The Bard is one of Dungeons & Dragons’ most flexible and fun classes. Here’s what to know before creating a Bard in D&D 5e.
In Dungeons & Dragons, Bards have long had a reputation for being carefree philanderers who charm and seduce anyone they want with a song. That’s not the class’ only story, though.
In reality, the Bard class is among D&D’s most flexible options, allowing players to create all sorts of characters to fit just about any role their party needs.
Here’s what you should know about building a Bard in D&D 5e.
Best Race options for Bards in D&D 5e
It’s important to note that 2020’s Tasha’s Cauldron of Everything makes racial choices less central to builds than they once were. Players can now assign their ability score bonuses as they please rather than having them determined by their race.
Still, races each come with features and abilities that can enhance a build, so whether you’re using Tasha’s rules or not, some Player’s Handbook races make for better Bards.
Half-Elf
While other official 5e sourcebooks introduce additional Half-Elf subraces, the standard one found in the Player’s Handbook is one of the best options for a Bard. This race gives you a crucial +2 to Charisma and allows you to add +1 to two other ability scores. Your goal with any Bard build will be getting your CHA to 20 (or as close to it as you can), so Half-Elf will get you closer.
Additionally, the Half-Elf’s Skill Versatility allows you to choose two skills and gain proficiency in them, adding even more utility to a class that’s all about doing as many things as possible well.
Tiefling
Similar to the Half-Elf, Tieflings get a helpful +2 to Charisma, this time with a +1 Intelligence boost. What helps the race stand out are its additional bonuses, like Hellish Resistance, which grants resistance to fire damage, and Infernal Legacy, which grants you some spells.
From the start, Tieflings get the cantrip Thaumaturgy, which is useful for creating magical effects outside of combat. Infernal Legacy also gives you the spells Hellish Rebuke and Darkness at levels three and five, respectively, allowing you to cast them once per long rest without using a spell slot. These use Charisma as a spellcasting ability, making them perfect for a Bard.
Human
While basic, humans are the most versatile race in D&D, which is a good fit for a Bard. The standard human gets +1 to every ability score, which seems useful but isn’t really necessary. If the Dungeon Master allows, you’re better off picking the Variant Human.
Variant Humans get to give +1 bonuses to two ability scores, gain proficiency in one skill of their choice, and select a feat during character creation. Those first two options, again, work with the Bard’s flexibility, but it’s that free feat that makes human really worth considering. Options like Lucky, Skilled, and Magic Initiate are good for just about any Bard build.
Bard Hit Dice
Hit dice determine how many hit points you gain when leveling up and how much you can heal during a short rest. This essentially makes classes more or less resilient in battle. Bards get a d8 for their hit die, which makes them pretty average. While not as sturdy as, say, a Fighter, a Bard won’t be as squishy as a Wizard.
Bard ability scores and saving throws
Here’s the order in which you should prioritize your ability scores for a Bard build:
- Charisma
- Dexterity
- Constitution
- Wisdom
- Intelligence
- Strength
First and foremost, Charisma is the most important stat for any Bard. Charisma is your spellcasting stat and is key to other Bardic abilities, as well as useful skills like Persuasion and Deception.
After that, focus on Dexterity. By default, Bards can only use Light Armor and can’t use Shields, so a higher DEX will give you the Armor Class boost you need to avoid getting hit. Plus, even if you do need to make a melee attack, you’ll probably be using a DEX-based weapon.
Next, Consitution is important for any build, as it impacts your total hit points.
Wisdom and Intelligence are more flexible, but it’s usually better to prioritize WIS. Wisdom saves are more common than Intelligence ones, and Perception and Insight are always helpful skills.
Finally, Strength can be your dump stat, as even melee Bards will use DEX over STR.
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Bard starting skills and proficiencies
Bards get the following proficiencies:
- Light armor
- Simple weapons, hand crossbows, longswords, rapiers and shortswords
- Three musical instruments of your choice
- Dexterity and Charisma saving throws
- Any three skills
Bard class features
Bards are spellcasters
Bard is a full spellcasting class that uses your Charisma modifier. You’ll get a decent number of spell options, and while Bards can’t swap out spells during a long rest like a Wizard or Druid, they can replace one at each level up.
Jack of All Trades and Expertise make Bards good at pretty much everything
One of the Bard’s best abilities, Jack of All Trades, allows you to add half of your proficiency bonus (rounded down) to any ability check where you don’t already have proficiency or expertise. This is helpful for balancing out any skills you might otherwise have a negative modifier on, and it applies to Initiative.
At Bard level 3, you’ll also gain Expertise, which allows you to add double your proficiency bonus to two skills you are proficient in. At 10th level, you can pick two more skills.
Bardic Inspiration and Song of Rest help the party
Two of the Bard’s signature abilities make them a welcome addition to any party.
First, Bardic Inspiration allows you to buff your allies by granting them an additional die they can add to an ability check, attack roll, or saving throw once within 10 minutes. This starts out as a d6, but goes up to a d8 a 5th level, d10 at 10th level, and d12 at 15th level. You can use this a number of times equal to your CHA modifier, regaining all uses with a long rest (or a short rest after gaining Font of Inspiration at level 5).
Then, at level 2, Bards gain Song of Rest. This can be used to help yourself and your allies restore more HP during a short rest. Similar to Bardic Inspiration, the amount of healing starts at 1d6, but increases as you level up; you’ll get 1d8 at 9th level, 1d10 at 13th level, and 1d12 at 17th level.
Bard subclasses
The Bard subclasses, called “Colleges,” included in the Player’s Handbook are detailed below. Supplemental sourcebooks like Xanathar’s Guide to Everything, Tasha’s Cauldron of Everything, and Critical Role‘s Tal’Dorei Campaign Setting Reborn add even more subclass options.
Like most 5e classes, Bards choose their College at level 3.
College of Lore
Lore Bards are storytellers who pursue beauty and truth, captivating audiences as they share their knowledge and talents. Their Cutting Words skill allows them to use their wit to distract or confuse others by spending a Bardic Inspiration die and forcing the creature to subtract it from their roll.
At level 6, Lore Bards get Additional Magical Secrets, which allows them to learn 2 spells from any class. Finally, at level 14, they get Peerless Skill, which essentially allows them to give themselves Bardic Inspiration on ability checks.
College of Valor
Valor Bards are all about telling the stories of past heroes in the hopes of inspiring new ones. These Bards are more combat-focused, gaining proficiency with medium armor, shields, and martial weapons. They also help their allies avoid hits in battle with Combat Inspiration, which allows an ally with Bardic Inspiration to add the die to their AC.
At level 6, Lore Bards get an extra attack, which is always helpful. Finally, they get Battle Magic at level 14, which allows them to make a weapon attack as a bonus action after using a Bard spell.
Best Bard spells per level
While not as extensive as the Wizard’s spell list, Bards have a decent number of options available. Here are our picks for the best Bard spells from the Player’s Handbook.
Spell Level | Best Spell Options |
---|---|
Cantrip | Mage Hand, Message, Minor Illusion, Prestidigitation, Vicious Mockery |
1st Level | Charm Person, Cure Wounds, Detect Magic, Disguise Self, Dissonant Whispers, Faerie Fire, Healing Word, Sleep, Tasha’s Hideous Laughter |
2nd Level | Blindness/Deafness, Detect Thoughts, Enhance Ability, Heat Metal, Invisibility, Phantasmal Force, Shatter |
3rd Level | Bestow Curse, Clairvoyance, Dispel Magic, Hypnotic Pattern, Leomund’s Tiny Hut, Sending |
4th Level | Dimension Door, Greater Invisibility, Polymorph |
5th Level | Animate Objects, Greater Restoration, Hold Monster, Modify Memory, Scrying |
6th Level | Eyebite, Mass Suggestion, Otto’s Irresistible Dance, Programmed Illusion |
7th Level | Etherealness, Forcecage, Resurrection, Teleport |
8th Level | Dominate Monster, Power Word Stun |
9th Level | Foresight, Power Word Kill, True Polymorph |
For more on D&D 5e, check out our other guides below:
All D&D 5e books | Everything upcoming in D&D 2024 | D&D vs. Pathfinder | D&D 5e Multiclass Guide | Fighter | Wizard
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