Class · 2024 rules

Bard

Core Bard Traits

  • Primary Ability: Charisma
  • Hit Point Die: D8 per Bard level
  • Saving Throw Proficiencies: Dexterity and Charisma
  • Skill Proficiencies: Choose any 3 skills
  • Weapon Proficiencies: Simple weapons
  • Tool Proficiencies: Choose 3 Musical Instruments
  • Armor Training: Light armor
  • Starting Equipment: Choose A or B: (A) Leather Armor, 2 Daggers, Musical Instrument of your choice, Entertainer’s Pack, and 19 GP; or (B) 90 GP

Bard Features

LevelProficiency BonusClass FeaturesBardic DieCantripsPrepared Spells1st2nd3rd4th5th6th7th8th9th
1+2Bardic Inspiration, SpellcastingD6242————————
2+2Expertise, Jack of All TradesD6253————————
3+2—D62642———————
4+2Ability Score ImprovementD63743———————
5+3Font of InspirationD839432——————
6+3—D8310433——————
7+3CountercharmD83114331—————
8+3Ability Score ImprovementD83124332—————
9+4—D831443331————
10+4Magical SecretsD1041543332————
11+4—D10416433321———
12+4Ability Score ImprovementD10416433321———
13+5—D104174333211——
14+5—D104174333211——
15+5—D1241843332111—
16+5Ability Score ImprovementD1241843332111—
17+6—D12419433321111
18+6Superior InspirationD12420433331111
19+6Epic BoonD12421433332111
20+6Words of CreationD12422433332211

Bard Spell List

This section presents the Bard spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component.

Cantrips (Level 0)

SpellSchoolSpecial
Dancing LightsIllusionC
LightEvocation—
Mage HandConjuration—
MendingTransmutation—
MessageTransmutation—
Minor IllusionIllusion—
PrestidigitationTransmutation—
Starry WispEvocation—
True StrikeDivination—
Vicious MockeryEnchantment—

Level 1

SpellSchoolSpecial
Animal FriendshipEnchantment—
BaneEnchantmentC
Charm PersonEnchantment—
Color SprayIllusion—
CommandEnchantment—
Comprehend LanguagesDivinationR
Cure WoundsAbjuration—
Detect MagicDivinationC, R
Disguise SelfIllusion—
Dissonant WhispersEnchantment—
Faerie FireEvocationC
Feather FallTransmutation—
Healing WordAbjuration—
HeroismEnchantmentC
Hideous LaughterEnchantmentC
IdentifyDivinationR, M
Illusory ScriptIllusionR, M
LongstriderTransmutation—
Silent ImageIllusionC
SleepEnchantmentC
Speak with AnimalsDivinationR
ThunderwaveEvocation—
Unseen ServantConjurationR

Level 2

SpellSchoolSpecial
AidAbjuration—
Animal MessengerEnchantmentR
Blindness/DeafnessTransmutation—
Calm EmotionsEnchantmentC
Detect ThoughtsDivinationC
Enhance AbilityTransmutationC
Enlarge/ReduceTransmutationC
EnthrallEnchantmentC
Heat MetalTransmutationC
Hold PersonEnchantmentC
InvisibilityIllusionC
KnockTransmutation—
Lesser RestorationAbjuration—
Locate Animals or PlantsDivinationR
Locate ObjectDivinationC
Magic MouthIllusionR, M
Mirror ImageIllusion—
See InvisibilityDivination—
ShatterEvocation—
SilenceIllusionC, R
SuggestionEnchantmentC
Zone of TruthEnchantment—

Level 3

SpellSchoolSpecial
Bestow CurseNecromancyC
ClairvoyanceDivinationC, M
Dispel MagicAbjuration—
FearIllusionC
Glyph of WardingAbjurationM
Hypnotic PatternIllusionC
Major ImageIllusionC
Mass Healing WordAbjuration—
NondetectionAbjurationM
Plant GrowthTransmutation—
SendingDivination—
SlowTransmutationC
Speak with DeadNecromancy—
Speak with PlantsTransmutation—
Stinking CloudConjurationC
Tiny HutEvocationR
TonguesDivination—

Level 4

SpellSchoolSpecial
Charm MonsterEnchantment—
CompulsionEnchantmentC
ConfusionEnchantmentC
Dimension DoorConjuration—
Freedom of MovementAbjuration—
Greater InvisibilityIllusionC
Hallucinatory TerrainIllusion—
Locate CreatureDivinationC
Phantasmal KillerIllusionC
PolymorphTransmutationC

Level 5

SpellSchoolSpecial
Animate ObjectsTransmutationC
AwakenTransmutationM
Dominate PersonEnchantmentC
DreamIllusion—
GeasEnchantment—
Greater RestorationAbjurationM
Hold MonsterEnchantmentC
Legend LoreDivinationM
Mass Cure WoundsAbjuration—
MisleadIllusionC
Modify MemoryEnchantmentC
Planar BindingAbjurationM
Raise DeadNecromancyM
ScryingDivinationC, M
SeemingIllusion—
Telepathic BondDivinationR
Teleportation CircleConjurationM

Level 6

SpellSchoolSpecial
EyebiteNecromancyC
Find the PathDivinationC, M
Guards and WardsAbjurationM
Heroes’ FeastConjurationM
Irresistible DanceEnchantmentC
Mass SuggestionEnchantment—
Programmed IllusionIllusionM
True SeeingDivinationM

Level 7

SpellSchoolSpecial
Arcane SwordEvocationC, M
EtherealnessConjuration—
ForcecageEvocationC, M
Magnificent MansionConjurationM
Mirage ArcaneIllusion—
Prismatic SprayEvocation—
Project ImageIllusionC, M
RegenerateTransmutation—
ResurrectionNecromancyM
SymbolAbjurationM
TeleportConjuration—

Level 8

SpellSchoolSpecial
Antipathy/SympathyEnchantment—
BefuddlementEnchantment—
Dominate MonsterEnchantmentC
GlibnessEnchantment—
Mind BlankAbjuration—
Power Word StunEnchantment—

Level 9

SpellSchoolSpecial
ForesightDivination—
Power Word HealEnchantment—
Power Word KillEnchantment—
Prismatic WallAbjuration—
True PolymorphTransmutationC

Bard Subclass

You 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. For the rest of your career, you gain each of your subclass’s features that are of your Bard level or lower.

Level 1: Bardic Inspiration

You 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. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time.

Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it’s rolled.

Number of Uses. You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

At Higher Levels. Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15.

Level 1: Spellcasting

You 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. You know two cantrips of your choice from the Bard spell list. Dancing Lights and Vicious Mockery are recommended.

Whenever you gain a Bard level, you can replace one of your cantrips with another cantrip of your choice from the Bard spell list.

When you reach Bard levels 4 and 10, you learn another cantrip of your choice from the Bard spell list, as shown in the Cantrips column of the Bard Features table.

Spell Slots. The Bard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Bard spell list. Charm Person, Color Spray, Dissonant Whispers, and Healing Word are recommended.

The number of spells on your list increases as you gain Bard levels, as shown in the Prepared Spells column of the Bard Features table. Whenever that number increases, choose additional spells from the Bard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Bard, your list of prepared spells can include six spells of levels 1 and 2 in any combination.

If another Bard feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Bard spells for you.

Changing Your Prepared Spells. Whenever you gain a Bard level, you can replace one spell on your list with another Bard spell for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for your Bard spells.

Spellcasting Focus. You can use a Musical Instrument as a Spellcasting Focus for your Bard spells.

Level 2: Expertise

You 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.

Level 2: Jack of All Trades

You 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.

For example, if you make a Strength (Athletics) check and lack Athletics proficiency, you can add half your Proficiency Bonus to the check.

Level 4: Ability Score Improvement

You 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.

Level 5: Font of Inspiration

You 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.

Level 7: Countercharm

You can use musical notes or words of power to disrupt mind-influencing effects. If you or a creature within 30 feet of you fails a saving throw against an effect that applies the Charmed or Frightened condition, you can take a Reaction to cause the save to be rerolled, and the new roll has Advantage.

Level 10: Magical Secrets

You’ve learned secrets from various magical traditions. Whenever you reach a Bard level (including this level) and the Prepared Spells number in the Bard Features table increases, you can choose any of your new prepared spells from the Bard, Cleric, Druid, and Wizard spell lists, and the chosen spells count as Bard spells for you (see a class’s section for its spell list). In addition, whenever you replace a spell prepared for this class, you can replace it with a spell from those lists.

Level 18: Superior Inspiration

When you roll Initiative, you regain expended uses of Bardic Inspiration until you have two if you have fewer than that.

Level 19: Epic Boon

You gain an Epic Boon feat (see “Feats”) or another feat of your choice for which you qualify. Boon of Spell Recall is recommended.

Level 20: Words of Creation

You 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. When you cast either spell, you can target a second creature with it if that creature is within 10 feet of the first target.

From the System Reference Document 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0. Credits