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D&D 5e (2014) Class GuideBard Guide: Build, Spells and Ratings

The best races, feats and spells for a 2014 rules bard, two ready-made builds, and what to pick at every level from 1 to 20.

2024 RULES 2014 RULES

Overview

At a glance
Hit die
d8
Saving throws
Dex, Cha
Primary ability
Charisma
Armor
Light
Difficulty
Moderate
SRD subclass
College of Lore
SupportControllerFace
Role ratings
Damage Control Survival Utility Party support

The bard is a full caster that is also good at skills and talking. You hand out Bardic Inspiration dice, heal, charm and lock down enemies, and from level 2 you add half your proficiency bonus to every check you are not proficient in. The College of Lore adds more skills, a reaction that ruins enemy rolls, and spells from other classes at level 6.

Thrain's take

Every party wants a bard and few of them know why until one shows up. You will not win the damage race. You will talk the party past the ogre, make the assassin miss, and pick up the fighter from 0 with a bonus action. That is the job.

Strengths
  • Full spellcaster with Healing WordHealing Word1st-level EvocationCastingBonus ActionRange60 feetDurationInstantaneousA creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs., Hypnotic PatternHypnotic Pattern3rd-level IllusionConcentrationCastingActionRange120 feetDuration1 minuteSaveWisdomYou create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a wisdom saving throw. and PolymorphPolymorph4th-level TransmutationConcentrationCastingActionRange60 feetDuration1 hourSaveWisdomThis spell transforms a creature that you can see within range into a new form. An unwilling creature must make a wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.
  • Jack of All TradesJack of All TradesLevel 2 featureStarting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus. and ExpertiseExpertiseLevel 3 featureAt 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. At 10th level, you can choose another two skill proficiencies to gain this benefit. make you the best skill user in most parties
  • Cutting WordsCutting WordsLevel 3 featureAlso at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. turns a hit into a miss after the roll
  • Spells from any class with Additional Magical Secrets at 6 and Magical Secrets from 10
Weaknesses
  • Weak damage, especially before level 5
  • Spells known, not prepared: a bad pick stays until you level
  • Light armor only, so you want to stay out of melee
  • Bardic Inspiration only comes back on a Long Rest until level 5

Ability Scores

Charisma, then Dexterity, then Constitution. Charisma powers your spells and your Bardic Inspiration uses. Dexterity is your armor class in leather or studded leather. In the 2014 rules your race gives the ability score increases, so pick one that adds Charisma. With the standard array and a Half-Elf (+2 Charisma, +1 Dexterity, +1 Constitution), you start with:

8STR
15DEX
14CON
10INT
12WIS
17CHA

Put your level 4 Ability Score Improvement into Charisma (+1 to 18) and Dexterity (+1 to 16), or take a feat. Reach 20 Charisma by level 8.

Best Races for a Bard

Legendary: build around it Epic: excellent Rare: good Uncommon: works Common: weak fit
Half-Elf
+2 Charisma and +1 to two other scores, usually Dexterity and Constitution. Two extra skills from Skill Versatility stack with Expertise.
Legendary
Halfling (Lightfoot)
+2 Dexterity and +1 Charisma. Lucky protects your concentration saves, and Naturally Stealthy lets you hide behind the party fighter.
Epic
Tiefling
+2 Charisma and +1 Intelligence, fire resistance and free spells from Infernal Legacy.
Epic
Human
+1 to every score. If your table allows the variant human from the Player's Handbook, it becomes Legendary: a feat and a skill at level 1.
Rare
Dragonborn
+1 Charisma and a breath weapon for when your cantrips fall short. The +2 Strength does little for you.
Uncommon
Elf (High Elf)
+2 Dexterity for armor class and Perception proficiency, but nothing for Charisma.
Uncommon
Dwarf (Hill Dwarf)
+2 Constitution and extra hit points, but no Charisma and a 25 foot speed.
Common
Gnome (Rock Gnome)
Gnome Cunning is a strong defense, but Intelligence and Constitution do not cast your spells.
Common
Half-Orc
Strength and Constitution. Menacing gives Intimidation, which you could get elsewhere.
Common

Best Feats

Feats are optional in the 2014 rules and only one is in the free SRD, so these come from the Player's Handbook. Ask your DM before you plan around one.

War Caster
Advantage on concentration saves. Your Hypnotic Pattern or Hold Person survives the first hit.
Legendary
Resilient (Constitution)
+1 Constitution and proficiency in Constitution saves, which bards lack. Better than War Caster in the long run.
Epic
Inspiring Leader
Spend 10 minutes speaking to give up to six creatures temporary hit points equal to your level plus your Charisma modifier. Uses your best score.
Rare
Lucky
Three rerolls a day on attacks, checks or saves. Good on any class.
Rare
Alert
+5 to initiative and you cannot be surprised. Jack of All Trades already adds to initiative, so this stacks.
Rare
Grappler
The one feat in the SRD. Not a bard's job.
Common

Subclass: College of Lore

The College of Lore is the bard college in the free 2014 rules. You join it at level 3, and it makes you the party's expert in everything plus a reaction that wrecks enemy rolls.

Bonus ProficienciesLEVEL 3

Three more skills of your choice. Pick ones you plan to use Expertise on later.

Cutting WordsLEVEL 3

When a creature you can see within 60 feet makes an attack roll, ability check or damage roll, use your reaction and a Bardic Inspiration die to subtract the roll from the result. You can wait until you see the roll, as long as it is before the DM says whether it succeeds.

Additional Magical SecretsLEVEL 6

Learn two spells from any class's list at level 6. CounterspellCounterspell3rd-level AbjurationCastingReactionRange60 feetDurationInstantaneousYou attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. and FireballFireball3rd-level EvocationCastingActionRange150 feetDurationInstantaneousSaveDexterityDamage8d6 FireA bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a dexterity saving throw. are the classic picks.

Peerless SkillLEVEL 14

Spend a Bardic Inspiration die on your own ability check. You rarely fail a skill check again.

The Player's Handbook adds the College of Valor, and later books add more. They are not in the free rules, so this guide does not cover them.

Best Bard Spells

Bards know a fixed number of spells and can swap one each time they level up, so every pick counts. Ratings assume a Lore bard in a party of three to five.

Cantrips

Pick 2 at level 1
Vicious MockeryVicious MockeryEnchantment cantripCastingActionRange60 feetDurationInstantaneousSaveWisdomYou unleash a string of insults laced with subtle enchantments at a creature you can see within range. Small damage, Disadvantage on its next attack
Minor IllusionMinor IllusionIllusion cantripCastingActionRange30 feetDuration1 minuteYou create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. Cover, distractions, lures
Mage HandMage HandConjuration cantripCastingActionRange30 feetDuration1 minuteA spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. Pull levers from a safe distance
MessageMessageTransmutation cantripCastingActionRange120 feetDuration1 roundYou point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. Quiet plans across the room

1st Level

Know 4 at level 1
Healing WordHealing Word1st-level EvocationCastingBonus ActionRange60 feetDurationInstantaneousA creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. Bonus action, 60 feet, gets allies up from 0
SleepSleep1st-level EnchantmentCastingActionRange90 feetDuration1 minuteThis spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. No save. Ends level 1 fights
Faerie FireFaerie Fire1st-level EvocationConcentrationCastingActionRange60 feetDuration1 minuteSaveDexterityEach object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a dexterity saving throw. Advantage on attacks for the whole party
Hideous LaughterHideous Laughter1st-level EnchantmentConcentrationCastingActionRange30 feetDuration1 minuteSaveWisdomA creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. Takes one enemy out of the fight
Charm PersonCharm Person1st-level EnchantmentCastingActionRange30 feetDuration1 hourSaveWisdomYou attempt to charm a humanoid you can see within range. It must make a wisdom saving throw, and does so with advantage if you or your companions are fighting it. Talk your way past a guard

2nd Level

From level 3
Hold PersonHold Person2nd-level EnchantmentConcentrationCastingActionRange60 feetDuration1 minuteSaveWisdomChoose a humanoid that you can see within range. The target must succeed on a wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another wisdom saving throw. On a success, the spell ends on the target. Paralyzed humanoid, hits from within 5 feet crit
SuggestionSuggestion2nd-level EnchantmentConcentrationCastingActionRange30 feetDuration8 hoursSaveWisdomYou suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. One sentence, up to 8 hours of compliance
Heat MetalHeat Metal2nd-level TransmutationConcentrationCastingActionRange60 feetDuration1 minuteSaveConstitutionDamage2d8 FireChoose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Ruins anyone in metal armor
InvisibilityInvisibility2nd-level IllusionConcentrationCastingActionRangeTouchDuration1 hourA creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell. Scouting and escapes

3rd Level

From level 5
Hypnotic PatternHypnotic Pattern3rd-level IllusionConcentrationCastingActionRange120 feetDuration1 minuteSaveWisdomYou create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a wisdom saving throw. Takes half a fight out at once
FearFear3rd-level IllusionConcentrationCastingActionRangeSelfDuration1 minuteSaveWisdomYou project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a wisdom saving throw or drop whatever it is holding and become frightened for the duration. Enemies drop weapons and run
Dispel MagicDispel Magic3rd-level AbjurationCastingActionRange120 feetDurationInstantaneousChoose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. Ends a curse or an enemy's buff

Additional Magical Secrets

Any class's spells, at level 6
CounterspellCounterspell3rd-level AbjurationCastingReactionRange60 feetDurationInstantaneousYou attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. Stops the enemy caster
FireballFireball3rd-level EvocationCastingActionRange150 feetDurationInstantaneousSaveDexterityDamage8d6 FireA bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a dexterity saving throw. The damage bards do not have
Spirit GuardiansSpirit Guardians3rd-level ConjurationConcentrationCastingActionRangeSelfDuration10 minutesSaveWisdomDamage3d8 RadiantYou call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. If you end up in melee anyway

Bard Builds

Half-elf bard
Beginner friendlyThe Half-Elf Loremaster
Race
Half-Elf
Subclass
College of Lore
First spells
Healing WordHealing Word1st-level EvocationCastingBonus ActionRange60 feetDurationInstantaneousA creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs., SleepSleep1st-level EnchantmentCastingActionRange90 feetDuration1 minuteThis spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect.
8STR
15DEX
14CON
10INT
12WIS
17CHA

More skills than anyone at the table. Heals from range, puts early fights to sleep, and makes the enemy's best attack miss with Cutting Words.

Build this bard
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Halfling bard
ControlThe Lightfoot Trickster
Race
Lightfoot Halfling
Subclass
College of Lore
First spells
Faerie FireFaerie Fire1st-level EvocationConcentrationCastingActionRange60 feetDuration1 minuteSaveDexterityEach object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a dexterity saving throw., Hideous LaughterHideous Laughter1st-level EnchantmentConcentrationCastingActionRange30 feetDuration1 minuteSaveWisdomA creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it.
8STR
16DEX
13CON
10INT
12WIS
16CHA

Higher armor class and Lucky on every save. Stays behind the front line and shuts enemies down with Hypnotic PatternHypnotic Pattern3rd-level IllusionConcentrationCastingActionRange120 feetDuration1 minuteSaveWisdomYou create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a wisdom saving throw. from level 5.

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Bard Features by Level

LvlPBFeatures Cantrips KnownSpells Known 123456789
1 +2 Bardic InspirationBardic InspirationLevel 1 featureYou can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. SpellcastingSpellcastingLevel 1 featureYou have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. Cantrips You know two cantrips of your choice from the bard spell list. 2 4 2 – – – – – – – –
2 +2 Jack of All TradesJack of All TradesLevel 2 featureStarting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus. Song of RestSong of RestLevel 2 featureBeginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. 2 5 3 – – – – – – – –
3 +2 Bard CollegeBard CollegeLevel 3 featureAt 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore or the College of Valor, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level. ExpertiseExpertiseLevel 3 featureAt 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. At 10th level, you can choose another two skill proficiencies to gain this benefit. Bonus ProficienciesBonus ProficienciesLevel 3 featureWhen you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice. Cutting WordsCutting WordsLevel 3 featureAlso at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. 2 6 4 2 – – – – – – –
4 +2 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 3 7 4 3 – – – – – – –
5 +3 Bardic InspirationBardic InspirationLevel 1 featureYou can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Font of InspirationFont of InspirationLevel 5 featureBeginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest. 3 8 4 3 2 – – – – – –
6 +3 CountercharmCountercharmLevel 6 featureAt 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. Additional Magical SecretsAdditional Magical SecretsLevel 6 featureAt 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know. 3 9 4 3 3 – – – – – –
7 +3 3 10 4 3 3 1 – – – – –
8 +3 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 3 11 4 3 3 2 – – – – –
9 +4 Song of RestSong of RestLevel 2 featureBeginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. 3 12 4 3 3 3 1 – – – –
10 +4 Bardic InspirationBardic InspirationLevel 1 featureYou can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. ExpertiseExpertiseLevel 3 featureAt 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. At 10th level, you can choose another two skill proficiencies to gain this benefit. Magical SecretsMagical SecretsLevel 10 featureBy 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. 4 14 4 3 3 3 2 – – – –
11 +4 4 15 4 3 3 3 2 1 – – –
12 +4 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 4 15 4 3 3 3 2 1 – – –
13 +5 Song of RestSong of RestLevel 2 featureBeginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. 4 16 4 3 3 3 2 1 1 – –
14 +5 Magical SecretsMagical SecretsLevel 10 featureBy 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. Peerless SkillPeerless SkillLevel 14 featureStarting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. 4 18 4 3 3 3 2 1 1 – –
15 +5 Bardic InspirationBardic InspirationLevel 1 featureYou can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. 4 19 4 3 3 3 2 1 1 1 –
16 +5 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 4 19 4 3 3 3 2 1 1 1 –
17 +6 Song of RestSong of RestLevel 2 featureBeginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. 4 20 4 3 3 3 2 1 1 1 1
18 +6 Magical SecretsMagical SecretsLevel 10 featureBy 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. 4 22 4 3 3 3 3 1 1 1 1
19 +6 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 4 22 4 3 3 3 3 2 1 1 1
20 +6 Superior InspirationSuperior InspirationLevel 20 featureAt 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use. 4 22 4 3 3 3 3 2 2 1 1

Leveling Your Bard, 1 to 20

LVL1
Cantrips: Vicious Mockery, Minor Illusion. Spells: Healing Word, Sleep, Faerie Fire, Hideous Laughter. Bardic Inspiration (d6) a number of times equal to your Charisma modifier.
LVL2
Jack of All Trades and Song of Rest. Add Charm Person or Thunderwave.
LVL3
Join the College of Lore: three skills and Cutting Words. Expertise in two skills, usually Persuasion and Perception. 2nd-level slots: Hold Person or Suggestion.
LVL4
Ability Score Improvement: Charisma to 18 and Dexterity +1, or War Caster if your table uses feats. Third cantrip.
LVL5
Bardic Inspiration becomes a d8 and Font of Inspiration returns it on a Short Rest. Hypnotic Pattern.
LVL6
Additional Magical Secrets: Counterspell and Fireball. Countercharm.
LVL7
4th-level slots. Polymorph or Greater Invisibility.
LVL8
Ability Score Improvement: Charisma to 20.
LVL9
5th-level slots. Hold Monster or Animate Objects. Song of Rest becomes a d8.
LVL10
Magical Secrets: two more spells from any class. Two more Expertise skills. Bardic Inspiration becomes a d10. Fourth cantrip.
LVL11-14
6th-level slots: Mass Suggestion and Irresistible Dance. 7th-level slots: Teleport or Forcecage. More Magical Secrets at 14, and Peerless Skill lets you spend Inspiration on your own checks.
LVL15-20
Bardic Inspiration becomes a d12 at 15. 8th and 9th-level slots: Mind Blank, Foresight, True Polymorph. Magical Secrets again at 18. Superior Inspiration at 20 gives you a die back when you roll initiative with none left.

Bard FAQ

What is the best race for a bard in 5e?

Under the 2014 rules, Half-Elf is the strongest free option: +2 Charisma, two floating +1s and two extra skills. Lightfoot Halfling and Tiefling are close behind. If your table allows the Player's Handbook variant human, a level 1 feat makes it a top pick too.

Is the bard good in 5e?

Yes. The 2014 bard is a full caster with healing, strong control spells and the best skills in the game, and Magical Secrets lets it take the best spells from other classes. Its weak point is damage, especially at low levels.

Is College of Lore good?

It is one of the strongest bard colleges. Cutting Words protects the party every fight, three extra skills make you the expert in almost everything, and two spells from any class at level 6 come four levels before other bards get Magical Secrets.

Should I play the 2014 or 2024 bard?

Play whichever rules your table uses. The 2024 bard gets ability increases from its background, Bardic Inspiration that an ally can spend after failing a roll, and Magical Secrets at 10 that opens the cleric, druid and wizard lists. See the 2024 bard guide for those rules.

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This guide includes material from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under the Creative Commons Attribution 4.0 International License. TableForge is not affiliated with Wizards of the Coast. Full licenses.