You are a bard, a performer whose words, songs, and dance are infused with magic. You may long for adventure and glory, and travel across the land in search of fame and fortune—or perhaps you are simply the old village storyteller, who relates stories of their adventures from decades past. You are also a member of Dungeons & Dragons’ most versatile class, since you have access to roguish skill expertise, stylish fighting techniques, and spells that would make a wizard jealous. This incredible versatility comes at the cost of complexity, so let us help you make the most of your bardic powers!
This guide will serve as your introduction to the bard in D&D. We'll cover class features, explain how to play a bard, and more, with a focus on material found in the Basic Rules and Player's Handbook. We'll focus on your early-level options so as not to overwhelm you.
Building a D&D Bard
When you're ready, head over to D&D Beyond's character builder. Below, we'll discuss the options you'll be presented during your bard's character creation.
Step 1: Choose a Species
While any species can be a good bard, the most powerful bards tend to be from species that improve your Charisma score. Charisma is your most important ability score because it determines the power of your spells and your other bardic powers, and it also improves your Performance skill, a vital talent for any bard!
- Half-elves make splendid bards, thanks to their natural +2 bonus to Charisma. They also fit the narrative of a bard perfectly; as outsiders to both human and elvish cultures, they are ideal travelers, flitting between towns and collecting stories.
- Tieflings are excellent bards as well, again thanks to a natural +2 bonus to Charisma. Plus, that devilish appearance is just perfect for a hardcore rocker.
- Lightfoot halflings are also good bards, especially if you want to be a warrior in addition to a spellcasting performer. Their +2 bonus to Dexterity makes them nimble fighters, skilled at wielding rapiers and bows to support their party with more than just songs.
Step 2: Choose Your Class
Choose bard as your class (unless you're prone to stage fright). This will grant you some class features right off the bat. We'll touch on all of these features in the Bard Class Features section. For now, let's focus on your skill proficiencies.
- Choose skills that fit the character you want to play. Most bards should be proficient in the Performance skill because it’s essential to the fantasy of their class. Even if you aren’t a musician or a dancer, your Charisma (Performance) checks could still represent acting talent or even oratory skill.
Step 3: Ability Scores
Now it's time to set your ability scores! These stats provide a baseline bonus or penalty to every roll your bard will make over their adventuring career.
- Place your highest ability score in Charisma. This is your spellcasting modifier, meaning the higher your Charisma is, the more potent your spells will be. It also factors into how well you perform in social situations, which bards are usually keen to take point on.
- If you want to support your party and focus on using spells to buff your party, place your second-highest ability score in Dexterity. This will improve your Armor Class, making it harder for enemies to land hits on you. If you want to focus on taking hits instead of your allies, place your second-highest ability score in Constitution.
- Place your third-highest score in whatever option you didn't choose, between Dexterity and Constitution.
- Fill in the rest as you see fit.
Step 4: Description
Choose any background that fits your character concept. This is a chance to be creative! How did you become a bard? Were you once a soldier that kept up their unit’s morale with songs? Or were you a sailor that recorded the history of every island they dropped anchor at?
Step 5: Equipment
Finally, determine your equipment. For an easy selection, click on "EQUIPMENT" when prompted to "Choose EQUIPMENT or GOLD." Your selection of equipment is easy, most of the choices are purely creative decisions on your part. What kind of instrument do you want to play? Do you carry the gear of an entertainer or a diplomat? The only real choice is what kind of weapon you want to use—but even then, most bards will want to carry a rapier. Choosing a simple weapon will let you pick a ranged weapon like a light crossbow, in case you want to be fighting from afar.
Bard Class Features
1st Level
Spellcasting: You learn two cantrips and four 1st-level spells from the bard spell list at this level. You don't get to change your cantrips, so choose wisely. On the other hand, the spells you've chosen aren't permanent. Each time you gain a level in the bard class, you can swap out one of your known spells for another one. We go into detail on which spells bards might want to take a look at in our Bard Spells section.
Bardic Inspiration: At 1st level, you gain your Bardic Inspiration, your core class feature. The standard form of Bardic Inspiration is very support-focused and allows you to give bonuses to your party members' rolls. Your subclass at 3rd level may give you alternate ways of using this feature.
2nd Level
Jack of All Trades: At 2nd level, you gain the Jack of All Trades feature. This is a passive buff to all your non-proficient ability checks, which is a massive boost to your utility.
Song of Rest: You also gain the Song of Rest feature, which gives a little extra healing to your allies during a short rest.
3rd Level
Bard College: At 3rd level, you choose your Bard College! More details on the benefits of each in our Bard Subclasses section.
Expertise: Also at 3rd level, you gain Expertise in two skills or tool proficiencies of your choice, which doubles your proficiency bonus when making ability checks with those skills. Which skills you choose to gain Expertise in are up to you, but you can’t go wrong choosing Performance and Stealth.
4th Level
Ability Score Improvement (ASI): At this level, you can increase one ability score by 2 or increase two ability scores by 1. Bards should use their Ability Score Improvement to increase their Charisma or Dexterity score by +2. Your choice, depending on whether you want your spells or weapons to be more powerful. You may wish to choose a feat to accentuate your role in the party, instead of an ASI. Feats are an optional rule discussed in the Player's Handbook, so talk to your Dungeon Master before picking one up. Bards who will be in the fray with other martial characters should consider taking the War Caster feat, which makes it easier to concentrate on spells while in combat.
5th Level
Font of Inspiration: This ability causes you to regain all uses of Bardic Inspiration after a short rest! This is a huge boon because it allows you to use the Bardic Inspiration features granted to you by your subclass more frequently.
Bard Spells
You start knowing two cantrips and four 1st-level spells, but as you level up you'll learn a greater variety and more powerful spells. For more information on this, check out The Bard Table. If you're not sure which spells to pick up for your bard, have a look at the ones we've curated below!
Cantrips
- Dancing lights: What would a concert be without a light show?
- Friends: If you need to get information out of an NPC, this can help make them amenable (you might need to hoof it after, though).
- Mage hand: This handy cantrip can be used to activate traps, pickpocket unsuspecting targets, and generally lend a hand wherever you need one.
- Mending: Fix everyday wear and tear on mundane objects.
- Message: This limited telepathic ability allows you to communicate with your party members while you're separated.
- Minor illusion: One of the most useful cantrips out there, the only bounds to minor illusion is your imagination!
- Prestidigitation: Do various small, magic-y things.
- Vicious mockery: A bard classic, and one of the funniest spells in the game if you’re adept at insulting people. Your friends will love this one, too, since it imposes disadvantage on the next attack roll that creature makes, which helps keep you and your allies safe.
1st-Level Spells
- Charm person: If you ever need to convince or get passed a humanoid creature, this can be an indispensable resource.
- Cure wounds: Solid 1st-level healing. Restores more hit points than healing word but requires touch and takes an action.
- Dissonant whispers: Another bard classic. This can be especially potent if you target an enemy that is within range of your fighter because it can allow them to make an opportunity attack.
- Disguise self: Take on the guise of another creature! Wonderful for infilitration.
- Faerie fire: Great support option. Reveal pesky invisible enemies and give your party advantage on their attacks!
- Healing word: Less potent healing than cure wounds, but it can be critical when you have a downed party member that you can't reach.
- Heroism: Immunity to the frightened condition and some temporary hit points for your favorite hero.
- Silent image: A bigger and more manipulatable illusion than minor illusion.
- Tasha’s hideous laughter: Potent single-target debuff that can give your martial buddies a chance to attack with advantage if the target fails and falls prone.
- Thunderwave: Creates a shockwave that ripples outward in a circle, potentially blasting away foes.
2nd-Level Spells
- Blindness/deafness: Causes the target to become either blinded or deafened for the duration, posing a massive disadvantage in combat.
- Detect thoughts: Browse the surface-level thoughts of a creature or dig deeper and risk getting caught.
- Enthrall: Distract creatures with a string of magical words!
- Heat metal: One of the bard's most potent damage spells. If an enemy is wearing metal, you can make them hurt for it.
- Hold person: Immobilizes a humanoid target, making them easy prey in combat.
- Invisibility: Renders you invisible until you attack or cast a spell.
- Lesser restoration: Removes some nasty conditions if you've got a party member that's down and out.
- Phantasmal force: Craft an intricate illusion in an enemy's mind!
- Shatter: Kind of like thunderwave but with more damage and you can choose the point from which the blast emanates.
3rd-Level Spells
- Dispel magic: A crucial tool that will allow you to end certain magical effects.
- Hypnotic pattern: One of the best crowd-control options in the game! This spell can turn an entire encounter on its head.
- Stinking cloud: It's like fog cloud, but this poisonous cloud can force creatures to waste their action.
Bard Subclasses
As a bard, your broad spell selection and skill bonuses make you a natural jack-of-all-trades, allowing you to fill just about any role in your party with ease. This versatility is your greatest strength, but it can also make you slightly unfocused. You may be able to fight like a fighter, be as skilled as a rogue, and cast spells like a wizard, but you’ll never have quite the raw power that any of these classes possess.
Consider what role you want to primarily fill in your adventuring party. A bard that focuses on offense will use both swords and spells to destroy their enemies while empowering their allies to do the same. On the other hand, a bard that wants to support their allies will find that their class offers plenty of options for this playstyle, with dozens of spells and class features improving their ability to bolster their allies’ abilities.
Until you choose your Bard College (hereafter referred to as a subclass) at 3rd level, your role will be defined primarily by your spell selection. If you’re starting at 1st level, use these first three levels to figure out what kind of role you want to fill in the party. You don’t have to start the game knowing what you want to do, especially as a freewheeling bard.
In the below table, we provide a brief description of each of the bard subclasses. Beyond that, we go into detail on the College of Lore (found in the Basic Rules) and the College of Valor (found in the Player's Handbook).
Bard College | Description | Strengths |
College of Creation | Channel a power known as the Song of Creation. | Utility |
College of Eloquence | Wield a blend of logic and theatrical wordplay. | Support |
College of Glamour | Use your magic to delight and captivate others. | Support |
College of Lore | Discover powerful secrets and use them in your magic. | Support |
College of Spirits | Conjure spiritual embodiments of powerful forces. | Utility |
College of Swords | Defeat your enemies with daring feats of weapon prowess. | Offense |
College of Valor | Charge into battle, just like great heroes of the past. | Tank |
College of Whispers | Use your knowledge and magic to uncover secrets and turn them against others. | Offense |
College of Lore
This bard subclass is all about versatility and knowledge. Its primary feature is Additional Magical Secrets, allowing the bard to learn spells from any class.
Playstyle: Lore bards are skilled in many areas and excel at supporting their allies. They can use Bardic Inspiration to boost their allies' abilities and Cutting Words to hinder their enemies' attacks. They also have access to a wide range of spells from multiple classes, making them a great choice for party face, utility caster, and can even be potent blaster casters.
Key Benefits: Additional Magical Secrets is an incredibly powerful ability that allows Lore bards to pick up two spells from any class. Great choices at 6th level would be counterspell, fireball, or pass without trace. At higher levels, they gain Peerless Skill, allowing them to add their Bardic Inspiration to any ability check, which can help overcome difficult odds.
College of Valor
The College of Valor is a bard subclass that focuses on martial prowess and battlefield leadership. They gain proficiency with medium armor, shields, and martial weapons, making them capable melee combatants.
Playstyle: Valor bards are versatile combatants who can switch between melee combat and casting spells with ease. They excel at supporting their allies with buffs and debuffs while also dealing damage with weapon attacks. Most Valor bards will stack into Dexterity and use a rapier to deal damage with a shield and medium armor to boost their AC. While in the fray, Valor bards tend to focus their spells on battlefield control options like dissonant whispers and hypnotic pattern to give themselves and allies the upper hand in combat.
Key Benefits: College of Valor bard's main benefit is their combat proficiency. They gain an extra attack at 6th level, allowing them to make two weapon attacks in a single turn. At 14th level, they gain Battle Magic, which allows them to cast a cantrip and make a weapon attack as a bonus action in the same turn. Additionally, they can inspire their allies with their Combat Inspiration ability, giving them extra damage or boosted AC when they use the Bardic Inspiration you give to them.
How to Play a Bard
Unless you are a member of the College of Valor or the College of Swords, you will probably be using your spells most often in combat. As a “full spellcaster” (like a wizard or cleric, as opposed to a “half spellcaster” like a ranger or paladin), the bulk of your power comes in the form of spells. Bards need to learn spells from their spell list, but they can cast any spell they know at any time, as long as they have a spell slot to cast it with. Unlike wizards or clerics, a bard never has to prepare spells. You only know a certain number of spells, and you gain more as you level up. Look at the Spells Known column on The Bard Table to see how many spells you know at any given level.
Bards that rely on their spells—support-focused bards, generally—will spend most of their time in the back lines, supporting their allies from afar. This is fine; support casters don't want to be hit by enemy attacks at all, if possible. If you’re focusing more on offense, however, you may very well be in the thick of the melee. Beware of using spells that require concentration when you’re in the middle of a fight. If you’re taking a lot of hits, it will be hard to maintain concentration, since every time you take a hit, you have to make a successful Constitution saving throw in order to hold onto the spell you’re concentrating on.
A Bard of Your Own
Bards excel in their ability to fill thematic holes in a party. If no one wants to play a cleric, a bard can support the party. If no one wants to play a fighter, a bard can step onto the front lines. But in a party where every major niche is already filled, bards are exceptionally suited to serving as general support and an expert jack-of-all-trades. No matter how you like to play D&D, odds are you’ll be able to play the way you want to as a bard. Even if you don’t have the perfect answer, your Bardic Inspiration will let you live vicariously through other peoples’ successes.
Most importantly, though, no two bards are alike. Not in terms of mechanical build, and certainly not in terms of character or personality. Bards tend to get a bad rap for being stylish lechers, but the bard class has enough narrative leeway to let you play anything from a young scribe to an old storyteller, or from a chaste historian to a strung-out rock star. When you play a bard, you can never go wrong by walking to the beat of your own drum.
James Haeck (@jamesjhaeck) was formerly the lead writer for D&D Beyond. They have contributed to a number of D&D releases, including Waterdeep: Dragon Heist, Explorer's Guide to Wildemount, and Critical Role: Call of the Netherdeep. They are living their best druid life in in Seattle, Wash., with a veritable jungle of houseplants.
This article was originally published on May 14, 2018, and was updated on March 17, 2023.
Great article!
For your offensive bard spell selections at 5th level, the 3rd level spell bestow curse is a good option. It provides both offensive and defensive benefits in combat, while opening them up for other spells to land on your target.
Great work James. Having just started playing a bard for the first time this broke things down nicely. Being a glamour bard, I've definitely filled myself into a solid support role with some punch. Can't wait to play again!
Just like real life!
EDIT: An excellent article, by the way. It's convinced me to make my next character a bard.
Regarding expertise, the article says "At 3rd level, you gain Expertise in two skills or tool proficiencies of your choice." I guess this is a house rule? The RAW says: "At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies." There's no mention of tools.
I always thought this was a deliberate choice to not allow a bard to out-rogue a rogue.
Under "What Kind of Bard are You?" there's mention of changing out prepared spells overnight, which bards can't do. At best, they swap one spell once a level.
Quick note James, you mention that the Bards can change their role overnight by preparing different spells, but the Bard doesn’t prepare spells, but rather learns them on level up.
One way to gain even more versatility is to multiclass 1 level into sorcerer. It being a full caster will not limit your total amount of spellslots and it uses Charisma as well. It will greatly increase the amount of cantrips you know for utility and RP purposes (I use mending every time our barbarian rips my bagpipes apart) and allowing for top picks like Spare the Dying and Green-Flame Blade. For a College of Swords bard, the access it gives to Shield might be good. Just make sure you pick spells which will remain useful at higher levels (such as Shield). If you choose Divine Soul as your Sorcerous Origin, you'll also gain access to some sweet Cleric spells as well (Shield of Faith, anyone?). The greater number of cantrips will even allow you to pick up Mage Hand, an often overlooked utility which is quite useful for all sorts of purposes, such as remotely triggering traps, grabbing that key from the table near the sleeping guard, and poking the barbarian in the back when he's not looking.
Is it Druid next? Or are you doing all the D&D Beyond classes in alphabetical order and going for Blood Hunter? They’re my two favourite classes to play as.
Taking the alphabet thing from your comment on the Barbarian article.
Great article, though I'm surprised it focuses so heavily on combat. Bards shine best when the game turns to the other pillars, social (naturally!) and exploration (with those extra skills). Don't let the Barbarian with 8 Charisma do the talking; not even an Enchantment Wizard should be able to match a Bard in terms of talking their way through situations and "diplomancy". And if you don't have a Rogue and need somebody to pick a lock or listen at a door, guess who can do the job just as well? YUP.
The one piece of advice that I think you missed for any bard "Do not be jealous of the other players abilities for you can out fight the wizard, out heal the Barbarian, out charm the sorcerer and the rogue, and outclass the cleric and the paladin. Besides specialization makes you weaker somewhere else"
What would College of Discord be classified as?
This was great! Bard is my favorite class to play, and this was a great guide. :)
Nice! I hope this will be useful for the kenku bard in my game.
This is an amazing article, but I still feel like the most annoying bard player ever. (Bards don’t usually have 19 Dexterity and 13 Charisma, do they?)
Quick tip for whisper bards out there: multiclass to assassin rogue. Critical hits with psychic blades are brutal, assassin gives you a reliable way of getting them, plus the two go together thematically so well.
Anything you can do a Bard can go better :P
On a less tupid note Lore Bards can make good spell offensive bards. Though it takes them a bit longer (level 6) to come online compared to something like wizard. As when you get the extra magical secrets you can take something like Lightning Bolt which gives you good damage.
I was reading through the article and it occurred to me that this is missing a feature I like from the guides on other forums like GiantTip or Enworld. I really like the idea of using color schemes to highlight choices. Example: http://www.giantitp.com/forums/showthread.php?427508-Player-s-Gonna-Play-A-Bard-s-Guide These guides help a new player really get a grasp of strength's and weaknesses. Though it does lead to cookie cutter characters and is driving a lot of min/maxing. Is there anyway to could incorporate some these previous guide idea's into your articles?