Subclass guide

College of Lore Bard guide for the 2024 rules

BardSRD 5.22024 Player's Handbook

Lore is the Bard who knows everything. It adds three skills, a reaction that shrinks enemy rolls, and spells borrowed from other classes. This guide covers when to use Cutting Words and which two spells to take.

CABy Corin Ashdown · Updated · 7 min read

Verdict

The easiest Bard subclass to play and still a strong one. You get three more skills, a defensive use for Bardic Inspiration, and two spells from outside the Bard list at level 6. It's a support and utility pick that never feels empty, because Inspiration now has a use on your turn and on your enemies'.

Damage2/5
Control4/5
Support4/5
Skills5/5
Ease for beginners4/5

How it plays

You play the Bard's normal game: cast, inspire allies, solve skill problems. Lore adds a second way to spend Inspiration. When an enemy rolls, you can spend a use to subtract the die from the result instead of handing the die to a friend.

Inspiration is a limited pool (see the table in the Bard guide), so each use is a choice between helping an ally and hurting an enemy. At level 14, Peerless Skill adds a third use that costs nothing when it fails.

Features by level

LevelFeatureWhat it does, in short
3Bonus ProficienciesProficiency in three skills of your choice.
3Cutting WordsReaction, 60 feet, spend one Bardic Inspiration use: roll the die and subtract it from a creature's damage roll, ability check or attack roll.
6Magical DiscoveriesLearn two spells from the Cleric, Druid or Wizard lists (cantrips or spells you have slots for). They're always prepared, and you can swap one each time you gain a Bard level.
14Peerless SkillAfter failing an ability check or attack roll, spend a Bardic Inspiration use and add the die to the d20. If you still fail, the use isn't spent.

The College of Lore is in the free SRD 5.2, so these levels and effects match the published text. D&D Beyond's class page gives the same numbers. Older (2014) Lore had a different version of two of these features: Additional Magical Secrets at level 6 could take any class's spells, and Peerless Skill covered ability checks only.

"You learn two spells of your choice. These spells can come from the Cleric, Druid, or Wizard spell list" (College of Lore, Magical Discoveries, SRD 5.2, CC-BY-4.0).

Cutting Words picks

When to burn a die, and when to hold it.

SituationUse onWhy
A boss hits an ally with a big attackSubtract from the attack rollBest when the hit was close; the die can turn it into a miss
An enemy has already hit and you see the damage rollSubtract from the damage rollReliable value even when you can't stop the hit
A monster tries to grapple or shove someoneSubtract from the ability checkProtects a spellcaster in melee reach
An enemy rogue or spy tries to sneak or lieSubtract from the ability checkTurns Bardic Inspiration into a social and stealth tool
A creature is forcing a saving throwDon't use itCutting Words doesn't touch saving throws; cast a control spell instead

The die is d6 at level 3, d8 from 5, d10 from 10 and d12 from 15. Check your table's ruling on timing: whether you see the number before you spend the die decides how often you can save it for a close roll.

Magical Discoveries picks

You get two spells at level 6, and you can swap one each time you gain a Bard level. At 6 your biggest slots are level 3, which is what the first three picks below assume.

SpellFrom listWhy take it
FireballWizardThe classic area damage Bards otherwise lack
Spirit GuardiansClericConcentration damage aura that works for a durable Bard
RevivifyClericBrings back a fallen ally, the best emergency spell in the book
Any Cleric, Druid or Wizard cantripAny of the threeCantrips qualify too, so this is a flexible way to fix a gap

Our default: Fireball for a party that needs damage, or Spirit Guardians if you stand near the front. Take Revivify if no one else carries it.

Building one

  • Ability scores: Charisma first, Dexterity second, Constitution third.
  • Skills: use Bonus Proficiencies to fill what the party can't do. Perception and Stealth are common gaps. Expertise comes from the Bard itself.
  • Feats: War Caster keeps concentration on Spirit Guardians or Hypnotic Pattern. Resilient (Constitution) works too.
  • Inspiration budget: keep at least one use in hand for Cutting Words in every fight, and more at level 5 and up, when short rests refill it.

Who should pick it

Pick it if you want the subclass with the highest floor: skills, utility and a flexible reaction. Skip it if you want a front-line Bard; Valor or Dance cover that more directly. The Bard guide compares all four colleges.

Sources: College of Lore text from SRD 5.2 (CC-BY-4.0, one quoted line above), checked against D&D Beyond's class page, DungeonMister's Lore guide and an RPGBot review. The Fireball, Revivify and Spirit Guardians level 3 options are named in RPGBot's review. Ratings and picks are ours.
CA
Corin Ashdown · Editor

Corin Ashdown is the pen name of the editor who writes and checks every guide on Vorbelutrioperbir. How we write and check guides.