Bard (5e24)

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Bard exists in other D&D editions see:

Bard (disambiguation).

 5th edition (2024)

SRD 5.2 • CC-BY


 SRD 5.2 

Bard is a class in 5th edition (2024).


Core Bard Traits[edit]

Core Bard Traits  [1][2][3] 
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
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


Becoming a Bard[edit]

 [1][2][3] 

As a Level 1 Character[edit]

  • 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 Bard[edit]

  • 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 to determine available Spell Slots.

Bard Features[edit]

As a Bard, you gain the following class features when you reach the specified Bard levels. These features are listed in the Bard Features table.

Bard Features[1][2][3]
Level Proficiency
Bonus
Features Bardic Die Cantrips Prepared Spells Spell Slots per Spell Level
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Bardic Inspiration, Spellcasting d6 2 4 2
2nd +2 Expertise, Jack of All Trade d6 2 5 3
3rd +2 Bard Subclass d6 2 6 4 2
4th +2 Ability Score Improvement d6 3 7 4 3
5th +3 Font of Inspiration d8 3 9 4 3 2
6th +3 Subclass Feature d8 3 10 4 3 3
7th +3 Subclass Feature d8 3 11 4 3 3 1
8th +3 Ability Score Improvement d8 3 12 4 3 3 2
9th +4 Expertise d8 3 14 4 3 3 3 1
10th +4 Magical Secrets d10 4 15 4 3 3 3 2
11th +4 d10 4 16 4 3 3 3 2 1
12th +4 Ability Score Improvement d10 4 16 4 3 3 3 2 1
13th +5 d10 4 17 4 3 3 3 2 1 1
14th +5 Subclass Feature d10 4 17 4 3 3 3 2 1 1
15th +5 d12 4 18 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement d12 4 18 4 3 3 3 2 1 1 1
17th +6 d12 4 19 4 3 3 3 2 1 1 1 1
18th +6 Superior Inspiration d12 4 20 4 3 3 3 3 1 1 1 1
19th +6 Epic Boon d12 4 21 4 3 3 3 3 2 1 1 1
20th +6 Words of Creation d12 4 22 4 3 3 3 3 2 2 1 1

Bardic Inspiration[edit]

1st, 5th, 10th, and 15th level [1][2][3] 
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.

Spellcasting[edit]

1st level [1][2][3] 

Also see: Bard Spells


You have learned to cast spells through your bardic arts. See the rules on spellcasting. The information below details how you use those rules with Bard spells, which appear in the Bard spell list.

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.

Expertise[edit]

2nd, 9th levels [1][2][3] 
You gain Expertise 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 Trades[edit]

2nd level [1][2][3] 
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.

Bard Subclass[edit]

3rd level [1][2][3] 
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.

List of Bard Subclasses[edit]

Note: This section contains information beyond the SRD 5.2

(6 official and unofficial Bard subclasses.)

Subclass Features Flags Source
College of Spirits Channeler, Spirits from Beyond, Empowered Channeling, Mystical Connection Noncanon, Pointer UA 2025 Horror Subclasses
College of Dance Dazzling Footwork, Inspiring Movement, Tandem Footwork, Leading Evasion Canon, Pointer Player's Handbook (5e24)
College of Glamour Beguiling Magic, Mantle of Inspiration, Mantle of Majesty, Unbreakable Majesty Canon, Pointer Player's Handbook (5e24)
College of Lore Bonus Proficiencies, Cutting Words, Magical Discoveries, Peerless Skill Canon SRD 5.2
College of the Moon Moon's Inspiration, Primal Lore, Blessing of Moonlight, Eventide's Splendor Canon, Pointer Forgotten Realms Heroes of Faerun
College of Valor Combat Inspiration, Martial Training, Extra Attack, Battle Magic Canon, Pointer Player's Handbook (5e24)

Ability Score Improvement[edit]

4th, 8th, 12th, 16th level [1][2][3] 
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Bard levels 8, 12, and 16.

Font of Inspiration[edit]

5th level [1][2][3] 
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.

Countercharm[edit]

7th level [1][2][3] 
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.

Magical Secrets[edit]

10th level [1][2][3] 
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.

Superior Inspiration[edit]

18th level [1][2][3] 
When you roll Initiative, you regain expended uses of Bardic Inspiration until you have two if you have fewer than that.

Epic Boon[edit]

19th level [1][2][3] 
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Spell Recall is recommended.

Words of Creation[edit]

20th level [1][2][3] 
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.

End of the SRD 5.2 material

Description[edit]

Unofficial Description: Bards are entertainers, poets, singers, musicians, and entertainers. They draw arcane power through words, music, and dance.

Sources and Notes[edit]

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 Wizards RPG Team (22 April 2025). SRD 5.2. (5e 2024) Wizards of the Coast. p. 31. Licensed: CC-BY.
  2. 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 Wizards RPG Team (3 September 2024). 2024 D&D Free Rules. (5e 2024) Wizards of the Coast, D&D Beyond. Licensed: © Wizards of the Coast.
  3. 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 3.12 3.13 3.14 Wizards RPG Team (17 September 2024). Player's Handbook. (5e 2024) Wizards of the Coast. ISBN 9780786969821. p. 58-67. Licensed: © Wizards of the Coast.

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This file is licensed under the Creative Commons Attribution License. (CC-BY)


Attribution:SRD 5.2 CC-BY 
This work includes material from the System Reference Document 5.2 (“SRD 5.2”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode].


Facts about "Bard (5e24)"
AbilityCharisma +
Armor TypeLight +
AuthorSRD 5.2 +
Canontrue +
EquipmentChoose A or B: (A) Leather Armor, 2 Daggers, Musical Instrument of your choice, Entertainer's Pack, and 19 GP; or (B) 90 GP +
FeaturesBardic Inspiration +, Spellcasting +, Expertise +, Jack of All Trades +, Bard Subclass +, Ability Score Improvement +, Font of Inspiration +, Countercharm +, Magical Secrets +, Superior Inspiration +, Epic Boon + and Words of Creation +
Hit Died8 +
Length20 +
NameBard +
PublicationSRD 5.2 +
SaveDexterity and Charisma +
SkillsSkills +
SortTextBard (5e24) 5e24 +
Summary<-- --> +
ToolsMusical Instruments +
WeaponSimple Weapons +