If you are a tabletop role-playing game player who likes to influence the world around you through language, music or magic, then choosing the Bard class in DND 5e is undoubtedly a very attractive choice!
What kind of character is a Bard?
Imagine that in the game's adventure, you are a passionate Bard, standing on the stage, perhaps playing instruments, perhaps singing poems, or even defeating enemies with magic and words. Bard is one of the most diverse and flexible classes in Dungeons & Dragons 5E. It can not only heal, support teammates, but also bring devastating blows to enemies at critical moments.
Why choose Bard?
- Versatile: The Bard can deal with various situations, from casting spells to fighting, he can always find his place.
- Social Expert: Like to interact with NPCs? Bard's social skills make it easy for you to become a negotiator in the team.
- Motivation and Support: Not only can you heal, but you can also enhance the abilities of your teammates and even help them perform better in battle.
The Bard's Basic Abilities Revealed (Newbies Must Read!)
1. The Bard's Core Attribute: Charisma
The Bard's core attribute is Charisma. This means that whether it is casting spells, negotiating, or using Bardic Inspiration, Charisma is indispensable. A Bard with high Charisma can infect teammates with extraordinary charm and enhance their strength, while enemies may be affected by their charm and even fall into trouble unconsciously.
2. Professional Characteristics: Bardic Inspiration
Bardic Inspiration is one of the most representative abilities of the Bard, which can significantly enhance the performance of teammates at critical moments. As a Bard, you inspire your teammates to help them gain additional bonuses in attacks, skill checks, or immunity checks, which is crucial for most adventures.
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Type of dice used: In DND 5E, Bardic Inspiration first used a D6 dice. If you want to make your Bardic Inspiration more unique and lucky, you might as well choose our resin D6 dice, which is not only full of personality in appearance, but also provides perfect feel and rolling effect. As you level up, the bonus of Bardic Inspiration increases.
Level | Bardic Inspiration Dice | Description |
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Level 2 | D6 | Gives a D6 bonus, affects one teammate. |
Level 5 | D6 | Still D6, but can affect multiple teammates in a short period of time. |
Level 10 | D8 | The dice is upgraded to D8, enhancing its bonus effect. |
Level 15 | D10 | Bardic Inspiration is upgraded to D10, further increasing the inspiration effect. |
Level 20 | D12 | Finally, Bardic Inspiration becomes D12, providing the strongest bonus. |
When to use: You can use Bardic Inspiration to grant a bonus to a teammate on an attack roll, skill check, or saving throw. You must tell your DM before using Bardic Inspiration.
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How to use: Each Bard regains one use opportunity after each short and long rest. You can use Bardic Inspiration to help a teammate at most once per turn.
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How long does it last: The bonus of Bardic Inspiration usually lasts 10 minutes, or until a teammate uses the die. Certain Bard Colleges may affect how long it lasts and how often it lasts.
3. Bard Skills and Specialties: All-rounder
A bard can excel in multiple skills, ensuring you can perform well in critical moments
- Jack of All Trades
What it does: Makes a bard better at almost all skills. You gain a +1 bonus to skills you are not proficient in.
- Expertise
Function: Starting at 3rd level, your proficiency bonus on two skills of your choice is doubled. This feat allows you to achieve near-perfect results in certain skills, especially in your chosen areas (such as social, reconnaissance, etc.).
- Countercharm
Function: Starting at 6th level, you can use music or language to remove fear and charm effects on you and your teammates within 30 feet.
How to use: Once you start performing or singing, you and your teammates around you will be immune to the effects of charm or fear, and it will only end early if you are incapacitated, silenced, or actively end it (no action required).
- Magical Secrets
Function: Starting at 10th level, you can choose two spells from the spell list of other classes and learn them without restriction. For example, you can learn powerful spells from other classes to further enhance your ability in combat (for example, learn flight or fireball, etc.).
- Font of Inspiration
Function: Starting at 5th level, when you finish a long or short rest, your Bardic Inspiration skill will restore the used Bardic Inspiration.
- Superior Inspiration
Function: When you reach level 20, if you have used up your Bardic Inspiration, you will automatically restore one use of Bardic Inspiration.
4. Bard Spells: A Magical World
As a bard, you can not only inspire your teammates with Bardic Inspiration, but also use spells to control the situation. Bards can cast most spells, and their spell list is very large, which can deal with almost all types of combat and non-combat situations.
- Spell preparation method: Bards do not prepare spells, but learn a certain number of spells from the spell list. You can use spell slots to cast these spells you have learned every day.
- Bard spell slots: Determine how many times you can cast a spell per day.
- Cantrips: At 1st level, you know two cantrips of your choice from the bard spell list.
- Known Spells: Spells you have learned and memorized, and cannot change them temporarily.
- Maximum Spell Level: 9th level (same as other full spellcasting classes)
Bard College
When a Bard reaches level 3, you can choose to join a Bard College. The Bard College determines the Bard's artistic style and combat style - whether it is a learned scholar or a master of illusion who controls people's hearts with charm, each college gives you unique abilities, allowing your character to shine in the adventure.
1.College of Lore
The Bards of the College of Lore know a little bit about everything and are "encyclopedic" characters. They are not only good at seeing through secrets and solving puzzles, but also can control the battlefield situation through words and strategies.
Skills and abilities:
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Additional proficiency (obtained at level 3): You can choose any 3 skills Gain proficiency beyond the bard's original skill list. This makes you more versatile than other bards, allowing you to serve in a variety of roles in a group, such as investigator, diplomat, scholar, etc.
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Sharp Words (Achieved at 3rd level): You can use your wit to distract and confuse your enemies. When a creature within 60 feet makes a damage roll, succeeds on an ability check, or makes an attack roll, you can use your reaction to expend a single use of bardic inspiration. Roll the dice and subtract that number from the creature's roll, which may turn a success into a failure or reduce the damage.
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Magic Discovery (Achieved at 6th level): You learn two spells of your choice from the cleric, druid, or wizard spell list. These spells are always ready, and you can replace them with new spells as you level up. It's like expanding your magical toolkit with spells from other classes.
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Peerless Craft (Achieved at 14th level): When you fail an ability check or attack roll, you can expend a single use of bardic inspiration. Roll the dice and add the result to the d20, which may turn a failure into a success. If it still fails, you don't even need to spend the bardic inspiration.
2.College of Whispers
This is an "assassin-type" bard who manipulates people with words and can even imitate other people's voices and appearances. They work behind the scenes and are the shadow masters of the adventure party.
Skills and Abilities:
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Terror Words (gained at 3rd level): You can use a bardic inspiration to sneak a mental sting into a conversation. Choose an enemy within 60 feet and roll an
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inspiration die (such as a d8). Before the start of your next turn, the target will subtract this value from the saving throw against a fear effect or spell you cast next time.
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Whispering Cloak (Awarded at 6th level): As a bonus action, you can create a cloak of shadow around yourself. The cloak is in effect for 1 minute, and you gain advantage on Stealth checks, and any creature that attacks you while you are Stealth has disadvantage on attack rolls. You are becoming a master of stealth and deception.
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Insight Manipulation (Awarded at 14th level): When you make an ability check to affect a creature (such as Deception, Intimidation, Persuasion), you can roll two d20s and take the higher number. You also learn the "dominate person" spell, which can be cast without additional study or preparation.
3.College of Glamour
Bards from the College of Glamour are like natural stars, dancing, singing, and casting with an aura. Their magic has a "charming" bonus, which distracts enemies and restores teammates' health while performing.
Skills and Abilities:
- Cloak of Inspiration (3rd level): As a bonus action, you can expend one use of Bardic Inspiration to become radiant and charming. You can then grant temporary hit points to multiple allies within 60 feet (up to your Charisma modifier).
- Charming Performance (3rd level): After performing for at least 1 minute, you can attempt to charm multiple humanoids within 60 feet (up to your Charisma modifier). They must succeed on a Wisdom saving throw or they will be charmed by you. While they are charmed, they will worship you, praise you, and even hinder your enemies. It's like having a group of loyal fans ready to do your bidding.
- Cloak of Majesty (6th level): As a bonus action, you can cast Command without consuming a spell slot. For the next 1 minute, you can cast this spell again each turn as a bonus action. Even more powerful, all targets you charm will automatically fail to resist your commands.
- Unshakable Majesty (14th level): Your appearance gains a permanent otherworldliness. As a bonus action, you can project a majestic presence that lasts for 1 minute. Any creature that attempts to attack you for the first time in a turn must make a Charisma saving throw. If the save fails, they cannot attack you that turn and must choose a new target. If the save succeeds, they have disadvantage against your spells on your next turn.
4.College of Spirits
The bards of the College of Spirits don't sing love songs, they tell stories, chant spells, and tell legends. They can inspire their teammates and intimidate their enemies with the "power of stories."
Skills and Abilities:
- Soul Seeker (3rd level): You can sense the presence of spirits within 30 feet of you. You can tell whether they are friendly, hostile, or neutral, and even communicate with them if you want. It's like having a built-in spirit radar.
- Song of Rest (3rd level): When your allies take a short rest, they can roll an extra d6 Hit Dice if they spend at least 10 minutes listening to your song.
- Necromancer Cloak (6th level): You can create a ghostly weapon made of necrotic energy. As a bonus action, you can summon this weapon, which lasts until the end of your next turn. Each hit deals necrotic damage equal to 1d6 + your Charisma modifier.
- Channel Spirits (14th level): As an action, you can summon spirits to grant you a special ability. You can choose from a variety of options, such as gaining temporary hit points equal to your bard level + your Charisma modifier, or giving your allies advantage on saving throws against necrotic and psychic damage for 1 minute.
5.College of Creation
In the College of Creation, you are not just a performer, but a creator. Your spells can construct illusions, and your melodies, rhythms, and chants can awaken the power of the world's origin, turning fiction into reality and inspiration into miracles.
Skills and Abilities:
- Mastered Illusion (3rd level): Upon joining this school, you learn Illusion of Minor (if you haven't already). Even cooler - when you cast a minor illusion, you can summon both sound and image with a single cast.
- Tales of Creation (3rd level): A creature with your Bardic Inspiration dice can choose to use your Charisma modifier instead of rolling the dice. Additionally, your Bardic Inspiration now lasts for a full hour, providing an extra boost to your allies for longer.
- Concrete Illusion (6th level): When you cast an illusion spell of 1st level or higher, you can make an inanimate, nonmagical object in the illusion real. The object lasts until the spell's duration ends, until it deals damage, or until you lose concentration. Create a fake bridge in an illusion, then make it real so your party can cross a raging river!
- Tales of Creation (6th level): When you grant your Bardic Inspiration to a creature, they gain advantage on their next ability check, attack roll, or saving throw.
- Brief Reality (14th level): When a creature near you is hit or fails a saving throw, you can cause that creature to briefly exist. They become immune to most damage, invisible, and other creatures can move in the space they occupy. This is a great way to save an ally from a critical hit.
- Epic Creation (14th level): When a creature uses your Bardic Inspiration, they gain a special d6 Bardic Inspiration die for the next 10 minutes. This can create some truly epic moments in combat or skill challenges.
6.College of Eloquence
This is the college for the "masters of eloquence". Their words can influence others like magic, inspire teammates, and scare off enemies. For example, they can make you think "I can beat this dragon", or make the enemy wonder "Why am I fighting?" Perfect for being a diplomat or speaker in the team.
Skills and Abilities:
- Glib Speech (3rd level): When you make a Charisma (Persuasion) or Charisma (Deception) check, treat any d20 roll below 10 as 10.
- Disruptive Speech (3rd level): As a bonus action, you can expend a Bardic Inspiration. Choose a creature within 60 feet of you and roll a Bardic Inspiration D6 die, which the creature must subtract from its next saving throw before your next turn.
- Inspiring Speech (6th level): When an ally uses your Bardic Inspiration die and still fails, they do not lose the die and can keep it for reuse.
- Common Language (6th level): In one action, you can make your words understood by up to a number of creatures equal to your [Charisma modifier] within 60 feet, regardless of their language.
- Infectious Inspiration (14th level): When a creature near you adds your Bardic Inspiration dice to a roll and succeeds, you can use your reaction to provide another creature within 60 feet with a Bardic Inspiration dice for free.
7. College of Swordsmanship
This type of bard is a representative of "both fighting and singing". They are as flexible as dancing in combat, can attack and chant spells at the same time, and can dodge to the side before the enemy counterattacks.
Skills and abilities:
- Blade Blossom (3rd level): You learn three Blade Blossom options. When you use a melee weapon to attack a creature, you can use a bonus action to consume a Bardic Inspiration and choose one of the following options: You can cause additional damage to the target equal to the Bardic Inspiration dice, or knock the target back 5 feet. Or increase your AC value and be more difficult to hit during the round.
- Extra Attack (Level 6): Now you can make two attacks instead of one when you make an Attack action on your turn.
- Sword Dance Mastery (Level 14): Your Sword Dance options will be even more powerful. Now you can use two different Sword Dance options when you attack a creature with a melee weapon, and you can use your bonus action to make a melee weapon attack as part of a Sword Dance.
8.College of Courage
You are not only an inspirer on the battlefield, but also a commander who leads the charge. The bard from the College of Courage ignites morale with songs, tears through the battle line with weapons, and is the combat command + assist core in the team.
Skills and Abilities:
- Combat Style (Level 3): You choose a combat style from the warrior list, such as choosing a bow for more powerful ranged attacks, or choosing dueling for greater damage when using a one-handed weapon. It's like experiencing the combat skills of a warrior.
- Extra Attack (Level 6): Similar to the Sword College, you can now make two attacks instead of one when you make an Attack action on your turn.
- Combat Magic (14th level): Whenever you cast a bard spell that affects only one creature, you can immediately use your reaction to make an additional melee attack.
FAQ about DND 5e Bards
Q1: What is Bard College?
A1: Bard College is the spell college chosen by the bard, and each college has different play styles, skills, and characteristics. It determines how the bard plays a role in combat.
Q2: What are the different colleges in Bard Colleges 5E?
A2: In DND 5E, common Bard Colleges include Lore, Valor, Glamour, Whispers, etc. Each college has its own unique abilities and play styles.
Q3: When does a bard choose a college?
A4: In the fifth edition of Dungeons & Dragons, the bard will choose a Bard College at level 3, at which time you will gain the initial characteristics of the college and have a significant impact on the direction of subsequent growth.
Q4: What is the use of the "extra magic" characteristic of the Lore College?
A4: Bards from the Lore College can choose additional spells at level 6, which means you can choose powerful spells from any class's spell list, adding great flexibility and tactical options to your character.
Q5: Can Bards from the Valor College wear heavy armor?
A5: No. Bards from the Valor College can use medium armor and shields, but not heavy armor. However, this has made them more durable in melee combat and able to take on more front-line responsibilities.
Whether you are a novice who has just stepped into the world of DND 5E or an experienced old player, the Bard is a charming and flexible profession. By choosing the right Bard College, you can make your character shine in the game and lead the team to victory.