How It Works Primer Guides Tools Pricing About FAQ Blog Contact Sign in Sign Up

D&D 2024 Class GuideBard Guide: Build, Spells and Ratings

The best species, backgrounds, feats and spells for a 2024 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
Easy
SRD subclass
College of Lore
SupportFaceController
Role ratings
Damage Control Survival Utility Party support

The bard is a full Charisma caster with the best skill kit in the game. You hand out Bardic InspirationBardic InspirationLevel 1 featureYou can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6. Using Bardic Inspiration. As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. dice, heal from range, charm and confuse enemies, and you are usually the one doing the talking. Your damage is modest. What you bring is a party that fails fewer rolls and enemies that spend their turns doing nothing.

At level 2 you gain ExpertiseExpertiseLevel 2 featureYou gain Expertise (see "Rules Glossary") in two of your skill proficiencies of your choice. Performance and Persuasion are recommended if you have proficiency in them. At Bard level 9, you gain Expertise in two more of your skill proficiencies of your choice. and Jack of All TradesJack of All TradesLevel 2 featureYou can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn't otherwise use your Proficiency Bonus., so you are good at every skill and excellent at two. At level 5 your Inspiration comes back on a Short Rest, and at level 10 Magical SecretsMagical SecretsLevel 10 featureYou've learned secrets from various magical traditions. lets you prepare spells from the Cleric, Druid and Wizard lists.

Thrain's take

Every table thinks the bard is there for the songs. The bard is there because someone has to talk the guards out of it, and someone has to drop Healing WordHealing Word1st-level AbjurationCastingBonus ActionRange60 feetDurationInstantaneousDamage2d4A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier. on the fighter from forty feet away. Take Hypnotic PatternHypnotic Pattern3rd-level IllusionConcentrationCastingActionRange120 feetDuration1 minuteSaveWisdomYou create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. at level 5 and you will also be the reason the fight ended early. Leave the lute jokes to the rogue.

Strengths
  • Expertise and Jack of All Trades make you good at every skill
  • Bardic Inspiration turns an ally's failed roll into a success
  • Strong control spells: SleepSleep1st-level EnchantmentConcentrationCastingActionRange60 feetDuration1 minuteSaveWisdomEach creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save., 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 have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success., Hypnotic PatternHypnotic Pattern3rd-level IllusionConcentrationCastingActionRange120 feetDuration1 minuteSaveWisdomYou create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration.
  • Magical SecretsMagical SecretsLevel 10 featureYou've learned secrets from various magical traditions. opens three more spell lists at level 10
Weaknesses
  • Low damage until Magical Discoveries and Magical Secrets
  • Light armor only and a d8 hit die
  • Inspiration uses are limited by your Charisma modifier until level 5
  • No CounterspellCounterspell3rd-level AbjurationCastingReactionRange60 feetDurationInstantaneousSaveConstitutionYou attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. or FireballFireball3rd-level EvocationCastingActionRange150 feetDurationInstantaneousSaveDexterityDamage8d6 FireA bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. on the bard list

Ability Scores

Charisma, then Dexterity, then Constitution. Charisma powers your spells, your Bardic Inspiration uses and your social skills. Dexterity sets your AC in light armor. Constitution keeps your concentration up. Strength can be your lowest score.

In the 2024 rules your ability score increases come from your background, not your species. With the standard array and the Acolyte background (+2 Cha, +1 Wis), assign 15 Cha, 14 Dex, 13 Con, 12 Wis, 10 Int and 8 Str, and you start with:

8STR
14DEX
13CON
10INT
13WIS
17CHA

Take the Ability Score Improvement feat at level 4 and put both points into Charisma for 19. Your next one at level 8 takes it to 20, and every point is another Bardic Inspiration use.

Best Species for a Bard

Legendary: build around it Epic: excellent Rare: good Uncommon: works Common: weak fit
Human
Versatile adds a second Origin feat, Skillful adds a skill to stack with Expertise, and Resourceful gives you Heroic Inspiration every Long Rest. Every part of it gets used.
Legendary
Halfling
Luck rerolls a 1 on any d20 Test, including concentration saves. Naturally Stealthy lets you hide behind the fighter.
Epic
Gnome
Gnomish Cunning gives Advantage on Intelligence, Wisdom and Charisma saves, the ones enemy casters target. Forest Gnome adds Minor IllusionMinor IllusionIllusion cantripCastingActionRange30 feetDuration1 minuteYou create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again..
Epic
Tiefling
Fiendish Legacy adds free spells you can cast with Charisma and a damage resistance. Infernal gives you Fire BoltFire BoltEvocation cantripCastingActionRange120 feetDurationInstantaneousDamage1d10 FireYou hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn't being worn or carried., which beats the bard's own attack cantrips.
Rare
Elf
Fey Ancestry helps against charms, Keen Senses adds Perception, and a lineage gives free spells. Wood Elf's Pass without TracePass without Trace2nd-level AbjurationConcentrationCastingActionRangeSelfDuration1 hourYou radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks. is the best of them.
Rare
Dwarf
Dwarven Toughness adds a hit point every level and Poison resistance keeps you on your feet. Nothing for your social game.
Rare
Dragonborn
A breath weapon gives you an area attack that costs no slot, and flight at level 5 is useful. Little else for the class.
Uncommon
Orc
Relentless Endurance keeps your healer standing once per Long Rest. Adrenaline Rush is built for melee.
Uncommon
Goliath
Large Form and Powerful Build do nothing for a caster. Stone's Endurance helps you survive, and that is about it.
Uncommon

Best Backgrounds

Acolyte
The only free-rules background that raises Charisma. Magic InitiateMagic InitiateOrigin featChoose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. (Cleric) adds GuidanceGuidanceDivination cantripConcentrationCastingActionRangeTouchDuration1 minuteDamage1d4You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill. and BlessBless1st-level EnchantmentConcentrationCastingActionRange30 feetDuration1 minuteDamage1d4You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save., two spells the bard list does not have.
Legendary
Criminal
Dex and Con increases and the AlertAlertOrigin featWhen you roll Initiative, you can add your Proficiency Bonus to the roll. feat, but no Charisma. Your spells start a point behind.
Uncommon
Sage
Magic InitiateMagic InitiateOrigin featChoose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. (Wizard) can give you ShieldShield1st-level AbjurationCastingReactionRangeSelfDuration1 roundAn imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile., but Constitution, Intelligence and Wisdom leave Charisma untouched.
Uncommon
Soldier
Strength and Savage Attacker do nothing for a caster.
Common

From the 2024 Player's Handbook, Entertainer (with the Musician feat), Charlatan and Wayfarer also raise Charisma and are worth a look if your table uses the full book.

Best Feats

Origin feats (level 1)

Alert
Add your Proficiency Bonus to initiative. Acting before the enemy is when SleepSleep1st-level EnchantmentConcentrationCastingActionRange60 feetDuration1 minuteSaveWisdomEach creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. and Hypnotic PatternHypnotic Pattern3rd-level IllusionConcentrationCastingActionRange120 feetDuration1 minuteSaveWisdomYou create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. do the most.
Epic
Magic Initiate
Two cantrips and a 1st-level spell from another list. Cleric gives GuidanceGuidanceDivination cantripConcentrationCastingActionRangeTouchDuration1 minuteDamage1d4You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill. and BlessBless1st-level EnchantmentConcentrationCastingActionRange30 feetDuration1 minuteDamage1d4You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.; Wizard gives ShieldShield1st-level AbjurationCastingReactionRangeSelfDuration1 roundAn imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile..
Epic
Skilled
Three more proficiencies. On a bard they become targets for Expertise later. Good for a skill-heavy campaign.
Rare

General feats (level 4 and up)

War Caster
Player's Handbook. Advantage on concentration saves keeps Hypnotic PatternHypnotic Pattern3rd-level IllusionConcentrationCastingActionRange120 feetDuration1 minuteSaveWisdomYou create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. and 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 have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. running, plus a Charisma increase.
Epic
Resilient (Constitution)
Player's Handbook. Proficiency in Constitution saves, which a bard lacks. Stacks well with War Caster later.
Rare

Epic boons (level 19)

Boon of Spell Recall
When you cast with a level 1 to 4 slot, roll a d4. If it matches the slot level, you keep the slot. The class's recommended pick.
Epic
Boon of Fate
Roll 2d4 and add or subtract it from a d20 Test within 60 feet. A second Bardic Inspiration that also works on enemies.
Epic

Subclass: College of Lore

The College of Lore is the bard subclass in the free 2024 rules. It doubles down on skills and spells, and turns your Bardic Inspiration into a defensive tool with Cutting WordsCutting WordsLevel 3 featureYou learn to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others..

Bonus ProficienciesLEVEL 3

Three more skills of your choice. With Expertise and Jack of All Trades, there is no check you are bad at.

Cutting WordsLEVEL 3

When a creature you can see within 60 feet makes a damage roll or succeeds on an attack roll or ability check, spend your Reaction and a Bardic Inspiration die to subtract the roll. Can turn a hit into a miss.

Magical DiscoveriesLEVEL 6

Two spells from the Cleric, Druid or Wizard lists, always prepared. CounterspellCounterspell3rd-level AbjurationCastingReactionRange60 feetDurationInstantaneousSaveConstitutionYou attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. and FireballFireball3rd-level EvocationCastingActionRange150 feetDurationInstantaneousSaveDexterityDamage8d6 FireA bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. cover the two biggest gaps in the bard list.

Peerless SkillLEVEL 14

When you fail an ability check or attack roll, add a Bardic Inspiration die. If you still fail, you keep the die.

The 2024 Player's Handbook also has the College of Dance, College of Glamour and College of Valor. They are not in the free rules, so this guide does not cover them.

Best Bard Spells

Ratings assume a College of Lore bard in a party of three to five. Hover or tap a spell for its details.

Cantrips

Pick 2 at level 1
Vicious MockeryVicious MockeryEnchantment cantripCastingActionRange60 feetDurationInstantaneousSaveWisdomDamage1d6 PsychicYou unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before the end of its next turn. Damage plus 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. See the descriptions below for the effects of each. The illusion ends if you cast this spell again. Cover, distractions, lures
Starry WispStarry WispEvocation cantripCastingActionRange60 feetDurationInstantaneousDamage1d8 RadiantYou launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. Your ranged attack cantrip
PrestidigitationPrestidigitationTransmutation cantripCastingActionRange10 feetDuration1 hourYou create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time. Sensory Effect. Small tricks for the talking scenes

1st Level

4 prepared at level 1
Healing WordHealing Word1st-level AbjurationCastingBonus ActionRange60 feetDurationInstantaneousDamage2d4A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier. Picks a downed ally up with a Bonus Action
Dissonant WhispersDissonant Whispers1st-level EnchantmentCastingActionRange60 feetDurationInstantaneousSaveWisdomDamage3d6 PsychicOne creature of your choice that you can see within range hears a discordant melody in its mind. The target makes a Wisdom saving throw. Damage, and the target runs away
Faerie FireFaerie Fire1st-level EvocationConcentrationCastingActionRange60 feetDuration1 minuteSaveDexterityObjects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. Advantage for the whole party
SleepSleep1st-level EnchantmentConcentrationCastingActionRange60 feetDuration1 minuteSaveWisdomEach creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. Ends early fights
CommandCommand1st-level EnchantmentCastingActionRange60 feetDurationInstantaneousSaveWisdomYou speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: - Drop. The target drops whatever it is holding and then ends its turn. - Flee. One word, one lost turn
Charm PersonCharm Person1st-level EnchantmentCastingActionRange30 feetDuration1 hourSaveWisdomOne Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. Social scenes only

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 have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. Paralyzed means every hit from within 5 feet is a critical
SuggestionSuggestion2nd-level EnchantmentConcentrationCastingActionRange30 feetDuration8 hoursSaveWisdomYou suggest a course of activity, described in no more than 25 words, to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. Ends a fight without a fight
InvisibilityInvisibility2nd-level IllusionConcentrationCastingActionRangeTouchDuration1 hourA creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell. Scouting and escapes
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 an armored knight's day
SilenceSilence2nd-level IllusionConcentrationRitualCastingActionRange120 feetDuration10 minutesDamageThunderFor the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Shuts down enemy casters

3rd Level

From level 5
Hypnotic PatternHypnotic Pattern3rd-level IllusionConcentrationCastingActionRange120 feetDuration1 minuteSaveWisdomYou create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. Takes half a fight out at once
SlowSlow3rd-level TransmutationConcentrationCastingActionRange120 feetDuration1 minuteSaveWisdomYou alter time around up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. Cripples a group of enemies
Mass Healing WordMass Healing Word3rd-level AbjurationCastingBonus ActionRange60 feetDurationInstantaneousDamage2d4Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier. Picks up several allies at once
Dispel MagicDispel Magic3rd-level AbjurationCastingActionRange120 feetDurationInstantaneousChoose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). Someone has to carry it

Magical Discoveries

Two spells at level 6, from other lists
CounterspellCounterspell3rd-level AbjurationCastingReactionRange60 feetDurationInstantaneousSaveConstitutionYou attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. Stops the enemy caster
FireballFireball3rd-level EvocationCastingActionRange150 feetDurationInstantaneousSaveDexterityDamage8d6 FireA bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. The damage the bard list lacks
Spirit GuardiansSpirit Guardians3rd-level ConjurationConcentrationCastingActionRangeSelfDuration10 minutesSaveWisdomDamage3d8 RadiantProtective spirits flit around you in a 15-foot Emanation 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. When you cast this spell, you can designate creatures to be unaffected by it. If you stand near the front
RevivifyRevivify3rd-level NecromancyCastingActionRangeTouchDurationInstantaneousYou touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can't revive a creature that has died of old age, nor does it restore any missing body parts. If no one else carries it

Bard Builds

Human bard
Beginner friendlyThe Silver Tongue
Species
Human (Versatile: AlertAlertOrigin featWhen you roll Initiative, you can add your Proficiency Bonus to the roll.)
Background
Acolyte (Magic InitiateMagic InitiateOrigin featChoose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest.)
Subclass
College of Lore
8STR
14DEX
13CON
10INT
13WIS
17CHA

Expertise in Persuasion and Deception, Healing WordHealing Word1st-level AbjurationCastingBonus ActionRange60 feetDurationInstantaneousDamage2d4A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier. for emergencies and SleepSleep1st-level EnchantmentConcentrationCastingActionRange60 feetDuration1 minuteSaveWisdomEach creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. for fights. Talks first, acts first, and keeps the party standing.

Build this bard
Free to start. No card needed.
Halfling bard
ControlThe Lucky Conductor
Species
Halfling
Background
Acolyte (Magic InitiateMagic InitiateOrigin featChoose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest.)
Subclass
College of Lore
8STR
14DEX
13CON
10INT
13WIS
17CHA

Luck protects your concentration, so 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 have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. and Hypnotic PatternHypnotic Pattern3rd-level IllusionConcentrationCastingActionRange120 feetDuration1 minuteSaveWisdomYou create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. stay up. Cutting WordsCutting WordsLevel 3 featureYou learn to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. turns the enemy's best hit into a miss.

Build this bard
Free to start. No card needed.

Bard Features by Level

LvlPBFeatures Bardic DieCantripsPrepared Spells 123456789
1 +2 Bardic InspirationBardic InspirationLevel 1 featureYou can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6. Using Bardic Inspiration. As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. SpellcastingSpellcastingLevel 1 featureYou have learned to cast spells through your bardic arts. See "Spells" for the rules on spellcasting. The information below details how you use those rules with Bard spells, which appear in the Bard spell list later in the class's description. Cantrips. D6 2 4 2 – – – – – – – –
2 +2 ExpertiseExpertiseLevel 2 featureYou gain Expertise (see "Rules Glossary") in two of your skill proficiencies of your choice. Performance and Persuasion are recommended if you have proficiency in them. At Bard level 9, you gain Expertise in two more of your skill proficiencies of your choice. Jack of All TradesJack of All TradesLevel 2 featureYou can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn't otherwise use your Proficiency Bonus. D6 2 5 3 – – – – – – – –
3 +2 Bard SubclassBard SubclassLevel 3 featureYou gain a Bard subclass of your choice. The College of Lore subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Bard levels. Bonus ProficienciesBonus ProficienciesLevel 3 featureYou gain proficiency with three skills of your choice. Cutting WordsCutting WordsLevel 3 featureYou learn to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. D6 2 6 4 2 – – – – – – –
4 +2 Ability Score ImprovementAbility Score ImprovementLevel 4 featureYou gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Bard levels 8, 12, and 16. D6 3 7 4 3 – – – – – – –
5 +3 Font of InspirationFont of InspirationLevel 5 featureYou now regain all your expended uses of Bardic Inspiration when you finish a Short or Long Rest. In addition, you can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration. D8 3 9 4 3 2 – – – – – –
6 +3 Magical DiscoveriesMagical DiscoveriesLevel 6 featureYou learn two spells of your choice. These spells can come from the Cleric, Druid, or Wizard spell list or any combination thereof (see a class's section for its spell list). D8 3 10 4 3 3 – – – – – –
7 +3 CountercharmCountercharmLevel 7 featureYou can use musical notes or words of power to disrupt mind-influencing effects. D8 3 11 4 3 3 1 – – – – –
8 +3 Ability Score ImprovementAbility Score ImprovementLevel 4 featureYou gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Bard levels 8, 12, and 16. D8 3 12 4 3 3 2 – – – – –
9 +4 ExpertiseExpertiseLevel 2 featureYou gain Expertise (see "Rules Glossary") in two of your skill proficiencies of your choice. Performance and Persuasion are recommended if you have proficiency in them. At Bard level 9, you gain Expertise in two more of your skill proficiencies of your choice. D8 3 14 4 3 3 3 1 – – – –
10 +4 Magical SecretsMagical SecretsLevel 10 featureYou've learned secrets from various magical traditions. D10 4 15 4 3 3 3 2 – – – –
11 +4 D10 4 16 4 3 3 3 2 1 – – –
12 +4 Ability Score ImprovementAbility Score ImprovementLevel 4 featureYou gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Bard levels 8, 12, and 16. D10 4 16 4 3 3 3 2 1 – – –
13 +5 D10 4 17 4 3 3 3 2 1 1 – –
14 +5 Peerless SkillPeerless SkillLevel 14 featureWhen you make an ability check or attack roll and fail, you can expend one use of Bardic Inspiration; roll the Bardic Inspiration die, and add the number rolled to the d20, potentially turning a failure into a success. On a failure, the Bardic Inspiration isn't expended. D10 4 17 4 3 3 3 2 1 1 – –
15 +5 D12 4 18 4 3 3 3 2 1 1 1 –
16 +5 Ability Score ImprovementAbility Score ImprovementLevel 4 featureYou gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Bard levels 8, 12, and 16. D12 4 18 4 3 3 3 2 1 1 1 –
17 +6 D12 4 19 4 3 3 3 2 1 1 1 1
18 +6 Superior InspirationSuperior InspirationLevel 18 featureWhen you roll Initiative, you regain expended uses of Bardic Inspiration until you have two if you have fewer than that. D12 4 20 4 3 3 3 3 1 1 1 1
19 +6 Epic BoonEpic BoonLevel 19 featureYou gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Spell Recall is recommended. D12 4 21 4 3 3 3 3 2 1 1 1
20 +6 Words of CreationWords of CreationLevel 20 featureYou have mastered two of the Words of Creation: the words of life and death. You therefore always have the Power Word Heal and Power Word Kill spells prepared. D12 4 22 4 3 3 3 3 2 2 1 1

Leveling Your Bard, 1 to 20

LVL1
Cantrips: Vicious Mockery, Minor Illusion. Prepared: Healing Word, Dissonant Whispers, Faerie Fire, Sleep. You have Bardic Inspiration uses equal to your Charisma modifier per Long Rest, so spend them.
LVL2
Expertise in two skills: Persuasion plus Deception or Perception. Jack of All Trades covers the rest. Prepare Command.
LVL3
Choose College of Lore: three more skills and Cutting Words. Add Hold Person.
LVL4
Ability Score Improvement: +2 Charisma to 19. Third cantrip: Prestidigitation. Add Suggestion.
LVL5
The big one. Font of Inspiration brings your Inspiration back on a Short Rest, and your die becomes a d8. Add Hypnotic Pattern and Slow.
LVL6
Magical Discoveries: Counterspell and Fireball from the Wizard list.
LVL7
Countercharm helps allies against being Charmed or Frightened. 4th-level slots: Polymorph or Greater Invisibility.
LVL8
Ability Score Improvement: Charisma to 20, or War Caster if your concentration keeps breaking.
LVL9
Expertise in two more skills. 5th-level slots: Hold Monster, or Greater Restoration if you are the healer.
LVL10
Magical Secrets: new prepared spells can come from the Cleric, Druid and Wizard lists. Wall of Force and Revivify are the usual picks. Your die becomes a d10. Fourth cantrip.
LVL11-14
6th and 7th-level slots. Mass Suggestion, Irresistible Dance and Forcecage. Peerless Skill at 14 lets you add Inspiration to your own failed checks and attacks.
LVL15-20
d12 Inspiration at 15. 8th and 9th-level slots. Superior Inspiration at 18 tops your Inspiration up when you roll initiative. Boon of Spell Recall at 19, and Words of Creation at 20: Power Word Heal and Power Word Kill always prepared.

Bard FAQ

Is the bard good in D&D 2024?

Yes. Bardic Inspiration now works after an ally fails a roll, so it is never wasted, and Font of Inspiration at level 5 brings it back on a Short Rest. With Expertise, strong control spells and healing, the bard is one of the best support classes in the 2024 rules.

What is the best species for a bard in D&D 2024?

Human is the strongest pick because Versatile gives you a second Origin feat and Skillful adds another skill. Halfling and Gnome are close behind. Any species works, because your ability scores come from your background.

What is the best background for a 2024 bard?

In the free rules, Acolyte. It is the only one that raises Charisma, and Magic Initiate (Cleric) adds Guidance and Bless. With the full Player's Handbook, Entertainer, Charlatan and Wayfarer are also good.

Can a bard get Counterspell or Fireball in 2024?

Not from the bard list. A College of Lore bard can take them at level 6 with Magical Discoveries, and any bard can prepare them from level 10 with Magical Secrets.

Is the bard good for beginners?

Yes. Healing Word, Bardic Inspiration and a few control spells cover most situations, and the Silver Tongue build above gives you a short list that works in almost every fight and every conversation.

Keep reading

Take your bard into a campaign

Build a bard in a couple of minutes and start an adventure in your browser. Play solo, or send your friends a link and play together.

This guide includes material from the System Reference Document 5.2 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.