Verdict
One of the strongest classes in the 2024 rules if you like helping more than hitting. You get full spellcasting, more skills than anyone, and Bardic Inspiration, which now lets an ally add the die after a failed roll. That change means it almost never goes to waste.
Class basics
| Hit die | d8 |
|---|---|
| Primary ability | Charisma |
| Saving throws | Dexterity and Charisma |
| Armor | Light armor |
| Weapons | Simple |
| Skills and tools | Any three skills; three musical instruments |
| Spellcasting | Full caster, Charisma-based, prepared spells |
Features by level
| Level | Features |
|---|---|
| 1 | Bardic Inspiration, Spellcasting |
| 2 | Expertise, Jack of All Trades |
| 3 | Bard subclass |
| 4 | Ability Score Improvement |
| 5 | Font of Inspiration |
| 6 | Subclass feature |
| 7 | Countercharm |
| 8 | Ability Score Improvement |
| 9 | Expertise |
| 10 | Magical Secrets |
| 11 | — |
| 12 | Ability Score Improvement |
| 13 | — |
| 14 | Subclass feature |
| 15 | — |
| 16 | Ability Score Improvement |
| 17 | — |
| 18 | Superior Inspiration |
| 19 | Epic Boon |
| 20 | Words of Creation |
Bardic Inspiration die by level
Inspiration is the feature you'll use most, so it helps to know how it grows. The die gets bigger, and from level 5 it refills on a short rest too.
| Levels | Die | Uses come back on | What changes |
|---|---|---|---|
| 1–4 | d6 | Long rest | Uses equal your Charisma modifier (at least one) |
| 5–9 | d8 | Short or long rest | You can also spend a spell slot to get a use back |
| 10–14 | d10 | Short or long rest | Magical Secrets opens up other class lists |
| 15–17 | d12 | Short or long rest | The die is now worth about 6.5 on average |
| 18–20 | d12 | Short or long rest | Rolling initiative tops you up to two uses |
Before level 5, with only a handful of uses per long rest, spend them on rolls that decide a fight or a scene. After level 5, spend them freely. You'll get them back at the next short rest.
The features that matter
Bardic Inspiration (level 1)
A bonus action gives one creature within 60 feet a die for the next hour. When that creature fails a d20 test (an attack, a save or an ability check), it can roll the die and add it, which may turn the failure into a success. Your ally sees the result before deciding, so the die only gets spent when it can matter.
Spellcasting (level 1)
The Bard is a full caster with a list built around control, healing and tricks. Healing Word picks up downed allies from range, Dissonant Whispers and Faerie Fire hold up early fights, and Hypnotic Pattern at character level 5 can end a fight against groups.
Expertise and Jack of All Trades (level 2)
Expertise doubles your proficiency bonus in two skills you're proficient in, and you pick two more at level 9. Jack of All Trades adds half your proficiency bonus, rounded down, to any skill check you aren't already proficient in. Athletics, Stealth and Sleight of Hand all get a small boost.
Font of Inspiration (level 5)
Inspiration now refills on short rests, and you can spend a spell slot to get a use back without using an action. This is the level where the class really starts to work.
Countercharm (level 7)
When you or an ally within 30 feet fails a save against being charmed or frightened, you can use your reaction to let them reroll with advantage.
Magical Secrets (level 10)
Whenever you choose prepared spells, you can pick from the Cleric, Druid and Wizard lists as well as your own. This lets you fill gaps in the party, like adding Revivify if there's no cleric or a big damage spell if there's no wizard.
Words of Creation (level 20)
You always have Power Word Heal and Power Word Kill prepared, and each can hit a second creature within 10 feet of the first.
What changed from 2014
- Inspiration is spent after a failure. Your ally rolls the die only once they know the d20 roll failed, and it lasts an hour instead of 10 minutes.
- Spells are prepared. Like every caster in the 2024 rules, you can change your spell list as you level instead of being locked into known spells.
- Magical Secrets is broader. The old version gave you two specific spells at a time. Now the Cleric, Druid and Wizard lists are open to you every time you pick spells.
- Font of Inspiration can burn slots. Turning a spell slot into an inspiration use is new.
- The capstone is new. Superior Inspiration moved to level 18, and level 20 now gives you the two power words.
- Song of Rest is gone. Short-rest healing now comes from spells and hit dice like everyone else.
Bards were already strong in 2014. These changes mostly cut down on wasted turns and wasted dice.
Subclasses
You join a College at level 3. Only the College of Lore is in the free SRD; the others are in the 2024 Player's Handbook.
| College | Plays like | Pick it if |
|---|---|---|
| Dance | A fast, unarmored skirmisher who fights with flowing unarmed strikes and helps the party move | You want a mobile melee bard without armor |
| Glamour | A fey-touched performer who hands out temporary hit points and movement and leans into charm magic | You want to be the best support at the table |
| Lore | The scholar: more skills, inspiration used to sink enemy rolls, and extra spells from other classes earlier | You want the most spells and skills |
| Valor | A battle singer with better armor and weapons who can attack and cast in the same turn | You want to fight on the front line |
Lore is the easiest pick for a first bard. Glamour is the one we see players enjoy most once they know the class.
Building one
- Ability scores: Charisma first, then Dexterity for AC and initiative, then Constitution for hit points and concentration.
- Skills: put Expertise on Persuasion and whichever skill your party lacks most, often Perception or Stealth.
- Spells: carry Healing Word always. Pick one concentration control spell per spell level rather than several that compete.
- Feats: raise Charisma first. War Caster or Resilient (Constitution) help you hold concentration, which is where much of your power sits.
The mistake new bards make is trying to deal damage like a wizard. Your spells shine when they stop enemies acting, and your inspiration shines when you hand it out early and often.
Corin Ashdown is the pen name of the editor who writes and checks every guide on Vorbelutrioperbir. How we write and check guides.