![[BardClass.png|400]]
## What Is a Bard?
The Bard is a versatile spellcaster who combines magic, creativity, knowledge, and charisma to influence the world around them. While Wizards study arcane formulas and Clerics channel power through their connection to the divine, Bards wield magic through the extraordinary power of words, music, performance, and artistic expression.
Their magic is connected to the ancient forces of creation itself. Bards believe that the multiverse was brought into existence through powerful words and that echoes of these original Words of Creation continue to resonate throughout reality. By studying and manipulating these supernatural harmonies, they can produce magical effects through their chosen forms of expression.
At first glance, a Bard might appear to be little more than a wandering musician or entertainer. In reality, their abilities extend far beyond performance. Bards can become scholars, historians, diplomats, spies, warriors, storytellers, and explorers whose talents allow them to contribute to almost any situation.
Some travel between settlements collecting ancient songs and forgotten legends. Others serve as advisers to powerful rulers, preserve the histories of vanished civilisations, or use their knowledge of magic to uncover secrets that others have long forgotten.
Unlike many spellcasters who concentrate upon a particular form of magic, Bards develop a broad collection of abilities. Their spells can inspire companions, manipulate enemies, create illusions, heal injuries, and influence the course of dangerous encounters.
What unites them is their ability to transform creativity and knowledge into supernatural power.
A Bard is not simply an entertainer who knows how to cast spells. They are a practitioner of ancient magic who understands that words, stories, and artistic expression can shape the world itself.
---
## Keepers of Stories and Knowledge
Bards are often collectors of stories, songs, legends, and forgotten knowledge.
Their traditions place considerable importance upon preserving information that might otherwise disappear with the passage of time. Ancient histories, heroic deeds, religious myths, and the experiences of ordinary people can all become part of a Bard's growing collection of knowledge.
Many travel extensively, visiting distant settlements and encountering cultures whose traditions differ from their own. These journeys provide opportunities to learn unfamiliar languages, study unusual magical practices, and discover stories that have never been recorded.
Some Bards receive formal training through organisations known as Bard Colleges.
These institutions are not necessarily conventional academies. A College might be a collection of travelling performers, a secretive association of scholars, or a group of experienced practitioners who meet occasionally to exchange knowledge.
Other Bards develop their abilities through apprenticeships, personal experimentation, or years spent travelling as entertainers and adventurers.
A Bard might become a respected historian who preserves the achievements of ancient heroes, a political adviser who understands the hidden relationships between powerful families, or a wandering storyteller whose performances keep forgotten traditions alive.
Others use their talents for less honourable purposes.
A skilled performer may gather secrets while entertaining influential nobles, while a persuasive diplomat might manipulate negotiations in pursuit of their own ambitions.
The ability to understand people is often just as valuable to a Bard as the ability to understand magic.
Their experiences frequently provide insight into different cultures, social customs, and historical events, allowing them to recognise connections that others might overlook.
Although Bards are often portrayed as outgoing and charismatic entertainers, not every Bard seeks attention.
Some are quiet researchers, reserved poets, or wandering observers who prefer recording the experiences of others rather than becoming the centre of a story themselves.
Their greatest strength is their curiosity and willingness to learn from the world around them.
---
## Magic Through Expression
Bards are full spellcasters whose magic draws upon the supernatural power associated with the Words of Creation.
Through their study of performance, language, and magical traditions, they learn to manipulate the forces that shape existence.
Their magic may be expressed through music, spoken words, poetry, dance, or other forms of performance.
A Bard might weave an enchantment through a carefully performed melody, create an illusion through storytelling, or restore an injured companion through words imbued with supernatural power.
Although musical instruments are commonly associated with Bardic spellcasting, they are not essential to every Bard's identity. The class allows musical instruments to serve as spellcasting focuses, but its magical traditions encompass a broader range of creative expression.
Their spellcasting uses **Charisma**, reflecting the strength of personality and expressive power through which they channel magic.
At first level, a Bard begins with two cantrips and four prepared first-level spells.
As they gain experience, their magical abilities expand, eventually providing access to spells of ninth level.
Bards possess a versatile spell list that includes enchantments, illusions, healing, battlefield control, and magical effects suited to exploration and investigation.
Their spells include abilities such as Healing Word, Dissonant Whispers, Suggestion, Hypnotic Pattern, Greater Invisibility, and Mass Cure Wounds.
These spells allow Bards to influence encounters without relying entirely upon destructive magic.
A Bard might use an enchantment to prevent a confrontation, conceal companions through illusion, or weaken a dangerous enemy so that another adventurer can defeat it.
Unlike Clerics and Druids, who can normally replace their prepared spells after completing a Long Rest, Bards generally change their prepared spells when gaining Bard levels.
This means that selecting useful magic is an important part of developing the character.
Although their ordinary spell list is extensive, Bards gain access to additional magical traditions through Magical Secrets at higher levels.
Their greatest strength is their ability to combine spellcasting with practical knowledge, social influence, and abilities that improve the effectiveness of their companions.
---
## Bardic Inspiration
The defining feature of the Bard is **Bardic Inspiration**.
Through encouraging words, an inspiring performance, a meaningful gesture, or another expression of supernatural confidence, a Bard can help another creature achieve something that might otherwise be beyond its capabilities.
Beginning at first level, a Bard can use a Bonus Action to grant a Bardic Inspiration die to a creature within 60 feet that can see or hear them.
The creature retains this inspiration for up to one hour.
When it fails a d20 test, such as an attack roll, ability check, or saving throw, the creature can roll the Bardic Inspiration die and add the result to its original roll.
This may turn a failure into a success.
Unlike the earlier version of the ability, the revised Bardic Inspiration does not need to be used before the result of the test is known.
This makes the feature more reliable, allowing companions to preserve their inspiration until it is genuinely needed.
The effectiveness of Bardic Inspiration increases as the Bard gains experience.
At first level, the Bardic Inspiration die is a d6.
At fifth level, it increases to a d8. At tenth level, it becomes a d10, and at fifteenth level, it reaches a d12.
The number of uses available is determined by the Bard's Charisma modifier, with a minimum of one use.
Initially, these uses recover after completing a Long Rest.
At higher levels, additional class features improve how frequently Bardic Inspiration can be used and recovered.
Bardic Inspiration is more than a simple bonus to an important roll.
It represents the extraordinary influence a Bard can have over another creature's confidence, determination, and ability to perform under pressure.
A companion facing an overwhelming enemy might find the courage to strike successfully, while an adventurer attempting a dangerous task may succeed because of the Bard's supernatural encouragement.
For many Bards, inspiring others is just as important as wielding magic themselves.
---
## Expertise and Jack of All Trades
Bards possess an unusually broad collection of practical skills.
Unlike classes that specialise primarily in a narrow range of abilities, Bards are encouraged to develop knowledge and experience across many different areas.
At first level, they can choose proficiency in any three skills, allowing them to develop a character suited to a wide range of backgrounds and interests.
At second level, they gain **Expertise**.
This feature allows the Bard to choose two skill proficiencies and double the proficiency bonus applied to checks involving those skills.
At ninth level, the Bard gains Expertise in two additional skills.
This allows experienced Bards to become exceptionally accomplished in several different fields.
A Bard specialising in Persuasion might become an extraordinary negotiator, while one who develops Expertise in History could possess extensive knowledge of ancient events and forgotten civilisations.
Others might focus upon Deception, Performance, Investigation, Stealth, or another skill associated with their preferred approach to adventuring.
At second level, Bards also gain **Jack of All Trades**.
This ability allows them to add half their proficiency bonus, rounded down, to ability checks using skills in which they lack proficiency, provided the check does not already include their proficiency bonus.
This represents the Bard's wide-ranging experience and their ability to apply knowledge acquired through travel, observation, and practical experimentation.
A Bard might not possess formal training in Athletics, Survival, or another specialised skill, but their experience can still provide a modest advantage when attempting such tasks.
Unlike the earlier version of the feature, the revised Jack of All Trades specifically applies to eligible skill checks rather than every ability check that lacks proficiency.
Together, Expertise and Jack of All Trades make Bards among the most adaptable characters when dealing with challenges outside combat.
They can become exceptional specialists in selected fields while remaining reasonably capable of attempting many other tasks.
This flexibility is particularly valuable during adventures involving investigation, negotiation, exploration, and complicated social encounters.
---
## Font of Inspiration
At fifth level, Bards gain **Font of Inspiration**, significantly improving their ability to support companions.
Before acquiring this feature, a Bard normally recovers expended uses of Bardic Inspiration after completing a Long Rest.
Font of Inspiration allows all expended uses to return after completing either a Short or Long Rest.
This makes Bardic Inspiration considerably more reliable throughout an adventuring day.
A Bard who has already inspired several companions during one encounter may recover those resources after a brief period of rest, allowing them to provide additional support when danger returns.
The revised feature also introduces another important benefit.
A Bard can expend a spell slot to regain one expended use of Bardic Inspiration without requiring an action.
This creates a direct relationship between their spellcasting resources and their ability to inspire others.
When an important attack or saving throw needs additional support, a Bard who has exhausted their Bardic Inspiration may choose to sacrifice magical energy in exchange for another use.
However, doing so reduces the number of spells they can cast before completing a Long Rest.
This makes resource management an important part of the class.
A Bard must consider whether preserving a spell slot will be more valuable than immediately restoring Bardic Inspiration.
The correct decision often depends upon the situation, the abilities of their companions, and the challenges that remain ahead.
Font of Inspiration reinforces the Bard's identity as a support character whose influence extends throughout an adventuring day.
---
## Countercharm
At seventh level, Bards gain **Countercharm**, an ability that allows them to protect companions against supernatural influence.
Through carefully spoken words or magically empowered musical notes, the Bard can disrupt effects that manipulate fear and emotion.
Under the revised rules, Countercharm is activated through a Reaction.
When the Bard or another creature within 30 feet fails a saving throw against an effect that would impose the Charmed or Frightened condition, the Bard can intervene.
The affected creature rerolls its saving throw with Advantage, potentially resisting the supernatural effect.
This makes Countercharm particularly valuable when confronting creatures capable of manipulating the minds of their enemies.
A powerful undead creature might attempt to overwhelm adventurers through supernatural terror, while a fey being could use enchantment to turn companions against one another.
Countercharm allows the Bard to respond immediately rather than requiring the party to prepare protection in advance.
Unlike the older version, which required the Bard to begin a performance that provided ongoing protection, the revised ability operates as a direct response to a failed saving throw.
This makes it considerably more useful during fast-moving encounters.
Although Countercharm cannot protect against every form of mental manipulation, it provides an important defence against two particularly dangerous conditions.
For a Bard, words and music can do more than inspire courage.
They can also break the influence of supernatural forces attempting to control another creature.
---
## Magical Secrets
One of the Bard's greatest magical advantages is **Magical Secrets**.
Beginning at tenth level, Bards develop the ability to learn spells from magical traditions normally associated with other spellcasting classes.
Through their extensive knowledge and understanding of the forces underlying magic, they can acquire spells from the Cleric, Druid, and Wizard spell lists in addition to their ordinary Bard spells.
This provides extraordinary versatility.
Whenever the number of prepared spells available to the Bard increases through their class progression, they can choose eligible spells from any of these four lists.
They can also replace prepared spells with eligible options from those lists when gaining Bard levels.
The selected spells count as Bard spells for the character.
This means that a Bard who normally specialises in enchantments and illusions can acquire powerful restorative magic, elemental attacks, or supernatural effects that would otherwise be unavailable.
A Bard might learn a destructive Wizard spell, acquire restorative magic associated with Clerics, or develop abilities normally connected to Druids.
Their choices can complement the needs of an adventuring party or strengthen a particular character concept.
A Bard who serves as a battlefield commander may choose spells that improve the party's offensive capabilities, while one who acts as a protector might prefer powerful healing or defensive effects.
Magical Secrets does not grant access to every spell simultaneously.
The Bard must still choose which spells to prepare, and those choices remain subject to the normal limitations of their class progression.
However, the feature greatly expands the possibilities available to experienced Bards.
It represents their understanding that magical knowledge should not be restricted entirely by the traditions through which it was originally discovered.
For a Bard, learning from different forms of magic is simply another part of the pursuit of knowledge.
---
## Superior Inspiration and Words of Creation
As Bards approach the height of their abilities, their mastery of supernatural inspiration and ancient magic becomes extraordinary.
At eighteenth level, they gain **Superior Inspiration**.
Whenever the Bard rolls Initiative, this ability restores expended uses of Bardic Inspiration until they possess at least two uses, provided they have fewer than two remaining.
This means that an experienced Bard is rarely forced to begin an important encounter without the ability to inspire companions.
Even after exhausting their Bardic Inspiration during previous battles, they can recover enough to provide immediate assistance when another confrontation begins.
At nineteenth level, Bards gain access to an **Epic Boon**, representing an extraordinary achievement appropriate to characters approaching the limits of mortal capability.
At twentieth level, they gain **Words of Creation**, the culmination of their magical tradition.
Bards believe that powerful words were used to shape the multiverse and that fragments of these original supernatural expressions continue to influence existence.
Through Words of Creation, the Bard masters two particularly powerful expressions associated with life and death.
They always have **Power Word Heal** and **Power Word Kill** prepared.
These spells represent opposite manifestations of the same supernatural authority.
Power Word Heal can restore a creature's vitality through an extraordinary magical utterance, while Power Word Kill can end the life of an eligible creature through a single devastating command.
Words of Creation also allows the Bard to affect two creatures with either spell when the second target is within 10 feet of the first.
This dramatically expands the potential effectiveness of these already powerful magical abilities.
At the height of their career, a Bard becomes capable of wielding fragments of the supernatural language associated with the creation of existence itself.
Their mastery is no longer limited to inspiring companions or manipulating the emotions of others.
They can invoke words capable of restoring life or bringing it to an abrupt end.
---
## The Bard's Role in an Adventuring Party
Bards are among the most versatile members of an adventuring party.
Their combination of spellcasting, practical skills, and supernatural inspiration allows them to contribute in almost every type of encounter.
Their most recognisable role is supporting companions.
Through Bardic Inspiration, they can improve important attacks, saving throws, and ability checks, helping allies succeed when the consequences of failure could be severe.
Their spells provide additional support through healing, protection, and effects that interfere with enemy actions.
However, Bards are not limited to assisting others.
Their enchantments and illusions can manipulate the battlefield, confuse opponents, and prevent enemies from acting effectively.
A Bard might use Hypnotic Pattern to incapacitate a group of enemies, allowing companions to focus upon the remaining threats.
Others specialise in direct combat.
Valor Bards can combine weapon attacks with spellcasting, while Swords Bards develop specialised fighting techniques that improve their effectiveness with melee weapons.
Dance Bards use their movement and physical abilities to engage enemies while supporting companions through supernatural coordination.
Their social abilities are equally important.
High Charisma makes Bards well suited to Persuasion, Deception, Performance, and other skills associated with communication.
They may serve as diplomats, negotiators, investigators, or influential representatives of an adventuring party.
Expertise allows them to become exceptionally accomplished in selected skills, while Jack of All Trades ensures they can contribute to many other tasks.
Magical Secrets further expands their abilities at higher levels, allowing them to acquire spells that complement the party's needs.
Although Bards use a d8 Hit Die and normally possess only Light armour training, certain Colleges provide additional defensive and martial abilities.
Their effectiveness therefore depends upon the particular direction in which the character develops.
A Bard is most valuable when using their versatility to strengthen companions, influence the course of encounters, and provide solutions that others might overlook.
---
## Bard Colleges
As a Bard develops their abilities, they choose a specialised tradition known as a **Bard College**.
These Colleges preserve different approaches to magical expression, knowledge, performance, and the supernatural forces associated with creation.
Some are formal organisations where experienced Bards teach their traditions to apprentices. Others are loose associations of performers, scholars, or wandering practitioners who share similar techniques.
At third level, a Bard chooses a College, gaining specialised abilities that develop throughout their career.
Different Colleges emphasise different aspects of the class, allowing Bards to specialise in magical knowledge, martial combat, deception, supernatural performance, or communicating with extraordinary forces.
### College of Lore
The College of Lore consists of Bards who dedicate themselves to collecting knowledge, uncovering forgotten secrets, and preserving information that might otherwise disappear.
Its members believe that stories, historical records, and magical traditions contain truths that deserve to be understood and shared.
Many become accomplished scholars, travelling historians, and investigators whose curiosity carries them into dangerous locations.
Their defining ability is **Cutting Words**, gained at third level.
Through this feature, a Lore Bard can expend Bardic Inspiration to interfere with an enemy's attack roll, ability check, or damage roll.
By using their supernatural wit to distract or undermine an opponent, they can reduce the effectiveness of the creature's actions.
The revised version no longer depends upon the enemy being capable of hearing the Bard or being susceptible to the Charmed condition.
Lore Bards also gain proficiency with three additional skills, making them exceptionally versatile outside combat.
At sixth level, they gain **Magical Discoveries**, allowing them to learn two additional spells from the Cleric, Druid, or Wizard spell lists.
These spells remain prepared and do not count against the ordinary number of spells the Bard can prepare.
This grants Lore Bards access to magical traditions beyond their normal spell list before other Bards gain Magical Secrets.
At fourteenth level, **Peerless Skill** allows them to improve a failed attack roll or ability check using Bardic Inspiration.
If the attempt still fails, the use of Bardic Inspiration is not expended.
The College of Lore is particularly suitable for players who enjoy scholarly characters, extensive magical knowledge, and influencing encounters through cleverness rather than direct physical force.
### College of Valor
The College of Valor represents Bards who preserve the traditions of heroic warriors and inspire others through tales of courage and martial achievement.
Its members often study the deeds of ancient champions, recording great battles and ensuring that the accomplishments of heroes are remembered.
Unlike Bards who concentrate entirely upon performance and spellcasting, Valor Bards combine martial training with their supernatural abilities.
At third level, they gain **Martial Training**, providing proficiency with Martial weapons and training with Medium armour and Shields.
They can also use suitable weapons as spellcasting focuses, allowing them to combine martial equipment with Bardic magic.
Their **Combat Inspiration** feature improves Bardic Inspiration when used during battle.
A companion carrying the Bard's inspiration can use it to increase damage after a successful attack or improve their Armour Class against an incoming attack.
This makes Valor Bards particularly effective at supporting frontline warriors.
At sixth level, they gain **Extra Attack**, allowing them to make two attacks whenever they take the Attack action.
The revised feature also allows them to replace one of those attacks with the casting of an eligible cantrip.
This creates a fighting style that combines ordinary weapon attacks with magical effects during the same action.
At fourteenth level, **Battle Magic** allows them to follow the casting of an eligible spell with a weapon attack using their Bonus Action.
The College of Valor is particularly suitable for players who enjoy battlefield leadership, heroic warriors, and combining martial combat with supportive spellcasting.
### College of Glamour
The College of Glamour consists of Bards whose magical abilities are influenced by the extraordinary beauty and supernatural power of the Feywild.
Their traditions are closely associated with powerful fey beings whose presence can captivate mortal audiences and manipulate emotions through enchantment.
Glamour Bards understand that performance can influence far more than ordinary feelings.
Through supernatural beauty, commanding presence, and carefully woven magical effects, they can inspire devotion, create fear, and influence the behaviour of others.
At third level, they gain **Beguiling Magic**, providing additional spells associated with enchantment and illusion.
This ability allows them to exert supernatural influence over creatures that witness certain spells, potentially imposing the Charmed or Frightened condition.
They also gain **Mantle of Inspiration**, allowing them to expend Bardic Inspiration to grant Temporary Hit Points to selected companions.
Affected creatures can also move using their Reactions without provoking Opportunity Attacks, making the feature useful for escaping dangerous positions.
At sixth level, **Mantle of Majesty** allows the Bard to assume an extraordinarily commanding presence.
While this ability is active, they can repeatedly cast Command using a Bonus Action, compelling creatures to obey magical instructions under the spell's normal limitations.
At fourteenth level, **Unbreakable Majesty** makes the Glamour Bard exceptionally difficult to attack.
Their supernatural presence can interfere with an enemy's ability to strike them, potentially causing attacks to miss or weakening the opponent's effectiveness.
The College of Glamour is particularly suitable for players who enjoy Feywild magic, magical persuasion, enchantment, and using supernatural presence to control encounters.
### College of Swords
The College of Swords consists of Bards who combine performance with specialised martial techniques.
Its members often develop their abilities through swordplay, acrobatics, and elaborate weapon demonstrations that transform combat into a form of artistic expression.
Some become professional performers who entertain audiences through spectacular displays of skill. Others use their techniques as duelists, adventurers, or warriors whose movements are as carefully practised as any musical performance.
Unlike Valor Bards, who emphasise heroic leadership and supporting companions during battle, Swords Bards focus more heavily upon their own weapon techniques and mobility.
Their defining ability is **Blade Flourish**.
Through this feature, they can expend Bardic Inspiration to perform specialised attacks that provide additional benefits.
**Defensive Flourish** increases the Bard's Armour Class after a successful attack, making them more difficult to harm.
**Slashing Flourish** allows them to inflict additional damage against another nearby creature.
**Mobile Flourish** allows them to push an opponent away and potentially move toward the displaced target.
These techniques allow Swords Bards to combine offensive attacks with protection, movement, and battlefield positioning.
At sixth level, they gain **Extra Attack**, allowing them to attack twice during the Attack action.
At fourteenth level, **Master's Flourish** allows them to use a d6 for their Blade Flourish effects without expending Bardic Inspiration.
This makes their specialised fighting techniques available more frequently.
The College of Swords remains a published legacy subclass from Xanathar's Guide to Everything.
For players who enjoy swordsmanship, theatrical combat, and characters whose fighting style resembles a carefully choreographed performance, the College of Swords offers a distinctive martial tradition.
### College of Whispers
The College of Whispers represents a secretive tradition of Bards who specialise in deception, intimidation, and the manipulation of hidden information.
Unlike most Bard Colleges, whose members often seek public recognition or preserve stories for future generations, Whispers Bards frequently conceal the true nature of their abilities.
They understand that secrets can be used as weapons and that fear can sometimes achieve what ordinary violence cannot.
Their abilities allow them to manipulate enemies through psychological pressure while concealing their intentions behind apparently ordinary performances and conversations.
At third level, they gain **Psychic Blades**, allowing them to expend Bardic Inspiration to inflict additional Psychic damage when they successfully strike a creature with a weapon.
This allows Whispers Bards to deliver unexpectedly dangerous attacks, particularly when confronting vulnerable opponents.
They also gain **Words of Terror**, allowing them to influence a creature through conversation and potentially cause it to become Frightened of another individual.
At sixth level, **Mantle of Whispers** allows them to capture the shadow of a recently deceased humanoid.
By using this supernatural shadow, the Bard can assume the dead creature's appearance and gain limited information about its identity.
This makes them particularly effective infiltrators, allowing them to impersonate individuals whose knowledge and appearance may provide access to restricted locations.
At fourteenth level, **Shadow Lore** allows the Bard to manipulate a creature through supernatural knowledge of its deepest fears and secrets.
This can create a powerful magical influence over the target, compelling it to cooperate under the feature's limitations.
The College of Whispers remains a published legacy subclass from Xanathar's Guide to Everything.
For players who enjoy espionage, secret identities, psychological manipulation, and characters who operate behind the scenes, the College of Whispers provides a distinctive approach to Bardic magic.
### College of Creation
The College of Creation consists of Bards who study the supernatural forces through which existence itself was brought into being.
Its members believe that music, rhythm, and artistic expression are connected to the fundamental power responsible for shaping reality.
Their traditions are closely associated with the **Song of Creation**, an ancient supernatural harmony whose influence is believed to remain present throughout the multiverse.
Unlike Bards who use magic primarily to influence minds or strengthen companions, Creation Bards can manifest this power through physical objects and animated creations.
At third level, they gain **Mote of Potential**, which enhances the benefits provided by Bardic Inspiration.
A creature receiving inspiration from a Creation Bard also receives a supernatural mote that can produce additional effects when the inspiration is used.
These effects depend upon whether the die is used for an ability check, attack roll, or saving throw.
Creation Bards also gain **Performance of Creation**, allowing them to bring a nonmagical object into existence through supernatural performance.
The object must meet the feature's restrictions, including limitations on size and value that improve as the Bard becomes more experienced.
This ability is particularly useful during exploration and problem-solving, when the party requires equipment that is not immediately available.
At sixth level, **Animating Performance** allows the Bard to awaken a Large or smaller nonmagical object, transforming it into a Dancing Item.
This animated creation can move, assist companions, and participate in combat.
At fourteenth level, **Creative Crescendo** greatly expands the possibilities of Performance of Creation.
The Bard can create multiple objects at once and overcome some of the restrictions that previously limited the value of their creations.
The College of Creation remains a published legacy subclass from Tasha's Cauldron of Everything.
For players who enjoy magical invention, creative problem-solving, and manipulating physical reality through artistic expression, the College of Creation offers an unusually versatile approach to Bardic magic.
### College of Dance
The College of Dance consists of Bards who express supernatural power through movement, rhythm, and physical performance.
Its members understand that dance is more than entertainment. Carefully practised movement can become a magical discipline capable of inspiring companions and overcoming dangerous opponents.
Unlike Bards who rely heavily upon instruments or spoken performances, Dance Bards use their own bodies as the primary expression of their supernatural abilities.
Their defining ability is **Dazzling Footwork**, gained at third level.
This feature improves their physical capabilities while they are not wearing armour or wielding a Shield.
Through **Unarmored Defense**, their Armour Class becomes equal to 10 plus their Dexterity and Charisma modifiers.
Their Unarmed Strikes also become more effective, using Dexterity and damage based upon their Bardic Inspiration die.
Through **Agile Strikes**, they can make an additional Unarmed Strike when expending Bardic Inspiration as part of certain actions, Bonus Actions, or Reactions.
This allows them to combine supportive abilities with physical attacks.
At sixth level, **Inspiring Movement** allows the Bard and a nearby companion to move in response to an enemy finishing its turn close to the Bard.
This movement does not provoke Opportunity Attacks, making it particularly useful for escaping danger or repositioning during combat.
They also gain **Tandem Footwork**, allowing them to expend Bardic Inspiration to improve Initiative rolls for themselves and nearby allies.
At fourteenth level, **Leading Evasion** grants extraordinary defensive agility.
The Bard can avoid or reduce damage from certain effects requiring Dexterity saving throws and extend this protection to nearby companions.
The College of Dance is particularly suitable for players who enjoy acrobatics, unarmed combat, mobility, and characters who express magic through graceful physical movement.
### College of Eloquence
The College of Eloquence consists of Bards who specialise in the extraordinary power of speech.
Its members understand that carefully chosen words can influence emotions, change opinions, and transform the outcome of important events.
Unlike Bards who express their abilities through music or theatrical performance, Eloquence Bards focus heavily upon rhetoric, debate, persuasion, and the art of communication.
Their abilities make them particularly effective diplomats, negotiators, political advisers, and public speakers.
At third level, they gain **Silver Tongue**, an ability that greatly improves their reliability during social interactions.
When making Charisma checks involving Persuasion or Deception, they can treat a d20 roll of 9 or lower as a 10.
This makes them exceptionally capable of influencing others through conversation.
They also gain **Unsettling Words**, allowing them to expend Bardic Inspiration to interfere with an enemy's next saving throw.
This can make opponents more vulnerable to powerful spells or other supernatural effects.
At sixth level, **Unfailing Inspiration** allows companions to retain Bardic Inspiration when its use fails to turn an unsuccessful roll into a success.
They also gain **Universal Speech**, allowing them to communicate effectively with creatures regardless of whether those creatures normally understand their language.
At fourteenth level, **Infectious Inspiration** allows the Bard to spread supernatural encouragement between companions.
When one creature successfully benefits from Bardic Inspiration, the Bard can use their Reaction to inspire another creature without expending an ordinary use, subject to the feature's limitations.
The College of Eloquence remains a published legacy subclass from Tasha's Cauldron of Everything.
For players who enjoy diplomacy, persuasive characters, social encounters, and strengthening companions through carefully chosen words, the College of Eloquence offers a powerful support-focused tradition.
### College of the Moon
The College of the Moon is a Bardic tradition originating among the druids and fey-influenced communities of the Moonshae Isles.
Its members preserve ancient stories, songs, and legends associated with the islands, drawing supernatural inspiration from the moonwells and the primal forces connected to the land.
Unlike conventional Bards whose abilities focus primarily upon artistic expression and social influence, Moon Bards combine Bardic magic with traditions associated with nature, moonlight, and the Feywild.
Their performances preserve the stories of ancient communities while calling upon supernatural powers associated with renewal, protection, and transformation.
Their defining ability is **Moon's Inspiration**.
Through this feature, Moon Bards gain additional ways to use Bardic Inspiration, allowing them to provide supernatural benefits that reflect their connection to moonlight and fey magic.
**Inspired Eclipse** allows them to disappear and reappear elsewhere through magical movement, providing opportunities to escape danger or reposition during combat.
**Lunar Vitality** strengthens their restorative magic, improving healing while allowing allies to move across the battlefield.
These abilities make Moon Bards particularly effective at combining support with unusual mobility.
As their connection to the Moonshae traditions develops, they gain **Blessing of Moonlight**.
This ability strengthens their relationship with the Moonbeam spell, allowing its magical light to harm enemies while providing restorative benefits to nearby allies.
At higher levels, **Eventide's Splendor** allows the Bard to share supernatural movement with companions.
This creates opportunities for multiple creatures to escape dangerous positions or move into more advantageous locations.
The College of the Moon was introduced in Forgotten Realms: Heroes of Faerûn and represents a distinctive combination of Bardic performance, primal magic, and the ancient traditions of the Moonshae Isles.
For players who enjoy nature-themed magic, Feywild traditions, moonlight, and supporting companions through healing and movement, the College of the Moon offers an unusual approach to Bardic spellcasting.
### College of Spirits
The College of Spirits consists of Bards who communicate with supernatural entities and draw upon the knowledge of the dead.
Its members practise traditions associated with spiritualism, occult rituals, and the preservation of stories belonging to those who have passed beyond mortal existence.
Unlike Bards who gather stories from living witnesses or historical records, Spirits Bards can call upon supernatural beings to reveal forgotten experiences and manifest extraordinary powers.
Their abilities are often associated with haunted places, ancient burial grounds, and communities whose traditions involve communicating with the dead.
Their defining early ability is **Channeler**, which improves their connection to supernatural spirits.
Through this feature, they gain the ability to cast Guidance over a greater distance and develop proficiency with specialised occult implements used in their spiritual practices.
Their most distinctive ability is **Spirits from Beyond**.
When granting Bardic Inspiration, the Bard can invoke a supernatural spirit that provides an additional effect.
The spirit is normally determined randomly, reflecting the unpredictable nature of communicating with entities beyond the mortal world.
Different spirits provide different benefits.
Some can inflict damage upon enemies, while others restore vitality, improve a companion's abilities, or impose supernatural conditions upon opponents.
Through **Controlled Channeling**, the Bard can instead expend Bardic Inspiration to invoke a particular spirit, providing greater control over the abilities being summoned.
As their powers develop, **Empowered Channeling** strengthens their magical connection to the dead.
This ability can improve certain damaging or restorative spells and grants access to a specialised form of Spirit Guardians that represents supernatural entities manifesting around the Bard.
At higher levels, **Mystical Connection** improves their ability to invoke spirits.
When using the random form of Spirits from Beyond, they can roll twice and choose which spirit's effect occurs, increasing their chances of receiving a useful benefit.
The College of Spirits was revised in Ravenloft: The Horrors Within, replacing aspects of the earlier version published in Van Richten's Guide to Ravenloft.
For players who enjoy ghost stories, occult magic, supernatural investigation, and communicating with the dead, the College of Spirits offers a distinctive and unsettling approach to Bardic magic.
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## What It Feels Like to Play a Bard
Playing a Bard is about versatility, creativity, and using your abilities to influence the outcome of important events.
Unlike classes that focus primarily upon dealing damage or surviving direct combat, Bards possess a broad collection of abilities that allow them to assist companions, manipulate enemies, and overcome challenges through several different approaches.
Bardic Inspiration provides one of the most reliable ways to support the party.
A companion who fails an important saving throw or attack roll may still succeed through the supernatural encouragement you have provided.
Your spells offer additional ways to influence encounters.
You might use enchantment magic to prevent enemies from attacking, create illusions that conceal your companions, or restore injured allies through healing spells.
Outside combat, Expertise and Jack of All Trades allow you to participate effectively in a wide range of challenges.
A Bard might negotiate with an influential noble, investigate an ancient mystery, decipher historical information, or use performance to distract an audience while companions pursue another objective.
Your chosen College also strongly influences how the class feels to play.
A Lore Bard might focus upon collecting knowledge and acquiring unusual spells, while a Valor Bard becomes a martial leader who combines weapon attacks with magic.
A Glamour Bard uses supernatural presence to influence others, while a Whispers Bard manipulates enemies through secrecy and psychological pressure.
Other Colleges provide opportunities to specialise in dancing, storytelling, magical creation, spirit communication, or primal magic associated with the Moonshae Isles.
The class also offers extensive opportunities for character development.
You might play a travelling musician who records the deeds of their companions, a diplomatic adviser whose words influence the decisions of rulers, or a wandering historian seeking stories that have been forgotten for centuries.
Not every Bard needs to be humorous, flamboyant, or constantly seeking attention.
A Bard may be a thoughtful scholar, a reserved storyteller, an intimidating performer, or a solemn guardian of ancient traditions.
What defines them is their understanding that communication, creativity, and knowledge possess extraordinary power.
The greatest challenge of playing a Bard is deciding how best to use that versatility.
Although the class can contribute in many different situations, it cannot automatically fulfil every role equally well.
Choosing appropriate spells, skills, and College abilities is essential when developing a character suited to the adventures ahead.
For players who enjoy creative problem-solving and influencing events through more than direct violence, the Bard offers an exceptionally rewarding experience.
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## Should You Play a Bard?
The Bard is an excellent choice for players who enjoy versatile spellcasting, social interaction, and helping companions succeed through creativity and supernatural inspiration.
You may enjoy the class if you like:
- Inspiring allies through Bardic Inspiration
- Charisma-based spellcasting
- Social interaction, diplomacy, and negotiation
- Developing Expertise in multiple skills
- Solving problems through creativity and unusual approaches
- Enchantment, illusion, healing, and supportive magic
- Learning spells from other magical traditions
- Combining performance with martial combat
- Characters associated with music, stories, history, and artistic expression
- Exploring supernatural traditions through specialised Bard Colleges
You may prefer another class if you are looking for extensive heavy armour training, a straightforward fighting style focused entirely upon weapons, or a character whose primary purpose is dealing the greatest possible damage.
Bards also require an understanding of spellcasting, Bardic Inspiration, and the particular abilities granted by their chosen College.
Although their versatility is one of their greatest strengths, managing spells and deciding when to expend Bardic Inspiration can require careful judgement.
Their abilities are particularly effective when used cooperatively.
A Bard who understands the strengths of their companions can provide support at precisely the right moment, helping the entire adventuring party achieve more than its members might accomplish individually.
For players who want to wield magic through creativity, preserve extraordinary stories, inspire companions, and influence the world through words and performance, the Bard remains one of the most versatile and rewarding classes in Dungeons & Dragons.