The short version
The 2024 Bard is a prepared Charisma caster with unusually broad skills and a support resource that rewards good timing. You choose three skills at level 1, gain Expertise at levels 2 and 9, and add Bardic Inspiration to the party's important failed D20 Tests.
The class does not use the old "spells known" model. A Bard prepares spells, can revise one prepared Bard spell at each Bard level, and adds cantrips at levels 4 and 10. That makes the daily spell list worth revisiting whenever the campaign changes shape.

Bard basics
| Feature | What it means at the table |
|---|---|
| Hit Point Die | d8. Do not treat the Bard as a front-line damage sponge without a clear plan. |
| Primary ability | Charisma for spellcasting and Bardic Inspiration uses. |
| Saving throws | Dexterity and Charisma. |
| Skills | Choose any three skills, then add Expertise to two at level 2 and two more at level 9. |
| Starting proficiencies | Light armor, Simple weapons, and three musical instruments. |
| Spellcasting | Prepared Bard spells, beginning with four level 1 spells and two cantrips. |
Ability score priorities
| Ability | Priority | Why |
|---|---|---|
| Charisma ● | First | It supports spells and sets Bardic Inspiration uses. |
| Constitution ● | High | More hit points and better concentration saves. |
| Dexterity ● | High | It improves Armor Class, Dexterity saves, and finesse or ranged attacks. |
| Wisdom ● | Useful | Perception and Wisdom saves are common enough to matter. |
| Intelligence ● | Campaign choice | Let the character concept and party skills decide this. |
| Strength ● | Usually low | Most Bards have better uses for their ability scores. |
Core class features
Bardic Inspiration and prepared spells
As a Bonus Action, you give Bardic Inspiration to another creature within 60 feet that can see or hear you. For the next hour, after that creature fails a D20 Test, it can roll the die and add the result. You have a number of uses equal to your Charisma modifier, with a minimum of one.
The die increases as Bard levels rise: d6 at levels 1-4, d8 at 5-9, d10 at 10-14, and d12 at 15-20. Font of Inspiration at level 5 restores expended uses when you finish a Short or Long Rest. It also lets you restore one use by spending a spell slot without an action.
Prepare spells for the problem in front of the party. Keep a mix of reliable action options, defensive answers, and social or exploration tools. The Bard spell guide is the right next stop for individual spell choices.
Jack of All Trades and Expertise
Jack of All Trades is narrower than many older Bard guides suggest. Add half your Proficiency Bonus, rounded down, to an ability check that uses a skill proficiency you lack and does not already use your Proficiency Bonus. It does not apply to every check, and it does not add to Initiative.
Expertise is simpler: double your Proficiency Bonus for two skills at level 2 and two more at level 9. Pick skills the group relies on often. A Bard can cover social skills, scouting, lore, or Perception well, but the party should still have room for other characters to shine.
Countercharm and Magical Secrets
At level 7, Countercharm gives you a reaction when you or an ally within 30 feet fails a saving throw against an effect that applies the Charmed or Frightened condition. The target rerolls with Advantage.
At level 10, Magical Secrets expands future prepared-spell choices. Whenever your number of prepared spells increases, you can choose a new spell from the Bard, Cleric, Druid, or Wizard list; it counts as a Bard spell for you. You can use those same lists when replacing a prepared Bard spell on gaining a Bard level.
Hot Take: Do not save every Bardic Inspiration die for a theoretical perfect roll. A failed save against a fight-ending effect or an ally's key attack is usually the moment the resource was made for. At level 5, Font of Inspiration gives active Bards much more room to spend it.
Choose a college at level 3
The 2024 Player's Handbook contains four Bard colleges, and the approved expansion books add two more. Pick the one whose turn-by-turn job you want to perform. A college shapes a character's features and regular decisions at the table.
| College | Play it when you want... |
|---|---|
| Dance ● | Unarmored agility, movement support, and unarmed strikes tied to Bardic Inspiration. |
| Glamour ● | Social magic, temporary hit points, and allies moving without opportunity attacks. |
| Lore ● | More skills, a disruptive reaction, and additional spells from other class lists. |
| Valor ● | Medium armor, shields, martial weapons, and a weapon-focused Bard. |
| Moon ● | Primal lore, healing support, and moonwell-flavored movement tools from Heroes of Faerun. |
| Spirits ● | A variable supernatural channeling toolkit from Ravenloft: The Horror Within. |
College of Dance
Dance is for a Bard who wants to move through a fight rather than hide behind the party. Dance Virtuoso gives Advantage on Charisma (Performance) checks that involve dancing. While you are not wearing armor or a shield, Unarmored Defense sets your Armor Class to 10 + Dexterity modifier + Charisma modifier.
Agile Strikes triggers when you expend Bardic Inspiration as part of an action, Bonus Action, or reaction. You can make one Unarmed Strike as part of the same action, and it uses Dexterity for its attack and damage rolls. Its damage becomes the Bardic Inspiration die plus your Dexterity modifier.
At level 6, Inspiring Movement lets you spend Bardic Inspiration as a reaction when an enemy ends its turn within 5 feet of you, then move up to half your Speed. One ally within 50 feet can spend its reaction to do the same. Tandem Footwork lets you spend Bardic Inspiration at initiative and add the die to your initiative roll and an eligible ally's roll.
College of Glamour
Glamour begins with Beguiling Magic, which always prepares Charm Person and Mirror Image. When you cast an Enchantment or Illusion spell with a spell slot, you can also try to Charm or Frighten a creature you can see within 60 feet. The feature has a Long Rest limit, with a Bardic Inspiration use available to restore it.
Mantle of Inspiration spends Bardic Inspiration as a Bonus Action to give temporary hit points to other creatures you choose within 60 feet. Each can use its reaction to move up to its Speed without provoking Opportunity Attacks. This is a strong option when party position matters more than raw damage.
College of Lore
Lore adds three skill proficiencies at level 3. Cutting Words lets you use a reaction and expend Bardic Inspiration when a creature you can see makes a damage roll or succeeds on an ability check or attack roll. The creature rolls the die and subtracts it from that roll.
At level 6, Magical Discoveries provides two cantrips or spells from the Cleric, Druid, or Wizard lists. They count as Bard spells for you and are always prepared. This is a specific college feature, distinct from the base class's level 10 Magical Secrets.
College of Valor
Valor adds proficiency with Martial weapons, Medium armor, and Shields. It also lets you use a Simple or Martial weapon as a spellcasting focus. Combat Inspiration upgrades Bardic Inspiration for its recipient: after the recipient hits with an attack, it can add the die to damage, or after being hit by an attack it can use a reaction to add the die to its Armor Class against that attack.
At level 6, Extra Attack lets you attack twice when you take the Attack action. You can replace one attack with a cantrip that has a casting time of an action. At level 14, Battle Magic grants a Bonus Action weapon attack after you take the Magic action to cast a spell.
College of the Moon
College of the Moon is an approved Heroes of Faerun option for a Bard who wants a primal-support role without leaving the class's social and spellcasting identity behind. At level 3, Moon's Inspiration lets the Bard turn the Bonus Action used for Bardic Inspiration into a short invisible teleport, or spend Inspiration to improve magical healing and give the healed creature extra Speed. Primal Lore also adds Druidic, a Druid cantrip, and one relevant nature-facing skill.
At level 6, Blessing of Moonlight always prepares Moonbeam and can turn a failed save against a modified casting into healing for another creature. Choose Moon when the party benefits from positioning and restorative support. Its strongest tools spend Bardic Inspiration or rely on a specific spell, so it is less dependable for a player who wants every turn to be a weapon attack or a broad control spell.
College of Spirits
College of Spirits is an approved Ravenloft: The Horror Within option built around channeling unpredictable legendary spirits. Its first features add Guidance, a practical spiritual focus, and a bonus-action way to channel a spirit while giving Bardic Inspiration. The initial decision is whether to accept a random spirit or spend another use of Bardic Inspiration to choose one that the current die size allows.
Later features improve the channeling and add a damage-or-healing boost to a Bard spell. The college also prepares Spirit Guardians and can cast it without a spell slot once per Long Rest. Choose it for a supernatural support toolkit that can answer changing scenes. The tradeoff is variance: the random channel is not the right tool when the party needs a guaranteed effect immediately.
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Start BuildingClass Feats
Choose feats for the job you actually perform. The Best Feats for Bard guide covers the class-specific comparison in more depth.
| Feat | Consider it for... |
|---|---|
| War Caster ● | Concentration protection, a Charisma increase, and reactive spellcasting. |
| Inspiring Leader ● | A party-facing buffer when the campaign gives you time to address the group between risks. |
| Resilient (Constitution) ● | Better Constitution saves for a Bard who maintains important concentration spells. |
| Alert ● | An Origin feat option if the background and the character's desired role both support it. |
Class Spells
Use the Bard spell guide for spell selection by level and role.
A practical level 1-12 path
| Bard level | Decision to make |
|---|---|
| 1 | Establish your Charisma, choose three skills that fit the campaign, and prepare a flexible level 1 spell list. |
| 2 | Put Expertise on the skills the party calls for most often. |
| 3 | Choose Dance, Glamour, Lore, or Valor based on the job you want in encounters. |
| 4 | Raise Charisma or take a feat that solves a demonstrated table problem. |
| 5 | Spend Bardic Inspiration more freely now that Font of Inspiration returns it on a Short Rest. |
| 6 | Reassess your role after the college feature arrives. Lore and Valor change combat options here. |
| 7 | Remember Countercharm when Charmed or Frightened effects appear. |
| 8 | Improve Charisma, concentration durability, or a campaign-defining secondary capability. |
| 9 | Add Expertise where the party still has a real gap. |
| 10 | Use Magical Secrets to fill a role the party cannot otherwise cover. |
| 11-12 | Keep the spell list and feat choices connected to the problems the campaign is actually presenting. |
Related D&D 2024 guides
Start with the D&D 2024 class guide hub. Compare the Bard with the Cleric guide, Sorcerer guide, Warlock guide, and Wizard guide.
The approved expansion options above come from Heroes of Faerun and Ravenloft: The Horror Within.
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