Can I Get An Encore: Do You Want More – D&D 5E Bard Optimisation Guide
This Bard guide is strung together from many musicians across the internet. Taking the best notes and chords from those that came before, the Encore guide below hopes to get that foot tapping into your Bardic future.
We also link to a full list of other great character optimisation guides for D&D.
Stats and Races
Spells (In progress)
Skills and Backgrounds (In progress)
Feats (In progress)
Multiclassing (In progress)
Always Play the Encore: The Core of the Bard
If the Bard is anything, it is versitile. A strong list of spells, combat skills and of course a huge number of skills to call upon.
While this class can do many things, its strengths lie in boosting up allies and commanding roleplay. You don’t get as many spells as the Wizard so you’ll need to be creative with your choices. Bards can buff their allies and decimate their enemies.
From this point forward, the common colour coding is being used:
Sky Blue = Top of the line choice. Bard optimisation starts here.
Blue = Very strong choice for Bards, but not amazing.
Black = Solid choice. There are better options, but this is more than serviceable
Purple = Not top tier. It may have niche use, but better options exist
Red = Mechanically weak. If you feel it fits your concept, go for it, but you will likely be less effective
Remember that this is an optimisation guide. We’re looking at what is strong or effective for your Bardic performance.
That said, if you have a fun idea for your character that isn’t based around ‘charop’, don’t be afraid to put fun ahead of numbers.
You know your game better than me, after all.
- Str: Good for skill checks, and some melee builds will need STR, but most won’t. Valor Bards are more likely to go with STR over Lore Bards.
- Dex: This should almost certainly be your secondary stat, and Valor Bards will want to have this roughly equal to their CHA. It boosts your attack, initiative, and AC, not to mention some great skills.
- Con: Another top tier stat. Hit points are just too important to let slide. If you want to stay unarmoured, it is doubly important.
- Int: You’re most likely dump stat. Though it’s nice to know Arcana if you’re the magicky one.
- Wis: Perception and insight is important, and Wis saves can be very nasty (as you can prove yourself).Not a dump stat, but not a priority either.
- Cha:You main stat. You could potentially play a low Cha valor bard, but you’re probably better off as an eldritch knight or cleric for that concept. This also increases your inspiration dice, so it’s hard to pass up.
Best Bard Races:
Anything with +Cha/Dex/Con is good, and any other defensive bonuses.
Variant Humans (Inspiring Leader), and Half-Elves are top options. Dragonborn work nice for the melee type. And mountain dwarfs are good if your party is squishy.
Player’s Handbook Races
- Dwarf: [+2 Con]
- Mountain Dwarf [+2 Str] Like the Hill Dwarf, but instead of a dump stat, you get a boost to STR. Okay for Valor Bards. Again, Lore Bards shouldn’t touch it.
- Hill Dwarf [+1 Wis] You gain a boost to CON, which is nice, and you get some sweet Dwarf features. You get nothing that boosts your ability to attack or cast, though.
- Duergar [+1 Str] Okay for Valor, less good for Lore. [SCAG]
- Elf [+2 Dex] The Bard Elf is not the best choice, but darkvision and sleep immunity are good mechanical choices for any class. Here is how I would rank the three subraces:
- Wood Elf [+1 Wis] Again, the basic Elf package is solid, but the Wood-specific features aren’t terribly helpful. It’s a slight improvement on the High Elf.
- Drow [+1 Cha] Boost your DEX, boost your CHA, boost your casting, boost your Darkvision, plus all the Elf features! Sunlight Sensitivity sucks, but you can get around it, and most of your spells rely on saves. Besides, Faerie Fire washes out the disadvantage.
- High Elf [+1 Int] Like all Elves, High Elves get Trance, proficiency with Perception checks, and a DEX boost. You won’t need the INT or the cantrip, though, and the weapon training is wasted.
- Eladrin [+1 Int] High Elf with a teleport spell. Not terrible [DMG]
- Halfling [+2 Dex] An increase in Dexterity like the Elf, but you also get the Lucky Racial feature.
- Stout Halfling [+1 Con] Like Lightfoot, but without a boost to CHA. Still, Con isn’t bad, and neither is resistance to poison.
- Lightfoot Halflings[+1 Cha] DEX and CHA boosts are awesome. Luck is awesome. Brave is awesome. Hiding isn’t bad, either. This is awesome.
- Ghostwise Halflings [+1 Wis] The other halflings are simply superior for your purposes! [SCAG]
- Human [+1 to All scores], Plus one to every stat? Sure.
- Variant Human [+1 to Cha and Dex and a feat] If Human Variant is allowed, that’s a whole different story. That turns the Human into one of the best choices for a Bard, from one of the worst. Pick up Inspiring Leader, Actor or something else to kick off your Valor Bard.
- Dragonborn [+2 Str, +1 Cha] A CHA boost, some damage resistance, and a breath attack? Cool. If you want a STR build, this is the race to pick. If you don’t, it’s still solid.
- Gnome [+2 Int] Similar to the Halfling, because of the small size but without the benefits of Lucky or the Dex Bonus.
- Forest Gnome [+1 Dex], Gnome Cunning is awesome, and you get a DEX boost, but INT is your dump stat, and you don’t get much use out of anything else.
- Rock Gnome [+ 1 Con]. See above, but switch out DEX for CON.
- Deep Gnome [ +1 Dex] DEX is fine, and you can get advantage on a lot of saves and Stealth. That said, INT does nothing for you. Besides, Deep Gnomes are too dour. [SCAG]
- Half-Elf: [+2 Cha, and +1 to ???] Did you want 16, 16, 14 for CHA, DEX, and CON? Then take this. You even get Elf features and even more skills.
- Half-Orc: If you want a Valor Bard who’s a mediocre caster for the first eight levels, pick a Half-Orc. If you’re starting at level 8 or higher, it’s actually not bad. Nothing here for Lore Bards, though.
- Tiefling [+1 Int and +2 Cha] It’s a +2 to CHA, resistance to a common damage type, and you gain spells that key off of your CHA. You’re second boost goes to a dump stat, but everything else is great.
- Tiefling Variant [+1 Int and +2 Dex] An interesting option especially with winged. You’re giving up the Cha boost though. [SCAG]
Dungeon Master’s Guide Races:
- Aasimar: Charisma and resistance are great, but the spells are kind of crappy. [DMG]
- Eladrin: High Elf with a teleport spell. Not terrible. [DMG]
Volo’s Guide to Monsters Races
- Aasimar [+1 Wis & +2 Cha] The Charisma is great. The rest of it is arguably better. It just offers too much not to be useful. [VOLO]
- Firbolg: Not that great for Bards, but not terrible for a Valor Bard.
- Goliath: Another that is okay for a Valor Bard, but terrible for a Lore Bard.
- Kenku: It’s good at doing things unrelated to being a bard, but it isn’t great otherwise.
- Lizardfolk: If you roll a solid STR, this isn’t terrible, but it isn’t great unless you’re a Valor Bard.
- Tabaxi: CHA, DEX, and mobility features sounds good to me.
- Triton: Are you a Valor Bard? Well these guys boost all your major stats, plus resistance and extra spells.
Volo’s Monstrous Races
- Bugbear: Don’t bother. Really, no one wants to hear a Bugbear sing. They’re not terrible Valor Bards, but they’re not good Bards.
- Goblin: The bonus action Disengage is nice, as is getting boosts to your secondaries.
- Hobgoblin: There is nothing about Hobgoblins that is musically inclined.
- Kobold: Pack Tactics isn’t great for Bards, who basically only use save-or sucks.
- Orc: Nothing that Orcs provide helps with the whole singing and making magic by singing schtick.
- Yuan-Ti Pureblood: For having no emotion, Yuan-Ti are damn good at musical magic. The Charisma and Magic Resistance are solid on their own, but there’s also poison immunity and some extra spells.
Elemental Evil Races
- Aarakocra: [+2 Dex] Flight is fun, and you get a DEX boost, but nothing provides you with any major advantages.
- Genasi: [+2 Con] All the Genasi options provide a CON boost and some CON spells. This is generally a pretty good thing.
- Air Genasi: [+1 Dex] DEX and Levitate are decent for any Bard.
- Earth Genasi: [+1 Str] It’s better as a STR build.
- Fire Genasi: [+1 Int] Just take a Tiefling.
- Water Genasi: [+1 Wis] The only thing here that helps you is the CON boost. If you want Acid resistance, be a Dragonborn.
Unearthed Arcana supplements have provided a few new options:
- Changeling: Charisma and Dexterity boosts, plus Deception and Shapechanging? Plenty of fun for a Bard here.
- Shifters: Shifters tend to provide purely physical boosts. Some of these boosts are better than others, but Valor Bards are generally the only ones who will want to pick a Shifter. Lore Bards have no business being Shifters.
- Beasthide Shifter: The bonuses to AC, CON, and DEX make a decent Valor option.
- Cliffwalk Shifter: Your DEX is good, and you get the shifter temp HP, but other shifter options are simply better.
- Longstride: Another pure Dex option, with a mobility option. No need to poach Longstrider.
- Longtooth Shifter: A little STR and DEX can help a Valor Bard.
- Razorclaw Shifter: Pure DEX with a bonus attack. Not terrible.
- Wildhunt Shifter: WIS is a dump stat.
Minotaur: You ever feel like you’re constantly repeating yourself? Well, it’s another race that is okay for a Valor Bard, but terrible for a Lore Bard.
Now that that’s said and done, here’s the thing about racial abilities: Later in the game, they won’t matter as much. At 15th level, that +1 to your stat has less impact in overall performance.
At lower levels though, the difference is much more noticeable. 5e is flat out a harder game at low level than either 3.x or 4e were. It is less forgiving, and getting dropped is really, really easy.
Keep that in mind when looking at races. Some races might not have the “oomph” when it comes to doing to damage, but a lot of the survivability perks that they do have will come in really handy during those difficult low levels.
Bard Class Features
- Hit Dice: 1d8 per level isn’t the worst. You won’t be able to take a punch like a Fighter can, but you’re no wimp.
- Armor Proficiency: Light armor isn’t bad, especially since most Bards are DEX builds. Valor Bards get Medium and Shields.
- Weapon Proficiency: You get all simple weapons, plus some martial swords and ranged weapons.
- Saving Throws: DEX is extremely common, and you’ll be pumping it anyways. CHA is less common, but it’s common enough to be useful.
- Skills: You literally get all the skills. Only the Rogue could possibly contest your position as supreme skill monkey. Grab Acrobatics, one conversational skill, and anything else you think you’ll enjoy.
- Tools: Musical instruments. You’ll be able to find a use for this. At least, early on, you can make some coin.
- Spellcasting: You can keep up with any other primary caster, with the same number of slots as any other principal caster, and as many cantrips as a Druid. The Bard list lacks a bit in pure damage potential, but it has options in every school, and you can make a powerful Enchanter or Illusionist. Plus, Ritual Casting.
- Bardic Inspiration: Combine Bless and Guidance, then increase the size of the die every five levels. All this, and you don’t even need a spell slot.
- Jack of All Trades (2nd Level): You will never be bad at a skill. Also applies to Dispel Magic, Counterspell, and Telekinesis ability checks, which is pretty damned helpful.
- Song of Rest (2nd Level): Stretch out the whole party’s hit dice.
- Expertise (3rd Level): Bards didn’t need to be any better skill monkeys, but they are.
- Ability Score Improvement (4th, 8th, 12th, 16th, 19th Level): Obviously good for obvious reasons. The only reason it’s not sky blue is that the Fighter gets more.
- Font of Inspiration (5th Level): Bard features tend to make them even better at things they can already do, and this feature is no exception. Bardic Inspiration now regenerates much faster.
- Countercharm (6th Level): It’s a decent buff at the cost of an action. Paladins get similar features that don’t cost actions, but this is a solid ability, too.
- Magical Secrets (10th, 14th, 18th Level): Learn any two spells you want. This feature is the primary reason why people claim that Bards are the best caster class.
- Superior Inspiration (20th Level): You will always have some Bardic Inspiration. You probably weren’t running out very often to begin with, but there you have it.
Bardic Colleges: Bard Subclasses
College of Lore
The College of Lore is for bards truly devoted to story and song. In his quest for learning, the Lore Bard gains more skills, more magic, and some truly awesome abilities that make him an excellent support character. Arguably the greatest support caster in the game.
- Bonus Proficiencies (3rd level): At this point, you’re so skilled you’ll hardly need spells to accomplish anything.
- Cutting Words (3rd level): You can prevent a lot of damage with these. Lower the attack roll of your enemy if it was close to missing. Now, you buff your friends, and debuff your enemies, makes Bardic Inspiration much more versitile.
- Additional Magical Secrets (6th level): Who doesn’t like more spells?
- Peerless Skill (14th level): Never fail at anything ever again. Well, up to five times per short rest. Works on Initiative, Dispel Magic, Counterspell, and Telekinesis, too.
College of Valor
The College of Valor is for those skalds who sing songs of heroism on the front lines. The Valor Bard is a competent melee combatant without losing much of their magical ability.
- Bonus Proficiencies (3rd level): Exactly what you need to become a strong melee combatant.
- Combat Inspiration (3rd level): Solid buffs to damage and AC.
- Extra Attack (6th level): Double your damage with more attacks.
- Battle Magic (14th level): This is where you really start to shine as a gish. Cast and slash, every turn.
College of Glamour: [XGE]
This is very much a support caster bard. Though your spell versatility isn’t as good as a Lore Bard, you still bring a lot to the table.
The Mantle of Majesty is really, really good, which makes this a decent option.
- Mantle of Inspiration (3rd level): A pretty good use of Bardic inspiration (temp HP for CHA number of allies and a reaction/move). Extra HP is always nice, though this could be redundant with things like Inspiring Leader. The move might be handy at the beginning of combat for melee characters to close quickly. Alternatively, this might be the “quick escape” ability should things go poorly, as the movement does not provoke opportunity attacks, so no disengage necessary.
- Enthralling performance (3rd level): This may depend on your DM a fair bit. Feeds into the idea of a charming fey-like quality to any performance you make though. Pretty circumstantial.
- Mantle of Majesty (6th level): This is really, really good. Command every round as a bonus action (for one minute) without spending a spell slot. A creature charmed by you automatically fails its saving throw (Entralling performance looks a bit better now). This is once per long rest, and it’s going to be your big fight “go-to” ability. I mean, if you simply command “Grovel” every round, the fight is over. Note that you are “concentrating” to maintain this ability, so there is that limitation to consider.
- Unbreakable Majesty (14th level): A bonus action defense that targets would-be attacker’s CHA or they can’t attack you. Great way to stop enemies focusing you or potentially wasting their attacks. Lasts one minute (10 rounds) and doesn’t require concentration. If it does succeed against your Charisma saving throw it has disadvantage on your next spell. Not a bad trade.
College of Swords: [XGE]
The ‘Blades’, members of the College of Swords offers a Bard who can fight. You risk a lot having less defense than other fighting classes though.
- Bonus Proficiencies (3rd level): Medium armor and scimitar – no shield. Immediately, this gives me concerns about defense. Don’t get me wrong, happy to get medium armor, but with Half Plate, we’re looking at an AC of up to 17, no shield spell, no mirror images, and bard HP. If you are planning to live in melee, this is a concern.
- Fighting style (3rd level): No defensive options here. Dueling and Two Weapon Fighting. Without warcaster, Dueling is really the only option. With warcaster, two weapon fighting is probably the better offensive option, though it uses up your bonus action (keep in mind you will not be using your bonus action for Bardic Inspiration much with a blade, so this may not be a big deal)
Update: The College of Swords Bard can use their weapon as a focus for spells. Talk to your DM. Or just take the Warcaster feat. It’s a pretty good choice regardless.
- Blade Flourish (3rd level): 10 feet extra move when you take the attack action. Extra move is always nice. When you hit a creature you have 3 options for use of your Bardic Inspiration:Defensive flourish adds to AC for a round, which is very needed (but also limited).
Mobile flourish has some interesting tactical implications
Slashing Flourish is just an offense boost.
- Note all of these add the dice total to damage, which is a nice offensive boost no matter which you choose. Those Bardic Inspiration dice will not last long though. You are likely starting with 3, ending with 5. Still, by level 5 that’s coming back every short rest, which is pretty similar to the Superiority Dice of a Battlemaster.
- Also, like a Battlemaster, Blade flourish does not specify the attacks must be melee attacks, so pull out your bow and use Blade Flourish with it as well. With Mobile Flourish, you will feel like a Warlock with repelling blast!
- Extra Attack (6th level): Standard Gishy 6th level extra attack. This character can bring some hurt in one round, and maybe the next round. More I think about it though, this is a full caster, so running out of Bardic Inspiration dice isn’t that big a deal. Fight with sword/switch to spells. Again, the primary concern is defense.
- Master’s flourish (14th level): So basically, you get infinite use of Blade Flourish with a D6, but at 14th level with a full caster, are you really in extended melee engagement? You should probably be doing more casting than swinging your sword by this level I would think.
- Final Thoughts: If the intention was to create a Bard that could do damage in melee, mission accomplished. Blade Flourish + Extra attack is enough offense that although you may not be the best offensive powerhouse in the group, you can contribute effectively. The problem is defense. I think a lot of College of Swords Bards are going to end up face down in the dirt.
College of Whispers: [XGE]
This is you Bard “Secret Spy” type, it does quite well for the intrigue aspect and being different from a general rogue. There’s a bit of a Rogue type feel here as well, and I note that Psychic Blades has similar mechanics to Sneak Attack. However, unlike a Rogue, you are getting the Bard spellcasting.
- Psychic Blades (3rd level): 2d6 (increasing) psychic damage with a weapon attack (does not specify melee). This immediately makes you think of sneak attack. For a straight Bard, I’m thinking a ranged weapon becomes your option when there is no spell to cast (your cantrip replacement). This eventually reaches 8d6, so it continues to outpace cantrips as you level up, though you might find that since you are likely raising Cha not Dex, and you are only doing this once per round, this is a backup option only for when you don’t need to cast a spell.
- Words of Terror (3rd level): Not something you’ll be using in combat. But if you can get someone alone at the fancy party long enough to fill them with paranoia you’re lauging. This holds the same 1 minute of conversation limitation. Pretty circumstantial, but OK.
- Mantle of Whispers (6th level): This is like disguise self with the difference being the creature needs to die near you and you get access to some information it knew. In the right kind of campaign this is excellent for infiltrating.
- Shadow Lore (14th level): For a 14th level spell…well it’s charm monster basically. Paired with a number of languages and you’re golden for most monster types. No concentration, but once per long rest.
Final Thoughts: College of Whispers is very much not the Bard you are looking for in most dungeon-crawling campaigns. It’s far more suited to a campaign with intrigue and maybe some good old politics. In those kind of campaigns, this is a great choice.
As you can tell, the Bard provides excellent options that diverge considerably, but provide excellent power and utility.
Best Bard Spells
The usefulness of a lot of Bard spells frequently depends on your own imagination and roleplaying. Of course, they also tend to have measurable mechanical aspects that allow you to pull off your imaginative tomfoolery with varying degrees of success.
It’s also worth noting that many of the Bard’s best spells rely on Wisdom saves. It is advisable that you occasionally branch out, even picking somewhat inferior spells, in order to ensure that you can target multiple abilities. Otherwise, you might end up with great spells that are completely useless against your enemy.
You can use either a component pouch or a musical instrument as a focus.
I will not be rating spells eligible for choice using Magical Secrets, as ranking every spell in the game sounds like a horrible experience. Just make sure one of your choices is Counterspell, and remember that Telekinesis benefits from Jack of All Trades and Peerless Skill.
- Blade Ward: This would be great if it didn’t last a single round. As it is, if you expect to be attacked by a lot of mundane weapons, you should probably just Dodge and take a different cantrip. That said, a Valor Bard can get use out of this after hitting level 14, when he can cast and then attack as a bonus action.
- Dancing Lights: Light for people who want to feel fancy. It uses concentration though, so I guess making Light fancy takes a lot of skill.
- Friends: Charm Person for people you don’t care about. Want to get past a hostile bouncer? Friends. Interrogation? Friends. Maybe you want a guard to carry a bomb into a monastery, and you don’t particularly care what he thinks of you afterwards. That’s right. Friends.
- Light: Makes a light. If you frequently find yourself in need of light, take this cantrip.
- Mage Hand: It provides a minor benefit that you can definitely get some use out of. In fact, I’ve found that players who chose Mage Hand will frequently find far more reasons for using Mage Hand than other players think is reasonable. It’s like when you have a hammer, every problem is solved by Mage Hand.
- Mending: Fix a thing. There are some things that are definitely worth fixing. If you think you’ll be around things that need fixing, maybe take the spell that lets you fix things.
- Message: I can imagine ways that this spell can be useful. I cannot imagine very many, though.
- Minor Illusion: A lovely spell that allows you to fail spectacularly when you roleplay an animal sound. Also, a fantastic way to trick people without using up any resources. Take it.
- Prestidigitation: It’s all flash, and it provides no mechanical benefit whatsoever. You’re a bard. Take it.
- Thunderclap: Bards get a damaging cantrip! It deals more damage than Vicious Mockery, but it doesn’t impose disadvantage and leads to fewer yo’ momma jokes at the table. It’s also a spell that demands that you be surrounded to use it, but doesn’t actually help very much if you’re surrounded. Lightly slapping the three orcs standing next to you is rarely a winning strategy.
- True Strike: You know what’s better than giving up an action to roll twice for an attack next turn? Rolling this turn, then rolling next turn. You roll the same number of times, but you have the chance to hit twice. Casting this spell is mathematically worse than not casting this spell.
- Vicious Mockery: The Bardliest cantrip you can get, it deals very little damage, but the disadvantage is an excellent debuff. Plus, any spell that encourages you to insult the DM’s favorite villain deserves respect.
- Animal Friendship: Heavily situational.
- Bane: More powerful than you think, less powerful than you hope. Inflicting disadvantage is arguably more powerful.
- Charm Person: Better than Friends, but possibly not good enough to contend with your other options. You might want to wait for Suggestion.
- Comprehend Languages: Obviously extremely situational.
- Cure Wounds: Healing is good. This provides healing that scales.
- Detect Magic: You may need it at times. I don’t know if you’ll need it enough to displace your other options.
- Disguise Self: Again, situational, but useful.
- Dissonant Whispers: Deal okay damage, and force your enemy to run away of their own volition. This can trigger all kinds of op attacks and reshape the field in your favor.
- Earth Tremor: This can help you escape a nasty situation, dealing some damage to boot.
- Faerie Fire: I like having advantage. This does that thing that I like.
- Feather Fall: When you need it, you’ll be glad you have it. You will not, however, need it very often.
- Healing Word: Heal on a bonus action. You don’t heal as much as with Cure Wounds, but you still get to do something else. Valor Bards may want this over Cure Wounds so they can continue attacking.
- Heroism: The temp HP is extremely strong when you first get it, but that fades with time and levels.
- Identify: Having ritual spells around is certainly a good idea, and this one provides a decent benefit. Having the Wizard take it is an intelligent decision.
- Illusory Script: Again, situationally useful.
- Longstrider: The slight mobility granted is simply not worth expending any resources.
- Silent Image: A neat little illusion that’s suitably superior to Minor Illusion.
- Sleep: At first you can lay waste to entire encounters with this spell, but it becomes less impressive as time rolls by.
- Speak with Animals: Situational, if you could not tell.
- Tasha’s Hideous Laughter: It keeps your opponent from being able to do anything for a while, and provides advantage. Extremely abusable in social situations.
- Thunderwave: Deal okay damage and push your enemies away. Those are two things any caster can appreciate.
- Unseen Servant: Situational, but it can address so many situations.
- Animal Messenger: You know this is situational.
- Blindness/Deafness: An enemy that can’t see you is an enemy that won’t last very long.
- Calm Emotions: Don’t want to deal with the furious orcs? Worried that mob might grab its pitchforks? Need to fight off a Frightening Presence? Calm Emotions is here to help you out.
- Cloud of Daggers: Okay damage in a very small area. If you can keep a target from moving out of the area, it gets better
- Crown of Madness: As many have pointed out, the fact that the enemy attacks before you force it to move can lead to situations in which the enemy you cast it upon can’t actually attack another enemy. This reduces its effectiveness, though you can still force op attacks and prevent enemy actions.
- Detect Thoughts: It has situational uses, but can also be used to sweep for invisible enemies.
- Enhance Ability: It’s a solid buff, but it does not allow advantage on attacks or spell attacks.
- Enthrall: I just don’t see the point of it. I suppose you can distract a creature while your buddies sneak around, but they could just use Pass Without Trace. Its uses are extremely limited.
- Heat Metal: As a matter of fact, dealing damage every turn with no save allowed is extremely nice. The ability to incapacitate or disarm your opponent is gravy.
- Hold Person: Don’t want a big guy to get near you, hold him still!
- Invisibility: Always good.
- Knock: If no one has Thieves’ Tools, this can be useful.
- Lesser Restoration: Will be necessary a some point.
- Locate Animals or Plants: Obviously situational.
- Locate Object: Again, clearly situational. To the point where you shouldn’t have it without a spellbook.
- Magic Mouth: So very situational.
- Phantasmal Force: The uses of this spell are infinite, and the damage you could do with it is tremendous.
- Pyrotechnics: Provides solid debuffs that are definitely worth utilizing.
- See Invisibility: Somewhat situational, and Detect Thoughts and Faerie Fire can replicate its effects.
- Shatter: Scaling AOE attack that deals decent damage. Bards don’t actually have many of those.
- Silence: If you want to cripple another caster or sneak through a dangerous are, use this.
- Skywrite: Completely situational.
- Suggestion: The only limit is your imagination… in addition to the other limits specified in the PHB. It’s an extremely powerful charm.
- Warding Wind: Like with Unseen Servant, the sheer variety of situations in which this would be useful move it beyond situational abilities.
- Zone of Truth: Useful, but not necessary.
- Bestow Curse:When I read the text for this spell, I feel like a trick is being played on me. You can choose from all those awesome debuffs or convince your DM of another one? Great!
- Clairvoyance: That’s a solid spying tool. Not necessarily one you’re ever going to use, but still solid.
- Dispel Magic: I think everyone finds themselves needing this occasionally. Benefits from Peerless Skill and Jack of All Trades
- Fear: It has the potential to completely change an encounter. Forcing your enemies to flee while giving your buddies op attacks is fun, but the conditions for saving from it make it downright abusable, and its an AOE to boot!
- Feign Death: Situational. Sometimes you’ll get some use out of this, but you usually will not.
- Glyph of Warding: If you have an hour to use it, you will frequently find it worthwhile. However, you will rarely have an hour to spare when exploring a dungeon.
- Hypnotic Pattern: Take away the actions of quite a lot of enemies. Very nice.
- Leomund’s Tiny Hut: Protect yourself from the elements, your enemies, and random encounters at night. A decent utility, though not particularly useful in combat.
- Major Image: Illusions have infinite uses, and this is a very big illusion.
- Nondetection: Completely situational. If the BBEG is a mage who has been scrying you, go for it.
- Plant Growth: The utility uses are entirely situational, but it also aids you in escaping pursuers and allows you to hold groups of enemies fairly still for AOE effects.
- Sending: You know what’s totally situational? This spell.
- Speak with Dead: And this spell.
- Speak with Plants: Also, this spell.
- Stinking Cloud: AOE that denies actions on a CON save? Not bad.
- Tongues: Playing Holy Spirit is very situational in its usefulness.
- Compulsion: Solid battlefield control that denies movement and can set up some nasty AOEs.
- Confusion: It interferes with enemy actions as an AOE, but it offers saves every turn and has a smaller radius. Plus the effects are unpredictable.
- Dimension Door: 500′ teleport with very few restrictions. Also potentially weaponizeable.
- Freedom of Movement: Provides decent bonuses, but maybe not worth the slot.
- Greater Invisibility:Well, that’s nice.
- Hallucinatory Terrain: Good for occasionally tricking people.
- Locate Creature: Does what it does well, but you won’t necessarily need it.
- Polymorph: While it’s not completely broken as some came, it’s still tons of fun.
- Animate Object: Animate some silverware and tell them to assassinate a king for 65 damage per turn. Or animate a cottage and ask the taxman if you really owe for property. This is one of those spells that’s more useful than it sounds.
- Awaken: A spell for those among us who, despite all evidence to the contrary, genuinely believe their pets have something interesting to say. It’s situational, but infinitely applicable.
- Dominate Person: This is arguably the most powerful enchantment up to this level, but it only lasts a minute, and the target can save multiple times.
- Dream: Situational, but its usefulness is wide-ranging. From simple communication, to intentionally harming or even assassinating a target, you can do quite a lot with this ability.
- Geas: You can do so many horrible things to a target using Geas. You can ruin an NPC, force an enemy into service, or even assassinate someone via dangerous, but not suicidal tasks.
- Greater Restoration: You will need this at some point. Take it if no one else will.
- Hold Monster: Excellent ability that can stop your death in its tracks.
- Legend Lore: Just make a History check. You’re a skill monkey, after all.
- Mass Cure Wounds: I’m a big believer in not dying as a means of winning, and this is a good spell for that. Doesn’t scale terribly well, but still great.
- Mislead: One of those situational spells that’s still useful in combat and has so many uses it has to be black.
- Modify Memory: This one is just plain situational, though many parties will wish people forgot what just happened. As a Bard, that will likely be your fault.
- Planar Binding: Potentially powerful, but celestials, fey, and fiends all tend to have excellent Charisma saves, which limits its use. Certain fiends are better targets for this than others, but those tend to be the weaker fiends.
- Raise Dead: This is one of those spells someone needs to have, or else your party will regret it.
- Scrying: Totally situational. Flavorful, and a spell I personally like, but situational.
- Seeming: A decent way to stealth your way through hostile territory. Also good for turning guards against one of your enemies.
- Teleportation Circle: A decent way to skip travel time for the whole party.
- Eyebite: Solid debuffs on multiple targets for ten rounds for a single slot. Not bad. Still, a lot of these effects can be replicated by lower level spells.
- Find the Path: Extremely situational.
- Guards and Wards: If you have a home base of your own, you will want this spell. Most players will not want this spell.
- Mass Suggestion: I love Suggestion. This is Suggestion for lots of people.
- Otto’s Irresistible Dance: This is possibly the most fun you can have with a spell. Cast on flying creatures for double the awesome.
- Programmed Illusion: Situational, but like all illusions a little creativity can make it very useful.
- True Seeing: It’s a festival of benefits for the price of one spell.
- Etherealness: Excellent scouting spell, plus an automatic “Eff your prison.”
- Forcecage: Possibly broken, but no save is necessary, and it can completely remove someone from a fight.
- Mirage Arcane: A tactile illusion limited only by your imagination and the “no creatures” clause.
- Mordenkainen’s Magnificent Mansion: A fancy hidey-hole. Not quite useless, and very fun.
- Mordenkainen’s Sword: Summon with an action, and deal bonus action damage for the remainder of its duration. The damage is poor for the level, but it’s on your bonus action
- Project Image: If you need another you hanging around, this works out.
- Regenerate: Excellent healing over a long duration with no concentration.
- Resurrection: In case no one had Raise Dead when the Wizard died.
- Symbol: Upgrades Glyph, but has a massive cost. You won’t be using it often if you take it, and there’s a lot of competition for these slots.
- Teleport: This is simply a great teleportation spell.
- Dominate Monster: Like Dominate Person, but works against any creature.
- Feeblemind: A little twisted, but you can completely destroy an enemy’s ability to function as a person, almost permanently.
- Glibness: You’ll be out-talking everyone anyways, but you’ll find uses for it. If you’re expecting to fight casters, it’s an enormous boost to your Counterspell.
- Mind Blank: Great buff if you need it.
- Power Word Stun: Guaranteed chance to prevent at least a single round of actions.
- Foresight: Holy balls this is great!
- Power Word Heal: Make someone all better.
- Power Word Kill: Do you really want to waste your ninth level slot on something that has less than 100 HP?
- True Polymorph: And now you’re a dragon.
Skills & Backgrounds:
(Working on it)
You’re probably best off taking a +2 Cha over a feat if you already have an even number in that stat. If it’s an odd number a feat that provides +1 can help bump it up to even and give a perk.
- Alert: Going first means you can disable enemies before they act, or get some buffs on allies before they charge in.
- Athlete: You really don’t need this.
- Actor: If you thought you weren’t crazy enough at Charisma based skill checks, this feat can help you truly break the game. Great for getting that +1 Cha too.
- Charger: It’s okay. You get to charge, just like you did in the last system. Nothing special.
- Crossbow Expert: If you want to use a crossbow, adds a fair bit of damage when you have nothing else to do, even for lore.
- Defensive Duelist: Great for any melee build, and archers will find it useful when combat gets tight, too.
- Dual Wielder: Most bards need a free hand to cast, though if you go with the College of Swords then it’s much more useful.
- Dungeon Delver: Great if your DM is a bit trap-happy.
- Durable: It’s okay. Nothing special, but it’s a good half-feat bonus.
- Elemental Adept: You can snag some blasting spells from other classes and make great use out of this, though maybe not as much use as some other casters could.
- Grappler: Not all that great for a caster, unless you’re going for a Valor Bard wrestler.
- Great Weapon Master: An excellent feat for a strength Valor Bard.
- Healer: Your skills will be high enough for it. This is right up your ally as support. Slightly more than inspiring leader, but at the cost of a little money.
- Heavily Armored: You really shouldn’t need Heavy Armor, but some Valor Bards might want it. Consider Multiclassing for the armor proficiency.
- Heavy Armor Master: This is the only reason to get Heavily Armoured, but only for Valor Bards, and the benefits aren’t worth sacrificing two Ability increases.
- Inspiring Leader: Starts off powerful and scales okay. Good choice for a Bard.
- Keen Mind: Situational, but abusable, and it only costs a single ability point.
- Lightly Armored: You already have the benefit.
- Linguist: In my experience, knowing the right language at the right time can save your ass.
- Lucky: This is an exceptionally powerful feat. Definitely worth a look at.
- Mage Slayer: A Valor Bard can get great use out of this, especially if your DM likes casters.
- Magic Initiate: Grab some blasting power without having to multiclass. Great option.
- Martial Adept: I would only pick this if you multiclass as a Battle Master.
- Medium Armor Master: Good for a STR build that relies on Medium Armor, since you won’t have to pump DEX quite as much to get a great AC. Even a DEX based Valor Bard could use it if he really wants that +1 AC.
- Mobile: Solid mobility boost with an escape option.
- Moderately Armored: You already have the benefit if you’re a Valor Bard, but Lore Bards might want it.
- Mounted Combatant: It’s a perfectly good option if you’re frequently mounted.
- Observant: It’s a great bonus to two skills that are extremely important to a party.
- Polearm Master: Great synergy with Sentinel. Only for STR-based builds.
- Resilient: For a single ability point, you gain a save proficiency. That’s awesome.
- Ritual Caster: You’re already a ritual caster, though this might be worthwhile for the spellbook.
- Savage Attacker: A powerful option for any melee build.
- Sentinel: Not good for a Bard. Moves up to Blue if you’re a Valor Bard and have Polearm Master.
- Sharpshooter: Great benefits for a ranged character.
- Shield Master: Great if you use a shield.
- Skilled: This is made weaker because you already have’Jack of All Trades’
- Skulker: Sneaky stuff can always work to your advantage.
- Spell Sniper: Okay, but this is not made for a Bard.
- Tavern Brawler: You’re a Bard. Don’t take this.
- Tough: It’s a fairly good benefit, and it ends up giving you 40 HP at level 20.
- War Caster: Valor Bards have no reason not to take this. In fact, if they don’t take this, they’re big stupid dummy heads. Lore Bards should take it, to. I have half a mind to introduce a gold rating just to emphasize how much this feat rocks.
- Weapon Master: You already have proficiency with everything if you’re a Valor Bard. If you’re not, you still don’t need this.
Here, I want to make just a quick look at some options, along with the concept of a “dip” to grab some goodies from another class. I’m going to leave some of the finer points of multiclassing up to the individual though, especially anything that takes away from the character being majority Bard.
While there is a colour grade in this section remember that other options may fall into your character concept side of things than true optimisation.
- Barbarian : Being unable to cast makes this pretty bad for a caster.
- Cleric: A couple domains offer enough ancillary benefits that one level might be worth taking (Life Cleric comes to mind for a healer), but be sure to pick as few spells that rely on WIS as possible. And why do you have a 13 WIS?
- Druid: Doesn’t offer anything to a full caster with WIS as a dump stat.
- Fighter: Fighting Style, Extra Attacks, Second Wind, Action Surge, Combat Maneuvers… this is a great for a Valor Bard. Even Lore Bards can benefit from a few levels.
- Monk: No overlap, no real benefits.
- Paladin: You share a spellcasting ability, plus a lot of combat benefits. A smiting Bard could be fun.
- Ranger: A level in Ranger is okay as an alternative to other martials, even two or three if you want Hunter’s Mark or a Path option, but no more.
- Rogue: Sneak attack is fun, but you’re already a skill monkey.
- Sorcerer: Arguably the best option to up your blasting potential, but metamagic also provides boosts to your buffs.
- Warlock: Another excellent option to increase your blasting power, plus the benefits of Invocations.
- Wizard: Don’t cast spells with your dump stat.