Again not bad, but high elves don't make great bards generally.
Flames of Phlegethos: While this is normally a very good spell, you don't have many spells as a bard that use fire damage. Only take this if you use Magical Secrets on fire damage spells, or if you plan on multiclassing.
Grappler: Yeah, not really your job.
Great Weapon Master: A great feat, but but there aren't exactly many two-handed bards out there (or Strength based bards, for that matter).
Healer: Not a bad option for a support bard. Just, you know, make sure to actually buy healer's kits.
Heavily Armored: No. Start with one level of fighter if you care about having heavy armor proficiency that much.
Heavy Armor Master: A decent feat, but most bards don't wear heavy armor.
Infernal Constitution: Not the worst. Probably should only take this if you have an uneven Constitution score.
Inspiring Leader: Very good for a support bard. Just note that you have to prepare in advance for it (also, why does it take 10 minutes to give someone a pep talk?).
Keen Mind: You don't care about Intelligence, and the rest is mostly useless.
Lightly Armored: You have this already, and I think the character sheet shouldn't even let you get it.
Linguist: Or you know, you could let your party wizard cast comprehend languages as a ritual and not waste a feat on it. Or just not worry about it at all.
Lucky: Always a good feat for anyone. The ravages of RNG apply to everyone and everything.
Mage Slayer: Probably not your job, and this is what counterspell is for.
Magic Initiate: You're already far more than an initiate. Maybe if you really really want eldritch blast or fire bolt for some reason and don't want to use Magical Secrets for it?
Martial Adept: This isn't your job, and if you're a Sword bard you kind of have an equivalent anyways.
Medium Armor Master: Meh. Not that much of a benefit, you're probably just fine with light armor.
Mobile: Very nice, especially for Sword bards. Gives an incredible overall boost to mobility combined with their flourishes. Obviously not good for non-melee bards, though.
Moderately Armored: If you're that concerned about medium armor (which you shouldn't be in the first place), multiclass into literally any melee class other than monk or be a Valor/Sword bard. If you ever take this feat, I will haunt your dreams forever. I'm serious.
Mounted Combatant: This is really more of a Paladin/Cavalier feat, but if it somehow works in your build—go for it.
Observant: Not terribly useful, but there are worse options.
Orcish Fury: Not many half-orc bards, but if this works with your build it's not the worst.
Polearm Master: Another amazing feat that's not terribly great for bards. Maybe a strength based Valor bard could use this?
Prodigy: I mean, not the worst. But considering Jack of all Trades, probably not worth it.
Resilient: Not a bad option if you take Constitution for concentration saving throws, especially if you don't plan on taking War Caster.
Ritual Caster: Actually not bad. Find Familiar and detect magic are just two spells that come to mind, there's a lot of good options.
Savage Attacker: Meh. Not really your job.
Second Chance: If you're a more selfish halfling bard than your more bountiful friends, go for it. Even better that it works once every combat.
Sentinel: Not really your job.
Sharpshooter: If you're making an archery based bard (especially one with Crossbow Expert), this is gold. If not, it's useless.
Shield Master: Probably not your job, you don't even have proficiency without Valor bard or a multiclass.
Skilled: You're a bard. You don't really need this.
Skulker: Not bad for a stealthy bard, although it won't hide your spellcasting.
Spell Sniper: Eh, maybe. You don't really need this, though.
Squat Nimbleness: Eh. If you really want to make a troll build with Sword bard and Mobility, maybe. (God, imagine how annoying that would be. Put it on a Goblin and you've got 45 feet of movement (55 with flourishes, 65 with longstrider), basically don't ever provoke opportunity attacks, and can dash as a bonus action. Not necessarily good, just annoying.)
Svirfneblin Magic: All of these spells are great, but most bards aren't Svirfneblin. If you are, go for it.
Tavern Brawler: Not really your job.
Tough: Always good, but maybe not your job.
War Caster: Very useful for melee multiclasses (especially sorcadins), or if you just want an easier time keeping concentration. Not as good as for sorcerers, since you don't have booming blade.
Weapon Master: You don't really need this.
Wood Elf Magic: Not bad, but wood elf bards are relatively uncommon. Both spells are great, though.
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Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Builds
Ah, my favorite part. I'll make a build for each subclass, and post a link to the level 20 character sheet and an explanation about it in each spoiler. Each build will be with no magical items, and spells are interchangeable/personal preference unless otherwise stated.
College of Glamour (Ultimate Support/Social, with some Archfey thrown in for flavor and Life Domain for heals):
Here's a sample Glamour build, pretty much entirely for support and social situations. Took Fierna Tiefling for the good spells. Multiclass dipping into a couple levels of Warlock and Cleric—warlock mostly for flavor, cleric for Divine Domain's level 1 abilities. You can actually put some points into Strength and go the heavy armor route with this build if you want, but I chose Dex. Multiclassing also doesn't add too too much here, you can easily do without. Took Devil's Sight because it's stupid, and Beguiling Influence to be an even better social bard. Took Actor, Healer and Inspiring Leader mostly just for fun/flavor. You could also just put points into Dex instead (although with medium armor it wouldn't matter as much). For my 4 magical secrets spells, I took spirit guardians, spiritual weapon, counterspell, and healing spirit. All just for better support/healing spells. I'm using a breastplate to avoid stealth disadvantage (you could also use mithril half-plate if you can find it), so my AC is 16. Low, but you shouldn't be too in the thick of things anyways.
This build is very good at healing and amazing at support, although it's rather lacking in terms of pure damage spells (which aren't really a necessity, though). Its main cons are low AC and lack of damage.
Here's a link to the sheet:
Hymn
College of Lore (Less bard to fully take advantage of early magical secrets, and also for more overall utility. And to avoid the level 14 Lore ability.):
Here's a sample Lore build, was mostly just messing around with a support character more based around debuffs. Went wood half-elf for slightly easier stealth (could also go for the +5 movement speed). 7 levels of rogue to get Evasion, a fourth Expertise (slightly overkill? probably) and Help as a bonus action (Mastermind); and 2 levels of warlock for Hex Warrior and Invocations (rarely is there a bard build that won't benefit from Hexblade, at least mechanically). For Magical Secrets spells I took shield (although I realized afterwards you can get it from Hexblade, might want to swap that out if you're dipping into Warlock early), bless (amazing buff), healing spirit (more healing), and counterspell (for obvious reasons). This is a rather Feat light build (ASI light in general), I only took Lucky. You could take War Caster or maybe Inspiring Leader instead if you wanted to. Took Armor of Shadows for permanent mage armor, so your AC is at 16 base, 21 with shield. Not the worst, not the best.
This build has very high utility, with nearly every skill it's proficient in having expertise. It also has decent healing, and a large number of good buffs and debuffs. It's main weaknesses are low survivability and lowish damage, although you can try to use sneak attack if you need to output more damage (I'd recommend ranged).
Sheet link:
Wilnan
College of Swords (Dex melee build, Fighter and Rogue multiclass):
Here's a sample Swords build. Went dark elf for no particular reason. Multiclassed into Fighter for shield/martial weapon prof, and Fighter's amazing level 1 and two abilities. Went for 4 levels of rogue (could do 1 Fighter and 5 Rogue if you want Uncanny Dodge and more sneak attack) for Rogue perks and Swashbuckler, giving us a ridiculously high initiative and easier sneak attack. Took Elven Accuracy and War Caster as feats, you can take Mobility but Swashbuckler already gives most of the benefit. I took shield (better defense), lightning bolt (damage, could take fireball instead), counterspell (for obvious reasons) and booming blade (synergy with dissonant whispers and War Caster) as my Magical Secrets spells. Shadow blade would also be a good option to take. Wearing a breastplate and a shield gives 19 AC with Defense fighting style from Fighter, up to 24 with shield.
This build has incredible burst damage, high accuracy, and more utility than most builds like it from the many levels of bard. The main downside is relying maybe a little too much on just basic attacks as a spellcaster.
Sheet Link:
Joxisys Berevan
College of Valor (Bardadin (Paladard?)):
Here's an example Valor build. For most Paladin/Caster builds, I'd recommend taking no fewer than 6 levels of Paladin—but Valor gives you extra attack anyways, and this is a bard guide, so I decided to stick with 4. I took Oath of Vengeance, mostly out of personal preference, but getting hunter's mark and their Channel Divinity is very nice. That being said, you won't really need the advantage from the Channel Divinity, because we're also taking two levels of Hexblade. Hexblade so my melee attacks can be Charisma, thus activating Elven Accuracy when combined with darkness and Devil's Sight. I also took agonizing blast just to have a decent ranged option. For feats, I took War Caster (a near necessity for any melee spellcaster, especially one with a shield) and Shield Master (to counteract the poor dex saves somewhat, and just for fun). For Magical Secrets I took counterspell, spiritual weapon (very very good damage spell, doesn't require concentration), chain lightning (bard's don't have many/any good higher level damage AoEs), and darkness (because of Devil's Sight, obviously). You could also take a third level of warlock instead of one bard and just get darkness that way, but the Valor capstone is quite nice and you would miss out on it if you took a third warlock level. I'm wearing plate and a shield with the Defense fighting style, so base AC is 21, 23 with shield of faith, 26 with shield, and 28 with both.
This build has very strong burst damage, good survivability, good support, very good accuracy, and a host of useful spells. The only negatives are low Dex/Wis/Cha saves due to no Aura of Protection, and just the fact that (in my opinion) sorcerers are a slightly better option for multiclassing from paladins.
Here's the link:
Marwaris
College of Whispers (with some rogue and warlock thrown in):
Here's a sample Whispers build. Took Variant Human so I could have Crossbow Expert at level 1. Went for 3 levels of Hexblade so I could have two hand crossbows based off Charisma (one pact of the blade, one hex weapon), and darkness and shield. Took Devil's Sight and Armor of Shadows for my invocations. Also went for 3 levels of Inquisitive for more consistent sneak attack (any subclass works, really) and Cunning Action. For my only other feat, took Sharpshooter (for obvious reasons). Took counterspell, guardian of faith, chain lightning and haste as my Magical Secrets (most are interchangeable other than counterspell). Base AC of 16 with mage armor from invocation, so 21 with shield.
This build has great burst damage from a distance, very good utility, and very good spells. Cons are only decent survivability, Whispers not really being the best College, no higher level spells, and an over dependance on bonus actions.
Here's a link:
Arch Lionchaser
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Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
I hope you all enjoyed this bard guide, and found it at least somewhat helpful. Please feel free to post any comments, suggestions, and questions.
Check out my Extended signature here
Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
I’d consider you to re-evaluate your ratings on Lore Bard (make it full green at least). Magical secrets is green but could possibly be argued as gold. I don’t know enough on this class to make a full evaluation myself but I do feel like you’re harshly judging the bard class overall and discounting its versatility in the role it plays.
I mainly feel a lot of the subclass ratings should be fixed and tweaked. Lore bard is one of the best subclasses but is ranked below most of the subclasses.
I personally don't find lore bard to be that useful. Two more magical secrets isn't worth the horrible capstone, and I'd consider Glamour just a better option in general.
I'm not judging the bard class itself harshly at all, I find it very useful and versatile.
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Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Right, that’s my mistake. I keep mixing your blue and green ratings but I do believe there should be a fix to the ratings of the subclasses.
I rate it that low because, in my opinion, Glamour is better in that archetype of subclass (support). Valor and Swords are rated higher, but also fill completely different categories of subclass (damage).
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Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Basically, I look at it like this. If you compare Valor and Lore, Cutting Words and Combat Inspiration, Combat Inspiration is more versatile while Cutting Words' benefit is you can use it to defend yourself. Magical Secrets you would get anyways even as a non Lore bard, you just get it earlier. Whereas with Extra Attack, you can only get that otherwise from 5 levels of multiclassing. Then, Lore's capstone is honestly one of the worst capstones in the game.
I would say of the 5 that Whispers is the weakest overall, due to an overabundance of situational abilities.
Check out my Extended signature here
Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Thank you for this! Always good to see bards getting some love and analysis. I'll comment more substantively later, but my first suggestion is that you might want to edit post #2 because it says "What is a Sorcerer?"
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
Thanks for that, lol. That's what I get for working off the formatting of a previous guide.
Check out my Extended signature here
Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)