2024 DnD 5e Bard Class Guide

Introduction

The DnD 5e Bard is fantastically versatile. With access to any skill, expertise, and full spellcasting, the Bard can fill essentially every role in the party. Subclasses like College of Lore are more of the classic support Bard, with improved magical options and support abilities, while College of Swords and College of Valor can serve as front-line melee characters who can bring their spellcasting and support capabilities into the heat of battle.

Because bards can do so much within a single class, they can fill nearly any role within a party. Their open skill options, Expertise, and buff spells allow them to thrive as a Face and a Scout, while their spellcasting makes them effective Controllers and Support casters. The Bard’s biggest deficiencies are damage output and durability, so it’s hard to build them as a Blaster, Defender, or Striker, but even that isn’t impossible. Subclasses like College of Dance can expand these rolls by changing the Bard’s playstyle.

Despite being themed around music and performance, Bards have nearly no mechanics related to performing. You don’t need the Performance skill, and, other than using them as a spellcasting focus, you don’t need musical instruments.

You may also enjoy our other supporting articles for the Bard:

This article is for the 2024 DnD 5e rules. For the 2014 rules, see our 2014 DnD 5e Bard Class Guide.

Table of Contents

Disclaimer

RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks, which is simple to understand and easy to read at a glance.

  • Red: Bad, useless options, or options which are extremely situational. Nearly never useful.
  • Orange: OK options, or useful options that only apply in rare circumstances. Useful sometimes.
  • Green: Good options. Useful often.
  • Blue: Fantastic options, often essential to the function of your character. Useful very frequently.

We will not include 3rd-party content, including content from DMs Guild, in handbooks for official content because we can’t assume that your game will allow 3rd-party content or homebrew. We also won’t cover Unearthed Arcana content because it’s not finalized, and we can’t guarantee that it will be available to you in your games.

The advice offered below is based on the current State of the 2024 DnD Character Optimization Meta as of when the article was last updated. Keep in mind that the state of the meta periodically changes as new source materials are released, and the article will be updated accordingly as time allows. Also be sure to check for errata periodically.

Why Play a DnD Bard?

The Bard is the jack of all trades, capable of filling nearly any role in the party and facing any challenge in or out of combat. Their class features and spell list provide great buff, debuff, healing, support, and utility options, while the Bard’s skills make them an unbeatable Face character. While Bards are excellent as Support characters in combat, they’re usually the center of attention in any social situation, and they can fill any gap in the party’s capabilities. And don’t let their supportive capabilities fool you: the Bard can magically incapacitate enemies just as well as a Wizard, though their spell options are admittedly less numerous.

Essential DnD Bard Tactics

  • Be a Healer, Don’t Be a Heal Bot: The Bard gets access to essential healing spells like Healing Word and Lesser Restoration. If you’re the only healer in the party, be sure to prepare them, but don’t spend every turn in combat casting Cure Wounds, as that nearly always means burning all of your spell slots just to make combat last longer. If you do have another healer in the party, at least take Healing Word to share the load.
  • Manage Resources Wisely, but Don’t Horde Them: Bardic Inspiration and your spell slots are limited resource pools, so you need to use them responsibly. But, at the same time, they are there to be used. If you find yourself low on resources, encourage the party to be cautious or look for an opportunity to rest.
  • Mind Your Hit Points: Bards get d8 hit dice and light armor, but usually don’t have options like the spell Shield to boost their AC. You’re relatively frail, so taking several hits can take you out of the fight.
  • Save or Suck: Like most spellcasters in DnD, “save or suck” spells are often your best offensive option. Bring spells that make enemies unable to fight if they fail a saving throw, and try to hit enemies with spells which target their weakest saves. With experience playing, you can get a good idea of enemies’ capabilities based on their appearance and their actions, and make educated guesses even against creatures that you’ve never seen before.
  • Use Your Skills: Bards get Expertise and more skills than most characters, plus Jack of All Trades to cover any missing skill proficiencies. Look for opportunities to solve problems with Ability Checks.

Bard Class Features

Hit Points: d8 is fantastic for a full casting class, but you’re not going to survive rushing into melee all the time unless you go for Valor to boost your AC.

Saves: Dexterity is great for avoiding fireballs, but most spells which call for Reflex saves won’t outright disable you, and Charisma saves are extremely rare.

Proficiencies: Light armor and a handful of weapons won’t give you a ton of options, but it’s enough to get by, and Bards rely mostly on their spells and special abilities. You do get three skills of your choice, which opens up a lot of really great options.

1. Bardic Inspiration: The Bard’s signature feature, Bardic Inspiration is an absolutely fantastic support ability. The dice last an hour, so you can often pass them out long before you’re in danger rather than scrambling to hand them out during combat. The dice can be used on any d20 test, so I recommend saving them for narrow misses on saving throws or for high-value attack rolls.

1. Spellcasting: Bards are full spellcasters, and their spell list falls into an interesting niche. They share many options with the Wizard, but they also get crucial healing options like Healing Word and Lesser Restoration. Bards prepare spells permanently, so you’ll need to put some thought into your spells each time that you gain a level.

2. Expertise: Always fantastic.

2. Jack of All Trades: Helpful for skills in which you don’t have proficiency, but you’ll almost certainly be proficient in most skills that you’re well-suited to use, so this may rarely impact a check.

3. Subclass: Bard subclasses are briefly summarised below. See our Bard Subclasses Breakdown for help selecting your subclass.

  • College of Dance: A novel take on a martial Bard, turn dancing in combat into a powerful unarmed combat style.
  • College of Glamour: Charm, dominate, and command creatures around you.
  • College of Lore: Emphasize the Bard’s mastery of skills and spells by getting even better at skills and spells.
  • College of Valor: Add a splash of additional martial capabilities to the Bard.

5: Font of Inspiration: This allows you to use your Bardic Inspiration ability up to three times as often in a single day, assuming two short rests.

7. Countercharm: Charm and feat effects are common. This will see frequent use.

9. Expertise: Always fantastic.

10. Magical Secrets: Access to nearly every spell in the game. This does exclude some class exclusives like Find Steed and Hex, but you still get a ton of options. Remember that you can retrain your lower-level spells, allowing you to replace your low-level spells with spells from different spell lists.

18. Superior Inspiration: Excellent. You effectively don’t need to ration your Bardic Inspiration uses.

20. Words of Inspiration: These aren’t the best 9th-level spells, but adding a second target makes them much more appealing.

2024 Bard Changes from 2014 Rules

This section is from our 2024 DnD Rules Transition Guide.

  • Weapon Proficiencies: Now reduced to simple weapons. No longer includes the handful of martial weapons which Bards have gotten since at least 3rd edition.
  • 1: Bardic Inspiration. Inspiration dice now have a 1-hour expiration (formerly 10 minutes), and the die is used when they fail a d20 roll rather than allowing the option to use the die before knowing that you failed and potentially wasting the die.
  • 1: Spellcasting. Now allows you to change a cantrip when you gain a  Bard level.
  • 2: Expertise. Moved from level 3 to 2.
  • 2: Jack of All Trades. Now only applies to ability checks which involve a skill proficiency. No more bonus to initiative.
  • 2: Song of Rest. Removed.
  • 5: Font of Inspiration. You can now spend a spell slot to use Bardic Inspiration again.
  • 7: Countercharm. Now works as a Reaction without you spending your Action to perform first.
  • 9: Expertise. Moved from level 10.
  • 10: Magical Secrets. No longer a limited number of spells. From level 10 onward you can pick spells from the Bard, Cleric, Druid, and Wizard spell lists, including when you retrain spells that you already knew. No more Paladin/Ranger/Warlock spells.
  • 18: Superior Inspiration. Moved from level 20, and it now raises you to two dice instead of granting just one.
  • 20: Words of Creation. Power Word Heal/Kill prepared for free and you can affect two creatures with both of them. These are 9th-level spells, so doubling their effectiveness is pretty great.

Bard Backgrounds

An increase to Charisma is too crucial to forgo, so any Background which doesn’t include Charisma is immediately out. Charisma-based skills are also ideal. College of Valor will also want both Dexterity and Constitution.

For information and advice regarding Origin Feats, including those granted by your Background, see the Bard Feats section, below.

  • Acolyte (PHB): Magic Initiate (Cleric) is good, but not enough to make up for the mediocre skills and the fact that Bards only care about one of the ability scores.
  • Archaeologist (EFotA): Good feat, but no Charisma increase, and the built-in skills aren’t a good fit.
  • Artisan (PHB): Bad ability scores, bad feat, mediocre skills.
  • Carouser (ABoH): Good ability scores, an excellent feat, and perfect skills. This is an easy go-to option.
  • Charlatan (PHB) : Absolutely fantastic for the Bard, especially in a small party where you have gaps in skill proficiencies.
  • Chondathan Freeboter (FRHoF): Good feat, but no Charisma increase, and the built-in skills aren’t a good fit.
  • Criminal (PHB): Decent, especially if you plan to replace a Rogue in your party, but no Charisma increase.
  • Dead Magic Dweller (FRHoF): Bad all around.
  • Dragon Cultist (FRHoF): The skills are decent, but that is not nearly enough.
  • Emerald Enclave Caretaker (FRHoF): Bad all around.
  • Entertainer (PHB) : Conceptually the default for the Bard, but the skills are awful. The ability scores are good and the Musician feat is welcome in any party, but it’s hard to waste two skill proficiencies on borderline useless skills.
  • Farmer (PHB): Bad all around.
  • Flaming Fist Mercenary (FRHoF): Surprisingly good if you’re building for melee, but you still don’t need that Strength increase.
  • Genie Touched (FRHoF): Good ability scores, good skills, and Magic Initiate (Wizard). Absolutely fantastic. Grab staple spell options like Absorb Elements or Shield which aren’t on the Bard’s spell list, or grab an offensive option like Chromatic Orb which scales well with spell level.
  • Guard (PHB): Bad all around.
  • Guide (PHB): Bad ability scores, bad skills, and the Bard already gets many of the spells that you would want from Magic Initiate (Druid). If you do want Druid spells, look at Moonwel Pilgrim instead.
  • Harper (FRHoF): Good Ability Scores, but the skills are mediocre and Harper Agent is a terrible feat.
  • Hermit (PHB) : Decent ability scores, but the skills are poor, and there’s little reason for Healer when you can cast Healing Word.
  • House Agent (FRHoF): A Charisma increase and Lucky are both great, but only one good skill.
  • Ice Fisher (FRHoF): Bad all around.
  • Inquisitive (EFotA): Good ability scores and Alert is a good feat. The skills are both Intelligence-based, so be sure to invest in Intelligence to make them worthwhile.
  • Knight of the Gauntlet (FRHoF): Bad all around.
  • Lords’ Alliance Vassal (FRHoF): A good fit for martial bards who plan to rely heavily on attack rolls, but don’t expect to crit frequently enough that the first bullet of Lords’ Alliance Agent is impactful.
  • Lorwyn Expert (LFL): Bad all around.
  • Merchant (PHB) : Good ability scores, and Lucky is an easy feat on any character. The only low point is Animal Handling.
  • Moonwell Pilgrim (FRHoF): Good ability scores and Magic Initiate (Druid) can get you some interesting spells, though Bards already get access to many of the same low-level spells, and the skills are bad.
  • Mulhorandi Tomb Raider (FRHoF): There are much better ways to get Lucky, such as House Agent and Merchant.
  • Mythalkeeper (FRHoF): Crafter is an awful feat. Otherwise, this is decent.
  • Noble (PHB) : Fine, but Charlatan is a much easier choice.
  • Purple Dragon Squire (FRHoF): Good ability scores, Purple Dragon Rook is a good feat for the Bard, and one good skill.
  • Rashemi Wanderer (FRHoF): Surprisingly good if you’re building for melee, but you still don’t need that Strength increase.
  • Sage (PHB): Another way to get Magic Initiate, but without a Charisma increase it’s a poor choice for the Bard.
  • Sailor (PHB): Bad all around.
  • Scribe (PHB): Passable skills and a good feat, but no Charisma increase.
  • Shadowmasters Exile (FRHoF): Savage Attacker isn’t a good feat, even on a martial Bard, and the rest of this doesn’t make up for it.
  • Shadowmoor Expert (LFL): Maybe useful for martial Bards planning to fight in melee. Hex is good if you’re built to make numerous attacks, and the retaliatory damage can make up for the Bard’s relative frailty compared to martial classes.
  • Soldier (PHB): Bad all around.
  • Spellfire Initiate (FRHoF): Good, but not great.
  • Vampire Devotee (ABoH): Good ability scores and Vampire’s Plaything adds some helpful mobility which will let you get out of dangerous positions, which is helpful since Bards don’t get Misty Step.
  • Vampire Survivor (ABoH): Bad all around.
  • Wayfarer (PHB) : Great ability scores and skills for a Bard looking to fill in for a Rogue in the party, and Lucky is an easy feat on any character.
  • Zhentarim Mercenary (FRHoF): Potentially a good fit for melee builds, but Opportunity Attacks generally aren’t a focus for Bards.

Bard Species

Additional defenses, extra skill proficiencies, and innate spellcasting can all be very useful.

  • Aasimar (PHB): Two damage resistances, Darkvision, a once per day heal, and a once per day combat transformation. Most Bards don’t rely enough on direct damage spells or weapons to make the Transformation’s damage bonus meaningful, but College of Valor Bards will find it very helpful.
  • Changeling (EFotA): A Changeling Bard is perhaps the ideal Face character. Shape-Shifter lets you have permanent Advantage on Charisma checks, and the two extra skills will help you diversify your skills beyond just Face skills.
  • Dhampir (ABoH): Spider Climb is the next best thing to flight, which is great since Bards don’t get Fly. Vampire Bite can boost checks a few times per day for those important skill checks.
  • Dragonborn (PHB): Darkvision, a damage resistance, and once per day flight are great, but you will likely never use the breath weapon beyond very low levels.
  • Dwarf (PHB): Darkvision, resistance to the most common non-weapon damage type, and more hit points. Tremorsense is neat, but you have spells to handle invisible or hidden enemies. A great choice for College of Valor, but otherwise the durability may not do much for you.
  • Elf (PHB): Darkvision and an extra skill are both great, plus you can get access to some spells from outside of the Bard’s spell list. High Elf’s cantrip can get you a great offensive cantrips from the Wizard’s spell list, while the Wood Elf’s access to Pass Without Trace simplifies stealth for the whole party.
  • Gnome (PHB): Darkvision and Gnomish Cunning are both great, and the added cantrips from Gnomish Lineage offer some interesting utility options. Paired with good Wisdom and proficiency in Wisdom saves, failing those saves will be exceptionally rare.
  • Goliath (PHB): Giant Heritage doesn’t offer a lot of easy options for full casters, but Cloud Jaunt is fantastic non-spell teleportation, so you can use it the same turn that you cast a leveled spell. Stone’s Endurance is also useful for frail spellcasters. Large Form won’t see much use, but Powerful Build might help you escape grapples if you can’t get out by other means (such as Cloud Jaunt).
  • Halfling (PHB): Brave and Lucky are both helpful, and Halfling Nimbleness may help you get past enemies to get into a safer position, though it won’t prevent Opportunity Attacks when you need to leave an enemy’s reach. Naturally Stealthy might let you hide before combat starts, but without Cunning Action it won’t see use in combat.
  • Human (PHB): An additional skill and origin feat are an easy choice on any build.
  • Kalashtar (EFotA): Good mental defenses, but that’s all that you get.
  • Khoravar (EFotA): Darkvision, Fey Ancestry, a Cleric/Druid/Wizard Cantrip, and an extra skill. You can change the Cantrip and the skill on a Long Rest, allowing you to tailor your capabilities to changing situations. But it’s more likely that you’ll pick one Cantrip and one skill that suit your build, then stick with them. That may be enough to skip over feats like Magic Initiate.
  • Orc (PHB): Adrenaline Rush is an excellent option for getting out of dangerous positions quickly without a spell, and the Temporary Hit Points are great on a frail spellcaster. If that doesn’t keep you alive, Relentless Endurance provides some insurance.
  • Shifter (EFotA): Shifting offers some great options for melee martial builds. Beasthide’s big pile of Temporary Hit Points will greatly improve your durability and Swiftstride offers some helpful mobility in case you get stuck in melee and don’t want to be.
  • Tiefling (PHB): Darkvision, a damage resistance, and some innate spellcasting almost entirely from outside of the Bard’s spell list. The spell choices aren’t crazy, but there are some consistently useful options here, and access to offensive options like Fire Bolt are a great addition to the Bard.
  • Warforged (EFotA): An easy choice on almost any build, the Warforged’s extra durability and extra proficiencies are a great boost to both survivability and versatility.

Bard Ability Scores

The Bard is heavily reliant on Charisma, but also needs a bit of Dexterity and Constitution for survivability. Most Bards will start from roughly the same set of ability scores, but martial Bards like College of Dance may put additional focus on Dexterity.

Str: Dump stat. Even in melee, the Bard can rely solely on Dexterity

Dex: In light armor and with no shields, the Bard needs Dexterity to boost their poor AC. It also helps when you must occasionally resort to using weapons. Martial bards like College of Dance and College of Valor may need more than usual.

Con: Everyone needs hit points, and you need to be able to maintain Concentration.

Int: Several interesting skills rely on Intelligence.

Wis: Good for important saves and a handful of skills, including Perception.

Cha: The Bard runs on Charisma. Get as much as you can, as early as you can. Even martial Bards should typically prioritize Charisma over Dexterity or Constitution. Remember: you’re a spellcaster first, and everything else is secondary.

Point BuyAdjustedStandard ArrayAdjustedPHB RecommendedAdjusted
Str888888
Dex151614141414
Con141413141213
Int8810101313
Wis101012121010
Cha151715171517

Bard Skills

  • Acrobatics (Dex): Too situational, but if you’re built for melee you need either this or Acrobatics to get out of grapples if you don’t have magical options for it like Misty Step.
  • Animal Handling (Wis): Bards are not Druids.
  • Athletics (Str): Functionally useless. You can use Athletics to bind creatures in chains, but you’re better suited to using Sleight of Hand for manacles or rope.
  • Arcana (Int): One of the most important Knowledge skills.
  • Deception (Cha): Helpful for a Face.
  • History (Int): A useful knowledge skill.
  • Insight (Wis): Helpful for a Face.
  • Intimidation (Cha): Helpful for any Face.
  • Investigation (Int): Very important, but you really only need one person in the party to have it.
  • Medicine (Wis): This skill is useless. Medicine is best done magically.
  • Nature (Int): Good knowledge skill, but not as crucial as Arcana or Religion.
  • Perception (Wis): The most rolled skill in the game.
  • Performance (Cha): This is really weird. In 5e Bards don’t actually need Performance, so you can completely skip it. 3.0 was my first RPG, and Bards are indelibly fused to the Perform skill in my mind, so I’m having a little bit of a mental freak-out as I write this. If you do take it, you can use it during Downtime to support a Wealthy lifestyle, allowing you to live in luxury while your adventuring buddies are crowding into rooms at the local inn trying to get by on whatever loot they found.
  • Persuasion (Cha): The king of Face skills.
  • Religion (Int): One of the most important Knowledge skills.
  • Sleight of Hand (Dex): Too situational.
  • Stealth (Dex): Essential if your party lacks a dedicated Scout.
  • Survival (Wis): Too situational.

Bard Feats

This section does not address every published feat, as doing so would result in an ever-growing list of options which don’t cater to the class. Instead, this section will cover feats which we think work especially well for the class or which might be tempting but poor choices. For more specific advice on individual feats, see our 2024 DnD Feat Guides.

Origin Feats

These feats typically come from your Background, but you can also select an Origin Feat any time that you could select a General Feat, and you may get more from sources like the Human’s species traits.

  • Alert (PHB): Never a bad choice, but Bards don’t have most of the big area control spells that spellcasters like the Druid and the Wizard want to cast before anyone else acts in combat.
  • Child of the Sun (LFL): Bards can already cast Faerie Fire.
  • Crafter (PHB): Neat, but not especially impactful. Crafting mundane gear stops being impactful early in the game as players quickly accumulate enough to afford nearly anything in the Player’s Handbook. This notably omits the Herbalist Kit as a choice, so you can’t even use this to craft Potions of Healing.
  • Cult of the Dragon Initiate (FRHoF): Great, but the DC is Wisdom-based.
  • Emerald Enclave Fledgling (FRHoF): Bad. Take Ritual Caster if you want to talk to animals.
  • Harper Agent (FRHoF): The Help Action isn’t useful enough to justify this unless you’re a Hobgoblin.
  • Harper Agent (FRHoF): The Help Action isn’t useful enough to justify this unless you’re a Hobgoblin.
  • Healer (PHB): Rerolling dice on healing spells is nice, but not especially impactful. The vast majority of hit point restoration is either Healing word to rescue dying allies or hit dice during a Short Rest. Sources of healing intended to bring creatures up to a significant portion of their hit points usually use a static number rather than dice (ex: Heal).
  • Lords’ Alliance Agent (FRHoF): Poentially effective on martial builds, but don’t expetc to crit frequently enough for the first bullet to be impactful.
  • Lucky (PHB): An easy choice on any character. It won’t directly impact your build, but it’s a great default if you don’t need anything else.
  • Magic Initiate (PHB): Druid spells to get Shillelagh for College of Valor Bards or Wizard spells to get options like Fire Bolt and Shield can both have a huge impact.
  • Musician (PHB): A great way to contribute to any party.
  • Purple Dragon Rook (FRHoF): The skills are an easy fit, and the ability to give Heroic Inspiration to your whole party is excellent.
  • Savage Attacker (PHB): Not impactful enough even if you’re build for College of Valor.
  • Shadowmoor Hexer (LFL): Hex is good if you’re built to make numerous attacks, and the retaliatory damage can make up for the Bard’s relative frailty compared to martial classes. At higher levels you’ll want to upgrade to other spells, though, so this may only be useful for campaigns that stop before you can get Conjure Minor Elementals.
  • Skilled (PHB): Excellent in small parties where you need more skill coverage.
  • Spellfire Spark (FRHoF):
  • Tavern Brawler (PHB): You’re not going to make Unarmed Strikes even if you’re built for melee.
  • Tireless Reveler (ABoH): A great choice on literally any character. While it doesn’t set you up for any specific build, Heroic Inspiration is always useful.
  • Tough (PHB): Helpful with d8 hit dice and poor armor, but not essential.
  • Tyro of the Gauntlet (FRHoF): Too situational.
  • Vampire Hunter (ABoH): Too situational, and too ineffective when it does matter.
  • Vampire’s Plaything (ABoH): Timely Retreat is really good.
  • Zhentarim Ruffian (FRHoF): Bards don’t typically make a lot of Opportunity Attacks, but the ability to give your whole party Advantage on initiative is really good. This could work for a melee martial build.

General Feats

  • Actor (PHB): I would only take this on the Bard, and even then, it’s not great.
  • Bomber (AboH): Terrible.
  • Chef (PHB): If you want Temporary Hit Points, Inspiring Leader is a much better fit.
  • Cloying Mists (AboH): Decent crowd control, but it won’t stay relevant as you advance and you don’t have an easy way to see through the fog.
  • Cold Caster (FRHoF): Bards don’t have good spells to support this. Spirit Shroud and Conjure Minor Elementals can both work, but if you’re going that route, you’re focusing on damage over saving throws.
  • Crossbow Expert (PHB): Even if you’re planning to use weapons, you need to leave your Bonus Action free for spells and for Bardic Inspiration.
  • Crusher (PHB): A passable choice for School of Dance, but other Bards should skip it, and even College of Dance should be cautious since it doesn’t increase Dexterity or Charisma.
  • Defensive Duelist (PHB): A consistent and effective way to boost your AC in melee if you’re building for College of Valor.
  • Delicious Pain (AboH): Too limited, and you don’t have the hit points to bet on this.
  • Dual Wielder (PHB): You need your Bonus Action to use Bardic Inspiration and to cast spells.
  • Durable (PHB): Cast Healing Word.
  • Elemental Adept (PHB): Bards don’t get enough elemental damage to justify this.
  • Enclave Magic (FRHoF): Terrible.
  • Fairy Trickster (FRHoF): An easy choice for martial Bards, the abilities are perfect, and Flustering Strike lasts until the end of your next turn so you can attack on one turn, then hit your target with a save-or-suck on the next turn.
  • Fey Touched (PHB): Two more prepared spells and access to some 1st-level spells from outside of your spell list. Misty Step is great on any spellcaster.
  • Genie Magic (FRHoF): Easy to fit into your build, but you’re already built for Charisma, so why not multiclass into Sorcerer instead?
  • Harper Teamwork (FRHoF): The Harper Agent feat is too heavy a text to justify this.
  • Heavily Armored (PHB): If you want heavy armor, start your build with a level in Fighter.
  • Inspiring Leader (PHB): A massive amount of temporary hit points.
  • Light Bringer (ABoH): Too situational unless you’re in a game focused on vampires.
  • Lightly Armored (PHB): A 1-level class dip into Fighter is almost always a better idea unless you’re expecting to reach 20th level.
  • Lordly Resolve (FRHoF): Only situationally useful, and it only works once per day.
  • Love Bites (ABoH): You could use this to Charm an enemy so that they can’t hit you with Opportunity Attacks so that you can get out of melee, but there are better options for the same problem.
  • Mage Slayer (PHB): Good insurance against difficult mental saves, but without a Charisma increase it’s hard to select this at low levels.
  • Martial Weapon Training (PHB): A 1-level class dip into Fighter is almost always a better idea unless you’re expecting to reach 20th level.
  • Medium Armor Master (PHB): Borderline worthless. Put +2 into Dexterity and wear light armor.
  • Moderately Armored (PHB): A 1-level class dip into Fighter is almost always a better idea unless you’re expecting to reach 20th level.
  • Mounted Combatant (PHB): Once you get Magical Secrets, you can learn to cast Find Steed. At that point, mounted combat becomes a viable tactic, which means that Mounted Combatant has some appeal.
  • Mythal Touched (FRHoF): Unpredictable, dangerous, and self-destructive.
  • Observant (PHB): If you’re proficient in Perception and have decent Wisdom, you may be well qualified to use Perception reliably. But even then, this is only helpful if your DM likes to use stealthy enemies and/or likes to include traps in combat encounters.
  • Order’s Resilience (FRHoF): Too situational.
  • Piercer (PHB): You should not be using weapons enough to justify using this.
  • Poisoner (PHB): Bards don’t get spells that deal poison damage, and you’re not going to use weapons enough to make poison via weapons a meaningful option. Even if you do, you need your Bonus Action free for spells and Bardic Inspiration.
  • Purple Dragon Commandant (FRHoF): Potentially useful for martial builds, but Inspiring Leader is still a much better source of Temporary Hit Points.
  • Putrefy (ABoH): Bards don’t have enough sources of Necrotic damage to make this work.
  • Rebuke (ABoH): This works with True Strike, but Bards don’t have a ton of Radiant damage options. This could be useful for martial builds, but remember that the daily uses are very limited.
  • Resilient (PHB): Constitution saves are crucial for Concentration. War Caster may be better if you’re building a martial bard so that you can use Reactive Spell, but if you only care about Concentration, Resilient is better.
  • Ritual Caster (PHB): There are some great level 1 Ritual spells like Comprehend Languages and Find Familiar, but the fact that this only lets you get level 1 spells significantly limits its usefulness. Getting rituals from outside of your own spell list is nice, but unless there are specific Rituals that you want, this isn’t worth a feat.
  • Shadow-Touched (PHB): Two more prepared spells are always nice, and Invisibility is a staple spell, but Shadow Magic’s options for 1st-level spells simply aren’t as good as those available via Fey Touched.
  • Sharpshooter (PHB): Not useful enough even if you’re building a martial bard.
  • Shield Master (PHB): Most Bards aren’t proficient in shields, and Valor Bards won’t have the Strength to make Shield Bash effective.
  • Skill Expert (PHB): More skills and more expertise are great on a class that is so good with skills.
  • Skulker (PHB): Without Cunning Action to allow you to Hide as a Bonus Action, you lose much of the benefit.
  • Slasher (PHB): You should not be using weapons enough to justify using this.
  • Speedy (PHB): Tempting to get yourself out of melee safely.
  • Spell Sniper (PHB): Use Vicious Mockery.
  • Spellfire Adept (FRHoF): Bards don’t have enough sources of Radiant damage to make this worthwhile.
  • Street Justice (FRHoF): Bards aren’t great at grappling, which makes it hard to justify this. You also don’t have anything that makes it easier to bind enemies in chain/manacles/rope, so the value here is almost nonexistent.
  • Telekinetic (PHB): An easy choice on any spellcaster. Telekinetic Shove will compete for your Bonus Action with options like Healing Word and Bardic Inspiration, but you won’t be able to use it effectively every turn, so it’s not really an issue. Remember that creatures can willingly fail saving throws, allowing you to use this on allies in order to move them out of dangerous positions, break grapples, or otherwise help them.
  • Telepathic (PHB): Very cool, but usually talking works fine.
  • Treacherous Allure (ABoH): If anyone is going to capitalize on the Charmed condition, it should be the Bard. But the subclasses that rely on the Charmed condition (Glamour, mostly) aren’t the ones that rely on attack rolls.
  • Vampire Touched (ABoH): Enchantment and Illusion spells are most the Bard’s spell list. Take Fey Touched instead.
  • War Caster (PHB): Great for martial Bards built for melee. If you only care about Concentration, Resilient (Constitution) provides a bigger bonus, but War Caster can improve your mental ability scores, so it’s often easier to fit into a build.
  • Weapon Master (PHB): A 1-level class dip into Fighter is almost always a better idea unless you’re expecting to reach 20th level.
  • Zhentarim Tactics (FRHoF): Excellent for melee martial builds. You don’t have the AC of other front-line martials, and you don’t have an AC boost like Shield (unless you went out of the way to get it, which you absolutely should) so you’re going to get hit often. That will give you an easy use for your Reaction. Also, you have an extra Expertise.

Epic Boons

  • Boon of Blazing Dawn (ABoH): Immunity to a damage type is great, but I would only consider this on a martial build. Even then, it’s not great unless Radiant damage is a significant problem in your game.
  • Boon of Bloodshed (FRHoF): This can be great if you’re relying on high-damage attack options like Conjure Minor Elementals, but most Bards aren’t built for that.
  • Boon of Bountiful Health (FRHoF): Bards have a few options to get Temporary Hit Points, but you probably shouldn’t be drawing enough fire to make this worthwhile.
  • Boon of Combat Prowess (PHB): Even martial Bards aren’t so dependent on weapon attacks that you can justify this.
  • Boon of Communication (FRHoF): Excellent for a Face character.
  • Boon of Desperate Resilience (FRHoF): Don’t rush to pick this first unless you’re going for a martial build, but it’s a great option once you have a few other Boons.
  • Boon of Dimensional Travel (PHB): Basically free Misty Step every time that you cast a spell as an Action. Unfortunately, Bonus Action and Reaction spells don’t qualify. According to the Rules Glossary: “When you take the Magic action, you cast a spell that has a casting time of an action or use a feature or magic item that requires a Magic action to be activated.”

    Outside of combat, you can still use this to get around obstacles. Cast a harmless spell like Prestidigitation and you can teleport without making a mess.

  • Boon of Energy Resistance (PHB): A powerful defense on any character.
  • Boon of Exquisite Radiance (FRHoF): Bards don’t have big Radiant damage spells that justify this, and they don’t rely on direct damage enough that you’ll reliably prevent enemies from becoming undead.
  • Boon of Fate (PHB): 2d4 averages to 5. Adding +5/-5 to a saving throw can rescue you or an ally, or it can cause an enemy to fail a save. On a d20 scale, 5 means that there’s a 25% chance on any given roll that this will have an impact. Granted, it is still a dice roll, so the smaller the gap, the safer this is to use. On a full caster where save-or-suck spells are such a huge part of your arsenal, this is devastatingly effective. The fact that you can use it once per encounter is amazing.
  • Boon of Fluid Forms (FRHoF): Versatile, flexible, and a great boost to your durability. You get to keep Spellcasting and your proficiencies, but you do lose access to your class features, so you don’t want to use this constantly.
  • Boon of Fortitude (PHB): More hit points are great on a class as frail as the Bard, but given the choice between this and Resilient (Constitution), you need proficiency in Constitution saves much more than 40 hp and some extra healing.
  • Boon of Fortune’s Favor (FRHoF): Excellent on literally anyone.
  • Boon of Irresistible Offense (PHB): Even martial bards don’t attack frequently enough to make this appealing.
  • Boon of Looming Shadows (ABoH): Excellent, especially for martial builds. Bards have great Bonus Action options like Bardic Inspiration, but you won’t necessarily use them every round, leaving a lot of time to Dodge.
  • Boon of Misty Escape (ABoH): Great insurance for any character. Compare this to Boon of Recovery.
  • Boon of Poison Mastery (FRHoF): Poison immunity is great at any level. This isn’t super exciting, but it’s reliably useful.
  • Boon of Recovery (PHB): The Last Stand feature is great insurance, but definitely not enough to justify your first Epic Boon. Try to get someone to cast Death Ward on you.
  • Boon of Revelry (FRHoF): Turn Otto’s Irresistible Dance in to an even more powerful save-or-suck.
  • Boon of Siberys (EFotA): Basically an extra Magical Secrets choice, but only from the Sorcerer’s spell list.
  • Boon of Skill (PHB): Nice, but remember that you have Jack of All Trades. I would still consider this in a small party or in a party with poor skill coverage, but even then it’s not essential at this level.
  • Boon of Speed (PHB): Take Boon of Dimensional Travel instead.
  • Boon of Spell Recall (PHB): This gives you a 25% chance to retain your spell slot when casting spells of up to level 4. You get 4 level 1 spell slots and 3 of each of levels 2, 3, and 4. On average, you get 1 extra level 1 spell slot, and slightly less than 1 for levels 2, 3, and 4. This is fine, but definitely don’t make it your first boon.
  • Boon of Terror (FRHoF): Immunity to Frightened is nice, and Bards have numerous spell options that can make enemies Frightened to stoke enemies’ fear.
  • Boon of the Bright Sun (FRHoF): Give yourself and your allies 10 Temporary Hit Points each turn. Boon of Bountiful Health is a a good complement to this, giving you extra THP whenever you gain any.
  • Boon of the Furious Storm (FRHoF): Resistance (sometimes immunity) to two damage types. Bards don’t have any Lightning damage spells, and Shatter became obsolete a long time ago, so imposing Disadvantage on saves against those spells likely isn’t doing a lot for you.
  • Boon of the Night Spirit (PHB): Be invisible at all times outside of combat. Take advantage of invisibility at the start of combat, then look for ways to become invisible as frequently as possible. Even if you’re not making attack rolls (and you almost certainly aren’t doing so often), the defensive benefits of invisibility are massive. However, remember that a lot of things are an Action, so it’s very easy to break this invisibility. Notable examples that people easily overlook include Hide, Search, and Study.
  • Boon of the Soul Drinker (FRHoF): Resistance to two damage types and some healing.
  • Boon of Truesight (PHB): You have magic options to handle invisible enemies.

Bard Weapons

The Bard is proficient in simple weapons. College of Valor grants proficiency in martial weapons. However, no Bard gets access to Weapon Mastery, so Weapon Mastery options aren’t part of the consideration.

  • Dagger: Your best melee weapon simply because it has the Finesse property.
  • Light Crossbow: A light crossbow combined with True Strike will deal more damage than most cantrips until you reach level 11, making it a go-to attack option at least until level 11.

Martial Bard Weapons

Bards which have access to martial weapons have more diverse weapons options.

  • Longbow: Your best ranged weapon option.
  • Musket: More damage than the longbow, but if you have Extra Attack, the Loading property becomes a problem.
  • Rapier: Your most obvious melee weapon option.
  • Whip: Reach is really good because you don’t need to get into melee to use this.

Bard Armor

The Bard is proficient in light armor. College of Valor grants proficiency in medium armor and shields.

  • Leather: Starting gear.
  • Studded Leather: Most Bards will live in Studded Leather.
  • Half Plate: The Valor Bard’s best armor. May double as a percussion instrument.
  • Shield: Valor Bards will want as much AC as they can get, so a shield is an obvious choice. Unfortunately, it can cause issues when you’re trying to cast spells and use Battle Magic at the same time.

Bard Multiclassing

This section briefly details some obvious and enticing multiclass options, but doesn’t fully explore the broad range of multiclassing combinations. For more on multiclassing, see our Practical Guide to Multiclassing.

  • Fighter: Starting with 1 level in Fighter gets you Constitution saves, heavy armor, shields, martial weapons, Fighting Style, Weapon Mastery, and Second Wind. All of that makes you immediately better than College of Valor. Two levels gets you Action Surge, but you can’t use Action Surge to cast spells, so it’s not especially appealing.
  • Monk: Play College of Dance.
  • Paladin: Despite sharing similar ability score needs, there’s almost no synergy here.
  • Ranger: Everything you want will be better from either the Druid, the Fighter, or the Rogue.
  • Rogue: More Expertise. Two levels for Cunning Action can be very useful.
  • Sorcerer: More Charisma-based spellcasting. Two levels for Font of Magic and Metamagic can be very useful.
  • Warlock: Pact of the Blade makes weapons much more viable for the Bard, but you’ll still do better using True Strike, which is already on your spell list.
  • Wizard: Access to some powerful level 1 spells includin Mage Armor and Shield, as well as all of the Wizard’s level 1 rituals.