Bard

An inspiring magician whose power echoes the music of creation—primary ability Charisma, d8 Hit DieSRD Content

Core Bard Traits

TraitValue
Primary AbilityCharisma
Hit Point DieD8 per Bard level
Saving Throw ProficienciesDexterity and Charisma
Skill ProficienciesChoose any 3 skills (see "Playing the Game")
Weapon ProficienciesSimple weapons
Tool ProficienciesChoose 3 Musical Instruments (see "Equipment")
Armor TrainingLight armor
Starting EquipmentChoose A or B: (A) Leather Armor, 2 Daggers, Musical Instrument of your choice, Entertainer's Pack, and 19 GP; or (B) 90 GP

Becoming a Bard

As a Level 1 Character

  • Gain all the traits in the Core Bard Traits table.
  • Gain the Bard's level 1 features, which are listed in the Bard Features table.

As a Multiclass Character

  • Gain the following traits from the Core Bard Traits table: Hit Point Die, proficiency in one skill of your choice, proficiency with one Musical Instrument of your choice, and training with Light armor.
  • Gain the Bard's level 1 features, which are listed in the Bard Features table. See the multiclassing rules in "Character Creation" to determine your available spell slots.

Bard Class Features

LevelProficiency BonusClass FeaturesBardic DieCantripsPrepared Spells
1+2Bardic Inspiration, SpellcastingD624
2+2Expertise, Jack of All TradesD625
3+2Bard SubclassD626
4+2Ability Score ImprovementD637
5+3Font of InspirationD839
6+3Subclass featureD8310
7+3CountercharmD8311
8+3Ability Score ImprovementD8312
9+4ExpertiseD8314
10+4Magical SecretsD10415
11+4D10416
12+4Ability Score ImprovementD10416
13+5D10417
14+5Subclass featureD10417
15+5D12418
16+5Ability Score ImprovementD12418
17+6D12419
18+6Superior InspirationD12420
19+6Epic BoonD12421
20+6Words of CreationD12422

Base Class Features by Tier

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 in the Bard Features 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 3: 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 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.


Bard Subclass: College of Lore

Plumb the Depths of Magical Knowledge

Bards of the College of Lore collect spells and secrets from diverse sources, such as scholarly tomes, mystical rites, and peasant tales. The college's members gather in libraries and universities to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.

Level 3: Bonus Proficiencies

You gain proficiency with three skills of your choice.

Level 3: Cutting Words

You learn to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of yourself makes a damage roll or succeeds on an ability check or attack roll, you can take a Reaction to expend one use of your Bardic Inspiration; roll your Bardic Inspiration die, and subtract the number rolled from the creature's roll, reducing the damage or potentially turning the success into a failure.

Level 6: Magical Discoveries

You 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). A spell you choose must be a cantrip or a spell for which you have spell slots, as shown in the Bard Features table.

You always have the chosen spells prepared, and whenever you gain a Bard level, you can replace one of the spells with another spell that meets these requirements.

Level 14: Peerless Skill

When 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.


Bard Spell List

This section presents the Bard spell list. The spells are organized by spell level and then alphabetized. 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 has a Material component that is consumed.

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
Telepathic BondDivinationR
SeemingIllusion
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