Bard 5e: The Complete D&D Bard Guide (Class Table, Colleges, 2014 vs 2024)

The bard is the 5e class that can attempt anything. Full spellcasting, the best skill kit in the game, a pool of dice to hand to allies, and at level 10 the right to steal spells from every other class's list. It is also the class new players misread most often: not a support who sings in the back, but the character who decides which rolls in the session actually succeed.
This guide is the whole picture for D&D 5e — the 2014 rules and the 2024 revision side by side: class table, every feature explained, all nine Bard Colleges compared and ranked, how to spend Bardic Inspiration, the Magical Secrets picks that break the class open, spells by level, builds, multiclassing, and a FAQ. Jump to what you need.
Bard Class Table (5e)
| Level | Prof. | Features | Cantrips | Spells Known | Slots by spell level (1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9) |
|---|---|---|---|---|---|
| 1 | +2 | Spellcasting, Bardic Inspiration (d6) | 2 | 4 | 2 |
| 2 | +2 | Jack of All Trades, Song of Rest (2014) / Expertise (2024) | 2 | 5 | 3 |
| 3 | +2 | Bard College, Expertise (2014) | 2 | 6 | 4 / 2 |
| 4 | +2 | Ability Score Improvement | 3 | 7 | 4 / 3 |
| 5 | +3 | Bardic Inspiration (d8), Font of Inspiration | 3 | 8 | 4 / 3 / 2 |
| 6 | +3 | Countercharm (2014), College feature | 3 | 9 | 4 / 3 / 3 |
| 7 | +3 | Countercharm (2024) | 3 | 10 | 4 / 3 / 3 / 1 |
| 8 | +3 | Ability Score Improvement | 3 | 11 | 4 / 3 / 3 / 2 |
| 9 | +4 | Song of Rest d8 (2014) / Expertise (2024) | 3 | 12 | 4 / 3 / 3 / 3 / 1 |
| 10 | +4 | Bardic Inspiration (d10), Expertise (2014), Magical Secrets | 4 | 14 | 4 / 3 / 3 / 3 / 2 |
| 11 | +4 | — | 4 | 15 | 4 / 3 / 3 / 3 / 2 / 1 |
| 12 | +4 | Ability Score Improvement | 4 | 15 | 4 / 3 / 3 / 3 / 2 / 1 |
| 13 | +5 | Song of Rest d10 (2014) | 4 | 16 | 4 / 3 / 3 / 3 / 2 / 1 / 1 |
| 14 | +5 | Magical Secrets (2014), College feature | 4 | 18 | 4 / 3 / 3 / 3 / 2 / 1 / 1 |
| 15 | +5 | Bardic Inspiration (d12) | 4 | 19 | 4 / 3 / 3 / 3 / 2 / 1 / 1 / 1 |
| 16 | +5 | Ability Score Improvement | 4 | 19 | 4 / 3 / 3 / 3 / 2 / 1 / 1 / 1 |
| 17 | +6 | Song of Rest d12 (2014) | 4 | 20 | 4 / 3 / 3 / 3 / 2 / 1 / 1 / 1 / 1 |
| 18 | +6 | Magical Secrets (2014) / Superior Inspiration (2024) | 4 | 22 | 4 / 3 / 3 / 3 / 3 / 1 / 1 / 1 / 1 |
| 19 | +6 | Ability Score Improvement / Epic Boon (2024) | 4 | 22 | 4 / 3 / 3 / 3 / 3 / 2 / 1 / 1 / 1 |
| 20 | +6 | Superior Inspiration (2014) / Words of Creation (2024) | 4 | 22 | 4 / 3 / 3 / 3 / 3 / 2 / 2 / 1 / 1 |
Core numbers: hit die d8; primary ability Charisma; saving throws Dexterity and Charisma; light armour; simple weapons plus hand crossbow, longsword, rapier, shortsword (2024: simple weapons and martial weapons with the Finesse or Light property); any three skills; three musical instruments. Spells are known, not prepared (2024: prepared, with a fixed number that matches the old "known" column).
Bard Features Explained
- Bardic Inspiration (1). Bonus action; give one creature within 60 ft. a die (d6, growing to d12) they can add to one attack roll, ability check or saving throw within 10 minutes (2024: within 1 hour, and the die can be rolled after seeing the result, only on a failure). Uses per long rest equal your Charisma modifier; from level 5 they come back on a short rest.
- Jack of All Trades (2). Half proficiency bonus on every ability check you aren't proficient in. That includes initiative and counterspell checks.
- Song of Rest (2, 2014 only). Extra d6 (scaling to d12) of healing for everyone who spends hit dice on a short rest. Removed in 2024.
- Expertise (3 and 10; 2024: 2 and 9). Double proficiency on two skills each time. The 2024 bard gets it a level earlier, which is a real change for a skill-monkey class.
- Bard College (3). Your subclass. See the comparison below.
- Font of Inspiration (5). Inspiration recharges on a short rest. The moment the class opens up: from here, spend dice freely.
- Countercharm (6; 2024: 7). 2014: an action to give allies advantage against charm and fear. 2024: a reaction to let an ally reroll a failed save against those effects. Rarely used, occasionally decisive against a banshee or a vampire.
- Magical Secrets (10, 14, 18; 2024: 10 only, but every prepared spell can come from the Bard, Cleric, Druid or Wizard lists from level 10 on). The reason the bard is on every "best class" list. Full breakdown below.
- Superior Inspiration (20; 2024: 18). Regain two uses of Inspiration on initiative if you have fewer than that.
- Words of Creation (20, 2024 only). Power Word Heal and Power Word Kill always prepared, and each can target a second creature within 10 feet of the first.
2014 vs 2024 Bard: What Changed
| Feature | 2014 Player's Handbook | 2024 Player's Handbook |
|---|---|---|
| Spells | Spells known, from the Bard list | Spells prepared; from level 10, Magical Secrets lets every prepared spell come from Bard, Cleric, Druid or Wizard |
| Bardic Inspiration | Roll before knowing the result, 10-minute window | Roll after a failed d20 test, 1-hour window; can also be used for subclass features |
| Expertise | Levels 3 and 10 | Levels 2 and 9 |
| Song of Rest | Level 2 | Removed |
| Weapons | Simple, hand crossbow, longsword, rapier, shortsword | Simple, plus martial weapons with Finesse or Light |
| Countercharm | Level 6, action, advantage on saves | Level 7, reaction, reroll a failed save |
| Magical Secrets | Two spells from any list at 10, 14 and 18 | Level 10, whole lists (Cleric, Druid, Wizard), no Warlock, Paladin, Ranger or Sorcerer spells |
| Capstone | Superior Inspiration at 20 | Superior Inspiration at 18, Words of Creation at 20, Epic Boon at 19 |
| Subclasses in the PHB | Lore, Valor | Dance, Glamour, Lore, Valor |
Net effect: the 2024 bard is stronger at low levels (earlier Expertise, safer Inspiration) and a touch less flexible at high levels (no Eldritch Blast, no Paladin smites via Magical Secrets). Both versions are top-tier.
Bard Subclasses (All 9 Colleges Compared)
| College | Source | Role | Signature feature (level 3) | Tier |
|---|---|---|---|---|
| Lore | PHB 2014 / 2024 | Controller, full caster | Cutting Words: spend Inspiration as a reaction to subtract from an enemy's roll | S |
| Eloquence | Tasha's Cauldron | Face, controller | Silver Tongue (min 10 on Persuasion/Deception) + Unsettling Words (lower a save) | S |
| Swords | Xanathar's Guide | Melee striker | Fighting Style + Blade Flourish; Extra Attack at 6 | A |
| Creation | Tasha's Cauldron | Support, utility | Mote of Potential (Inspiration with bonus effects) + Performance of Creation | A |
| Glamour | Xanathar's / PHB 2024 | Support, fey | Mantle of Inspiration: bonus action temp HP + free movement for allies | A |
| Dance | PHB 2024 | Unarmoured skirmisher | Dazzling Footwork: AC 10 + Dex + Cha, unarmed strikes use Bardic die | A |
| Valor | PHB 2014 / 2024 | Frontline caster | Medium armour, shields, martial weapons; Extra Attack at 6 | B |
| Whispers | Xanathar's Guide | Assassin, infiltrator | Psychic Blades (bonus damage) + Words of Terror | B |
| Spirits | Van Richten's Guide | Random support | Tales from Beyond: roll on a table of spirit effects | C |
Tier S: pick these if you want the strongest bard
College of Lore. Cutting Words at level 3 turns each Inspiration die into a reaction that makes an enemy miss, fail, or deal less damage. Then Additional Magical Secrets at level 6 (2014), four levels before anyone else — Counterspell and Fireball at level 6 on a full caster with Expertise. The 2024 version drops the early Secrets but keeps Cutting Words and adds Magical Discoveries at 6 (two Cleric, Druid or Wizard spells). The strongest pure-caster bard in either ruleset and the most forgiving to play.
College of Eloquence. Silver Tongue means you cannot roll below a 10 on Persuasion or Deception; with Expertise that is a floor of 10 + double proficiency + Charisma. Unsettling Words spends an Inspiration die to lower a creature's next saving throw, which is exactly what makes Hold Person, Hypnotic Pattern and later Psychic Scream land. At level 6, an ally who uses your Inspiration and still fails keeps the die. Nearly impossible to play badly.
Tier A: excellent, with a clear identity
College of Swords. The melee bard that works. A Fighting Style at 3, Extra Attack at 6, and Blade Flourishes that spend Inspiration for extra damage, +AC, or a free reposition. Take it when the party already has a support caster and needs someone at the front who still casts Hypnotic Pattern.
College of Creation. Inspiration dice that also trigger bonus effects — extra damage, temporary hit points, or a free move — and Performance of Creation, which conjures a nonmagical object out of nothing: a ladder, a rowboat, a chest full of ballast. Wildly creative in the right hands.
College of Glamour. Mantle of Inspiration is a bonus action that gives several allies temporary hit points and a free reaction move without provoking attacks. Enthralling Performance charms a crowd. The 2024 version adds Beguiling Magic (Charm Person, Mirror Image always prepared). A strong support pick with a fey flavour.
College of Dance (2024). Unarmoured, unarmed, and fast: AC 10 + Dex + Cha, unarmed strikes that deal the Bardic die, and a bonus-action Dance move that doesn't provoke. Uses Inspiration to let allies reposition. Play it as a Dex/Cha skirmisher who never carries a weapon.
Tier B and C: playable, but outclassed
College of Valor gives medium armour, shields, martial weapons and Extra Attack — sturdy, but Swords does the same job with better tricks. College of Whispers adds psychic damage to weapon attacks and the ability to steal a dead creature's face; strong in an intrigue campaign, weak in a dungeon. College of Spirits rolls on a table for its effects; fun, unpredictable, hard to plan around.
Bardic Inspiration: How to Spend It
The single most common bard mistake is hoarding Inspiration for the "perfect moment" and ending the day with dice unspent. From level 5 the pool refills on a short rest, so the dice are worth nothing tomorrow. Rules of thumb:
- Give it to whoever swings first. The rogue's first attack of the fight, before Sneak Attack is confirmed, is worth more than any roll later on.
- Give it before saves you can predict. Fighting a mind flayer? The frontliner gets a die before Mind Blast, not after.
- 2024: wait for the failure. Because the die is rolled after a failed d20 test, hand them out at the start of combat and let allies decide. Almost every die will matter.
- Lore and Eloquence: spend on defence too. Cutting Words and Unsettling Words are the reason those Colleges are S-tier. A die that makes the dragon's bite miss is a die that saved 60 hit points.
Magical Secrets: The Picks That Matter
At level 10 (and 14 and 18 in 2014) you learn spells from any class list. This is where a bard stops being a support and starts being the best character at the table. The picks, by what your party lacks:
| You need | Take (2014) | Take (2024, Cleric/Druid/Wizard only) |
|---|---|---|
| A big damage option | Fireball, Eldritch Blast + Agonizing Blast (via Warlock) | Fireball, Spirit Guardians |
| To shut down enemy casters | Counterspell | Counterspell |
| Healing the party actually needs | Aura of Vitality, Heal | Aura of Vitality, Heal, Mass Cure Wounds |
| Battlefield control | Wall of Force, Spirit Guardians | Wall of Force, Conjure Animals |
| To not die | Shield, Absorb Elements | Shield, Absorb Elements |
| To win the campaign | Wish (18), Simulacrum, Forcecage | Wish, Forcecage |
If you take one thing from this guide: Counterspell at 10. A bard with Jack of All Trades adds half proficiency to the check to counter higher-level spells, which no other class gets.
Bard Spells by Level
You know very few spells, so every one has to earn its slot. The list below is what experienced bard players actually take.
- Cantrips: Vicious Mockery (disadvantage on the target's next attack is the real effect), Mage Hand, Minor Illusion, Prestidigitation.
- 1st: Dissonant Whispers (forces a reaction move: your allies get opportunity attacks), Faerie Fire, Healing Word, Tasha's Hideous Laughter.
- 2nd: Hold Person, Suggestion, Invisibility, Heat Metal (against anyone in plate).
- 3rd: Hypnotic Pattern (the best 3rd-level spell in the game), Fear, Dispel Magic, Leomund's Tiny Hut.
- 4th: Polymorph, Greater Invisibility, Dimension Door, Confusion.
- 5th: Synaptic Static, Hold Monster, Greater Restoration, Mass Cure Wounds.
- 6th: Otto's Irresistible Dance, Mass Suggestion, Eyebite.
- 7th: Forcecage, Teleport, Mirage Arcane.
- 8th: Dominate Monster, Feeblemind, Mind Blank.
- 9th: Power Word Kill, Psychic Scream, Foresight, True Polymorph.
Making a homebrew spell for a bard's signature performance? The Spell Generator produces balanced effects by level.
Bard Builds
Species and stats
Charisma first, always. Then Dexterity for AC, initiative and the Dex save; then Constitution. Strength and Intelligence can be dump stats. Strong species picks: half-elf (2014: +2 Cha, two floating +1s, two skills), lightfoot halfling (Lucky, Naturally Stealthy), changeling for Whispers and Eloquence, tiefling for the Cha bonus and Thaumaturgy. In 2024, species no longer give ability scores; take the background that gives Cha and Dex (Charlatan, Entertainer, Wayfarer).
Four builds that work
- The Controller (Lore). Cha 16 → 20, Dex 14. Expertise in Persuasion and Perception. Hypnotic Pattern at 5, Counterspell and Fireball at 6 (2014). War Caster at 4. Nobody in the party rolls a save the bard didn't help with.
- The Face (Eloquence). Cha 17 → 20, Dex 14, Wis 12. Expertise in Persuasion and Deception; Silver Tongue makes both unmissable. Suggestion, Hold Person, then Mass Suggestion. Actor feat if the campaign is intrigue-heavy.
- The Duelist (Swords). Dex 16, Cha 16, Con 14. Rapier and Duelling style; Defensive Flourish every round you're threatened. Extra Attack at 6, Shadow Blade if allowed. Two levels of Fighter for Action Surge is the classic dip.
- The Unarmed Dancer (Dance, 2024). Dex 17, Cha 16. Start with Musician for extra Heroic Inspiration. AC 10 + Dex + Cha beats studded leather by level 4. Pair with Magic Stone from a Druid friend, or take it via Magical Secrets, for a ranged option.
Multiclassing a Bard
- Bard X / Warlock 1–2. Eldritch Blast with Agonizing Blast, plus short-rest slots. The single most popular Cha-class dip. (2024: Warlock spells no longer available via Magical Secrets, so the dip matters more.)
- Bard X / Paladin 2. Divine Smite on a Swords or Valor bard, plus heavy armour if you have the Str. Smiting with bard slots is very good.
- Bard X / Fighter 2. Action Surge, a Fighting Style, Second Wind. For Swords and Valor.
- Bard X / Rogue 1–3. Extra Expertise, Sneak Attack for Swords, Assassinate for Whispers. See the Rogue guide for the subclass choice.
- Bard X / Sorcerer 1–3. Quickened Spell on Hypnotic Pattern. Powerful, slow to come online.
Every level not in Bard delays Font of Inspiration (5), Magical Secrets (10) and your spell slot progression. One or two levels of dip is the sweet spot; three is the ceiling before the cost shows. Compare with the other full casters — Wizard, Cleric, Warlock — if you're choosing between them.
Common Bard Mistakes
- Hoarding Inspiration. Covered above. Dice unspent at a short rest were wasted.
- Taking damage spells early. Your slots are for Hypnotic Pattern and Hold Person, not Thunderwave. Damage comes from Magical Secrets at 10, or from the fighter you just gave a d8 to.
- Playing Lore as a healer. Healing Word to pick people up, yes. Cure Wounds in combat, no.
- Standing in melee without Swords or Valor. A d8 hit die and light armour means a Lore bard with 14 Dex has AC 13. Stay at 30 feet.
- Skipping Counterspell. The one Magical Secrets pick that is correct in every campaign.
Roleplaying a Bard
The lute is optional. What every bard shares is that their magic comes from words and performance — something learned, absorbed, or given — and that makes them the character who talks first. Decide why yours performs:
- The Chronicler. You collect stories. Adventures are material. You're here to make sure someone remembers the heroes properly, which occasionally means saving them.
- The Agent. Performance is cover. You work for a guild, a crown, a thieves' network, and the road is where the secrets travel. Whispers and Eloquence bards live here.
- The Believer. Your art is worship. A god of song, a fey court, an ancestor spirit — something answers when you play, and you owe it a debt.
- The Veteran. Soldier or duellist first; the music came after, as a way of surviving what you saw. Swords and Valor bards with a scar for every song.
- The Fraud. You never trained. The magic just happened when you sang, and you've been improvising a legend ever since.
The "why" decides what your bard does when the fighting stops — who they talk to, what they write down, what they lie about. Pick a name with the D&D Name Generator, give the bard a rival or a patron from the NPC Generator, and keep the contacts, debts and rumours somewhere you can find them; the character sheet guide covers where.
Frequently Asked Questions
Is the bard a good class in 5e?
Yes — it is consistently ranked among the two or three strongest classes. Full spellcasting, the best skills in the game, Bardic Inspiration, and Magical Secrets at level 10 give it more answers to more situations than any other class.
What is the best bard subclass?
College of Lore for a pure caster, College of Eloquence for a social and control build, College of Swords for melee. All three are top-tier; Lore is the safest pick for a new player.
How does Bardic Inspiration work?
As a bonus action you give a creature a die (d6 to d12 by level). Within 10 minutes (2014) or 1 hour (2024) they add it to one attack roll, ability check or saving throw. In 2024 they roll it after seeing a failed result. You have uses equal to your Charisma modifier, restored on a long rest, or a short rest from level 5.
What changed for the bard in the 2024 rules?
Spells are prepared instead of known, Expertise comes at level 2, Bardic Inspiration can be used after a failed roll, Song of Rest is gone, Countercharm is a reaction, and Magical Secrets at 10 opens the Cleric, Druid and Wizard lists but not Warlock or Paladin. The PHB subclasses are Dance, Glamour, Lore and Valor.
Can a bard use a longsword or rapier?
Yes. The 2014 bard is proficient with rapiers, longswords, shortswords and hand crossbows; the 2024 bard with any martial weapon that has the Finesse or Light property, which includes rapiers and scimitars but not longswords.
What should a bard's highest stat be?
Charisma, then Dexterity, then Constitution. Charisma drives spell save DCs, Inspiration uses and every social skill; Dexterity covers armour class, initiative and the Dexterity save.
Which classes multiclass well with bard?
Warlock (1–2 levels for Eldritch Blast), Paladin (2 for Divine Smite), Fighter (2 for Action Surge) and Rogue (1–3 for Expertise and Sneak Attack). Keep dips short: every non-bard level delays Magical Secrets.
Keep reading
More from this topic

D&D Cleric: The Complete Class Guide (Subclasses, Builds & Roleplay)
The cleric is the most underrated class at the table — a full-caster, a heavy-armor frontliner, and the only character who can talk to a god. Here's how to build one that's strong without being a heal-bot.

D&D Warlock: The Complete Class Guide (Patrons, Pacts & Builds)
The warlock is the most short-rest-friendly caster in 5e — two slots back per hour, an at-will damage cantrip that scales with feats, and three-class-features-in-one between Patron, Pact, and Invocations. Here's how to build one that actually rivals a wizard.

D&D Wizard: The Complete Class Guide (Schools, Spells & Builds)
The wizard is the deepest, most rewarding caster in 5e — and the easiest class to play badly. Here's how to build one that earns the "all-powerful arcanist" reputation instead of dying in the second fight.
Start building your world today
A linked wiki, a timeline and a live DM screen — free, in your browser, no account needed.