The Bard: Voice of the World, Weaver of Magic

Fantasy illustration for the Bard character class
The Bard

A bard turns words into power. In a great hall, a bard can preserve a family’s history, win a patron’s trust or expose a dangerous lie. On the road, a bard holds companions together through song, knowledge and enchantment. Bards are performers, diplomats, lore-keepers and adventurers—not all of them musicians.

Bard at a Glance

At the tableSupport caster, face of the party, historian, negotiator and adaptable problem-solver.
Primary abilityCharisma; Dexterity and Constitution help with defence and concentration.
Hit Died8 in D&D 2024, D&D 2014 and Pathfinder 1e; d6 in D&D 3.5e.
Signature powersInspiring or performing for allies, versatile skills, enchantment, illusion and magical support. Their exact mechanics depend on the edition.
Good first characterA travelling storyteller who helps the party negotiate, recognises legends and keeps companions alive when a fight begins.
Start hereChoose your rules · Explore Bard spells · Explore traditions · Non-human ideas · Character concepts

Choose your edition’s Bard rules below before selecting spells, equipment and class features.

The Bard’s Role

When the fighter cannot talk past the guards and the wizard does not recognise the inscription, the Bard may have the answer. Bards keep allies fighting, turn a hostile audience, recognise old songs and find truths hidden in local stories. Their versatility comes from practiced skills as much as magic.

Real-World Inspirations

The Bard’s roots delve deep into the annals of history and myth:

  • Irish filí and bards: The fantasy Bard draws on several learned and performing traditions. In Ireland, the filí are the elite poet-scholars who preserve genealogy, history and place-lore, advise rulers and wield formal praise and satire; bards and harpers form a related performance tradition. In play, both can use the Bard chassis, while senior learned characters may pursue Poet, Chronicler or other advanced paths. The recognised Irish grades culminate in Ollamh.
  • Norse Skalds: Poet-historians of the Viking Age, skilled in crafting intricate verses that celebrated heroes, preserved myths, and praised kings in courts across Scandinavia.
  • Southern European Minstrels: Wandering performers of the Middle Ages who entertained courts and marketplaces with songs, poetry, storytelling, and music, spreading news and culture across regions like Spain, Italy, and Provence.
  • Orpheus: Legendary musician and poet of ancient Greek myth, famed for enchanting all living things — even the stones and rivers — with the divine beauty of his lyre.
  • Väinämöinen: Central figure in Finnish mythology and the Kalevala, a wise, magical bard whose songs and music shape the world and guide heroes through their quests.
  • Amergin Glúingel: Legendary bard and druid of early Irish lore, famed for his poetic “Song of Amergin,” which claimed Ireland for the Milesians and celebrated the land’s spirit through lyrical verse.

The Bard in Your Story

Give your Bard a teacher, an audience and a story worth keeping. A singer who survived a massacre may be unwelcome in the victor’s hall; a historian who remembers a forgotten family might expose a false heir; a dancer entrusted with a ceremonial chant may be the only visitor a guarded shrine will admit. Let those relationships matter during adventures.



Bard Rules by Edition

Choose the rules used at your table. Spellcasting, inspiration, performances, saving throws and advancement are different in each edition; keep each set of mechanics together.

Bard — D&D 5.5e (2024)

The Bard is a Charisma-based spellcaster with a d8 Hit Die, light armour and broad skills. Its magic works through words, music, dance and performance. Bardic Inspiration is granted to an ally as a Bonus Action; within the next hour, that ally can roll the die after failing a D20 Test, potentially turning failure into success. The number of prepared spells is fixed by the Bard class table, and spells are normally changed when gaining a Bard level—not recalculated each morning from Charisma. Colleges of Dance, Glamour, Lore and Valor offer distinct paths from 3rd level.


Core Bard Traits

  • Primary Ability: Charisma
  • Hit Die: d8 per Bard level
  • Saving Throws: Dexterity, Charisma
  • Skill Proficiencies: Any three
  • Weapon Proficiencies: Simple weapons
  • Tool Proficiencies: Three musical instruments
  • Armor Training: Light armor
  • Starting Equipment: Choose (A) leather armour, two daggers, one musical instrument, an entertainer’s pack and 19 gp; or (B) 90 gp.

Bard Class Table (Levels 1–20)

LevelPBInsp DieCantripsPrepared Spells1st2nd3rd4th5th6th7th8th9thFeatures
1+2d6242––––––––Bardic Inspiration, Spellcasting
2+2d6253––––––––Expertise, Jack of All Trades
3+2d62642–––––––College (Subclass)
4+2d63743–––––––ASI
5+3d839432––––––Font of Inspiration
6+3d8310433––––––Subclass Feature
7+3d83114331–––––Countercharm
8+3d83124332–––––ASI
9+4d831443331––––Expertise
10+4d1041543332––––Magical Secrets
11+4d10416433321–––—
12+4d10416433321–––ASI
13+5d104174333211––—
14+5d104174333211––Subclass Feature
15+5d1241843332111–—
16+5d1241843332111–ASI
17+6d12419433321111—
18+6d12420433331111Superior Inspiration
19+6d12421433332111Epic Boon
20+6d12422433332211Words of Creation

Spell Slots refresh on a long rest.


Bardic Inspiration

  • You gain a pool of Inspiration dice equal to your Charisma modifier (minimum 1).
  • Grant the die: As a Bonus Action, give a Bardic Inspiration die to another creature within 60 feet that can see or hear you. The creature can roll that die after failing a D20 Test within the next hour and add it to the d20 result; the die is then expended.
  • Duration: The die lasts for 1 hour.
  • Scaling: d6 at levels 1–4, d8 at 5–9, d10 at 10–14, d12 at 15+.

Spellcasting

  • Prepared spells: Use the exact number in the Prepared Spells column of the Bard class table (four at level 1). Add spells as that number increases; replace one prepared spell when you gain a Bard level. You do not prepare a new Charisma-based total after each Long Rest.
  • Cantrips: 2 at 1st, a 3rd at 4th, a 4th at 10th.
  • Slots: Full progression through 9th‑level spells.
  • Focus: Any musical instrument.

Key Class Features by Level

  • 2nd: Expertise (double proficiency in two skills) & Jack of All Trades.
  • 5th: Font of Inspiration (regain expended Inspiration dice on a short rest or expend a spell slot to regain one).
  • 7th: Countercharm—when you or a creature within 30 feet fails a save against Charmed or Frightened, use your Reaction to let that creature reroll the save with Advantage.
  • 10th: Magical Secrets—newly prepared spells and later replacements may come from the Bard, Cleric, Druid or Wizard lists, subject to your available spell slots.
  • 18th: Superior Inspiration—when you roll Initiative, regain expended uses of Bardic Inspiration until you have two uses, if you had fewer.
  • 19th: Epic Boon or Feat.
  • 20th: Words of Creation (always have Power Word Heal/Kill prepared; can extend effect to a second target).

Bard Colleges (Subclasses)

Choose one at 3rd level; you gain features at 3rd, 6th, and 14th.

  • College of Dance (new): Graceful defense, dance‑powered strikes, extra movement.
  • College of Glamour: Mantle of Inspiration & Majesty enhancements, beguiling magic.
  • College of Lore: extra skills, Cutting Words, Magical Discoveries and Peerless Skill (see the complete example below).
  • College of Valor: Armor/weapon training, extra attack synergy, Combat Inspiration.

College of Lore — 2024 Subclass Example

Lore bards gather stories, spells and hard-won knowledge, then use sharp observation to protect their companions. Their subclass features are distinct from the 2014 College of Lore.

  • Level 3 — Bonus Proficiencies: Gain proficiency in three additional skills of your choice.
  • Level 3 — Cutting Words: When a creature you can see within 60 feet rolls damage or succeeds on an ability check or attack roll, you can use your Reaction and expend Bardic Inspiration. Subtract the inspiration die from that roll, potentially changing a success to a failure.
  • Level 6 — Magical Discoveries: Choose two cantrips or spells you can cast from the Cleric, Druid or Wizard lists. They are always prepared and do not count toward your normal Bard prepared-spell limit. When gaining a Bard level, you can replace one with an eligible spell.
  • Level 14 — Peerless Skill: After you fail an ability check or attack roll, you can spend Bardic Inspiration and add its die to the d20. If the check or attack still fails, the inspiration is not expended.

D&D 2024 Bard and College of Lore rules.

Playing a Bard

A Bard changes a fight before an enemy swings: bolster the ally who must make a difficult saving throw, turn a failed skill check into success, or use an illusion to make an opponent waste its turn. Between encounters, lead negotiations, uncover forgotten songs and keep track of the people who know the truth. Choose a college at 3rd level to decide how the Bard puts those talents to work.

Bards also train in distinct regional traditions of poetry, storytelling, history, dance and song. Those traditions—and further examples from beyond Europe—are explored after the class rules.

Bard — D&D 5e (2014)

Role: magical support, lore and social mastery. Hit Die: d8. Key ability: Charisma. Saves: Dexterity and Charisma. Skills: choose any three. Equipment training: light armour, simple weapons, hand crossbows, longswords, rapiers and shortswords; three musical instruments.

Spellcasting: know a fixed number of Bard spells according to the table below; cast them with spell slots, regaining slots on a long rest. You do not prepare spells daily. Charisma determines spell attacks and save DCs. Ritual-cast a known Bard spell with the ritual tag. A musical instrument can be your spellcasting focus.

Bardic Inspiration: as a Bonus Action, give a creature other than yourself within 60 feet that can hear you a die. During the next 10 minutes it may add that die to an ability check, attack roll or save, after rolling but before the GM declares the outcome. Uses equal your Charisma modifier (minimum one) and return after a long rest until Font of Inspiration grants short-rest recovery at 5th level. The die grows from d6 to d8 at 5th, d10 at 10th and d12 at 15th.

Song of Rest: at 2nd level, creatures hearing your music during a short rest recover an extra 1d6 hit points when spending Hit Dice; this improves at 9th, 13th and 17th level. College: choose at level 3, with further features at levels 6 and 14. Expertise: two skills at level 3, two more at 10. Countercharm: from level 6, spend an Action performing to grant audible allies within 30 feet Advantage against becoming Charmed or Frightened until the end of your next turn.

Magical Secrets: at levels 10, 14 and 18, learn two spells from other class lists, subject to spell level; they count as Bard spells. Superior Inspiration: at level 20, regain one inspiration use on rolling Initiative if none remain.

Bard advancement, levels 1–20
LevelPBSpells knownHighest spell levelNotable features1st slots2nd slot3rd slot4th slot5th slot6th slot7th slot8th slot9th slot
1+241Spellcasting, Bardic Inspiration (d6)2————————
2+251Jack of All Trades, Song of Rest (d6)3————————
3+262Bard College, Expertise42———————
4+272Ability Score Improvement43———————
5+383Font of Inspiration; Bardic Inspiration d8432——————
6+393Countercharm, college feature433——————
7+31044th-level spells4331—————
8+3114Ability Score Improvement4332—————
9+4125Song of Rest d843331————
10+4145Magical Secrets, Expertise; Bardic Inspiration d1043332————
11+41566th-level spells433321———
12+4156Ability Score Improvement433321———
13+5167Song of Rest d104333211——
14+5187Magical Secrets, college feature4333211——
15+5198Bardic Inspiration d1243332111—
16+5198Ability Score Improvement43332111—
17+6209Song of Rest d12433321111
18+6229Magical Secrets433331111
19+6229Ability Score Improvement433332111
20+6229Superior Inspiration433332211

Spell slots and spells known appear in the table above. 2014 Bard rules.

College of Lore — 2014 Subclass Example

The 2014 Lore Bard strengthens skills, undermines opponents and borrows spells from outside the Bard list.

  • Level 3 — Bonus Proficiencies: Become proficient in three skills of your choice.
  • Level 3 — Cutting Words: When a creature you see within 60 feet rolls an attack, ability check or damage, expend Bardic Inspiration and use your Reaction to subtract its die. Decide after the roll but before the GM resolves the outcome or damage. The target must hear you and cannot be immune to the Charmed condition.
  • Level 6 — Additional Magical Secrets: Learn two spells from any class list, either cantrips or spells of a level you can cast. They count as Bard spells but do not count against your Bard spells-known total.
  • Level 14 — Peerless Skill: When you make an ability check, spend Bardic Inspiration to add its die after rolling but before the GM declares success or failure. This version does not apply to attack rolls.

Bard — Pathfinder 1e

Role: spellcaster and party supporter, skilled in persuasion, deception, knowledge and performance. Alignment: any. Hit Die: d8. Skill ranks: 6 + Intelligence modifier each level. Base attack: three-quarter progression; good Reflex and Will saves. Spells: Charisma-based arcane spells known, cast spontaneously up to 6th level; no daily preparation. Bard spells have verbal components. Charisma 10 + spell level is required to cast, with bonus spells from high Charisma.

Bardic performance: at level 1 you can perform for 4 + your Charisma modifier rounds each day, gaining two more rounds per Bard level. Start a performance as a standard action, reduced to a move action at 7th level and a swift action at 13th. Maintaining a performance is a free action; only one performance can be maintained at once. Inspire Courage grants +1 morale on saves against charm and fear and +1 competence on attack and weapon damage rolls, rising to +2 at 5th, +3 at 11th and +4 at 17th.

Bardic Knowledge: add half your Bard level (minimum +1) to Knowledge checks and attempt them untrained. Versatile Performance: at levels 2, 6, 10, 14 and 18, use the specified Perform skill bonus in place of the paired skills. Well-Versed: +4 bonus on saves against bardic performance, sonic and language-dependent effects. Cantrips: unlimited 0-level spells known. Spellcasting in armour: light armour and shields may be worn while casting Bard spells without arcane spell failure.

Bard advancement, levels 1–20
LevelBase attackBest spell levelPerformance rounds per dayNotable features1st slots2nd slot3rd slot4th slot5th slot6th slot
1+014 + CHABardic knowledge; performance; countersong, distraction, fascinate, inspire courage +11—————
2+116 + CHAVersatile performance, well-versed2—————
3+218 + CHAInspire competence +23—————
4+3210 + CHASecond-level spells31————
5+3212 + CHAInspire courage +2; lore master 1/day42————
6+4214 + CHASuggestion; versatile performance43————
7+5316 + CHAInspire competence +3431———
8+6/+1318 + CHADirge of doom442———
9+6/+1320 + CHAInspire greatness543———
10+7/+2422 + CHAJack-of-all-trades; versatile performance5431——
11+8/+3424 + CHAInspire competence +4; inspire courage +3; lore master 2/day5442——
12+9/+4426 + CHASoothing performance5543——
13+9/+4528 + CHAFifth-level spells55431—
14+10/+5530 + CHAFrightening tune; versatile performance55442—
15+11/+6/+1532 + CHAInspire competence +5; inspire heroics55543—
16+12/+7/+2634 + CHASixth-level spells555431
17+12/+7/+2636 + CHAInspire courage +4; lore master 3/day555442
18+13/+8/+3638 + CHAMass suggestion; versatile performance555543
19+14/+9/+4640 + CHAInspire competence +6555554
20+15/+10/+5642 + CHADeadly performance555555
Pathfinder Bard spells known
LevelCantrips1-level2-level3-level4-level5-level6-level
142—————
253—————
364—————
4642————
5643————
6644————
76542———
86543———
96544———
1065542——
1166543——
1266544——
13665542—
14666543—
15666544—
166665542
176666543
186666544
196666554
206666655

Spell slots and spells known both appear above. For the full Bard spell list and individual performance descriptions, see the Pathfinder Bard rules.

Bard — D&D 3.5e

A bard learns magic through performance, study and a gift for making people listen. Their songs sustain allies in a fight, their spells confound enemies, and their knowledge opens doors that weapons cannot. In this ruleset a Bard has a d6 Hit Die, must be nonlawful, and uses Bardic Music and Bardic Knowledge. The class has 6 + Intelligence modifier skill points per level and casts Charisma-based arcane spells spontaneously up to 6th level.

Use the class advancement, spells-known and spell-slots tables below for character creation. D&D 3.5e Bard rules.

The bard class is versatile, capable of combat and of magic. Bards use their artistic talents to induce magical effects. The class is loosely based on the special magic that music holds in stories such as The Pied Piper of Hamelin, and in earlier versions was much more akin to being a Celtic priest or a Norse Skald. Listed inspirations for bards include Taliesin, Homer, Will Scarlet and Alan-a-Dale.

Alignment Any nonlawful

Hit Die d6

Class Skills

The bard’s class skills (and the key ability for each skill) are Appraise (Intelligence), Balance (Dexterity), Bluff (Charisma), Climb (Strength), Concentration (Constitution), Craft (Intelligence), Decipher Script (Intelligence), Diplomacy (Charisma), Disguise (Charisma), Escape Artist (Dexterity), Gather Information (Charisma), Hide (Dexterity), Jump (Strength), Knowledge (all skills, taken individually) (Intelligence), Listen (Wisdom), Move Silently (Dexterity), Perform (Charisma), Profession (Wisdom), Sense Motive (Wisdom), Sleight of Hand (Dexterity), Speak Language (n/a), Spellcraft (Intelligence), Swim (Strength), Tumble (Dexterity), and Use Magic Device (Charisma).

Skill Points at 1st Level (6 + Intelligence modifier) x4.

Skill Points at Each Additional Level 6 + Intelligence modifier.

The Bard
 —- Spells per Day —-
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial01st2nd3rd4th5th6th
1st+0+0+2+2Bardic music, bardic knowledge, countersong, fascinate, inspire courage +12––––––
2nd+1+0+3+3 30–––––
3rd+2+1+3+3Inspire competence31–––––
4th+3+1+4+4 320––––
5th+3+1+4+4 331––––
6th+4+2+5+5Suggestion332––––
7th+5+2+5+5 3320–––
8th+6/+1+2+6+6Inspire courage+23331–––
9th+6/+1+3+6+6Inspire greatness3332–––
10th+7/+2+3+7+7 33320––
11th+8/+3+3+7+7 33331––
12th+9/+4+4+8+8Song of freedom33332––
13th+9/+4+4+8+8 333320–
14th+10/+5+4+9+9Inspire courage +3433331–
15th+11/+6/+1+5+9+9Inspire heroics443332–
16th+12/+7/+2+5+10+10 4443320
17th+12/+7/+2+5+10+10 4444331
18th+13/+8/+3+6+11+11Mass suggestion4444432
19th+14/+9/+4+6+11+11 4444443
20th+15/+10/+5+6+12+12Inspire courage +44444444
T01900 10
The Bard 1778 Benjamin West 1738-1820 Purchased 1974 https://www.tate.org.uk/art/work/T01900
Bard Spells Known
—– Spells Known —–
Level01st2nd3rd4th5th6th
1st4––––––
2nd521–––––
3rd63–––––
4th6321––––
5th643––––
6th643––––
7th64421–––
8th6443–––
9th6443–––
10th644421––
11th64443––
12th64443––
13th6444421–
14th644443–
15th644443–
16th65444421
17th6554443
18th6555443
19th6555544
20th6555554

1 Provided the bard has a high enough Charisma score to have a bonus spell of this level.

Class Features

All of the following are class features of the bard.

Weapon and Armor Proficiency

A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and Whip. Bards are proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a bard wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells

François Pascal Simon Gérard (1770-1837) Title : Ossian on the Bank of the Lora, Invoking the Gods to the Strains of a Harp
François Pascal Simon Gérard (1770-1837) Title : Ossian on the Bank of the Lora, Invoking the Gods to the Strains of a Harp

A bard casts arcane spells, which are drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.

Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Bard. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: Bard Spells Known indicates that the bard gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score; the numbers on Table: Bard Spells Known are fixed.)

Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

As noted above, a bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Bardic Knowledge

A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)

A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

DCType of Knowledge
10Common, known by at least a substantial minority drinking; common legends of the local population.
20Uncommon but available, known by only a few people legends.
25Obscure, known by few, hard to come by.
30Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.

Bardic Music

Boris Mikhailovich Kustodiev (1878-1927)
Boris Mikhailovich Kustodiev (1878-1927)

Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.

Starting a bardic music effect is a standard action. Some bardic music abilities require Concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require Concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.

Countersong (Su)

A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself ) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack,
it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.

Fascinate (Sp)

A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.

To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Inspire Courage (Su)

A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself ), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

Inspire Competence (Su)

A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.

The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard’s music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can’t inspire competence in himself. Inspire competence is a mind-affecting ability.

Suggestion (Sp)

A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the bard’s Concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.

Making a suggestion doesn’t count against a bard’s daily limit on bardic music performances. A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Charisma modifier) negates the effect. This ability affects only a single creature (but see Mass suggestion, below). suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.

Inspire Greatness (Su)

A bard of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a bard must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.

Song of Freedom (Sp)

A bard of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character’s bard level). Using this ability requires 1 minute of uninterrupted Concentration and music, and it functions on a single target within 30 feet. A bard can’t use song of freedom on himself.

Inspire Heroics (Su)

A bard of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a bard must sing and an ally must hear the bard sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 Dodge bonus to AC. The effect lasts for as long as the ally hears the bard sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.

Mass suggestion (Sp)

This ability functions like suggestion, above, except that a bard of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.

Ex-Bards

A bard who becomes lawful in alignment cannot progress in levels as a bard, though he retains all his bard abilities.

Creating and Playing a Bard

Choose a Person Before a Performance

Decide who taught your bard, who first paid to hear them, and what they want now. A court poet may need a patron; a travelling singer might carry news between villages; a former soldier may know the last verses of a disastrous campaign. None needs to belong to a single organisation of performers.

Give the Party a Reason to Rely on You

Choose one social strength, one practical skill and one way to help in danger. Persuasion opens a conversation, knowledge identifies what the party faces, and healing or control magic buys time when talking fails. A bard does not have to make every speech; giving a quiet companion the right information is often more useful.

First Adventure: The Missing Verse

A river town asks your bard to perform at a winter feast. The host’s family song omits a stanza that named the rightful keeper of an old shrine. An elderly guest remembers the tune, but refuses to sing while a certain visitor is present. Your first session has three clear approaches: win the guest’s trust, find an earlier written copy, or discover what the visitor is concealing. The answer changes who can safely enter the shrine.

At the Table

Before a dangerous encounter, decide whether to spend your limited support resources early or save them for a failed roll. In conversation, ask what a character would reasonably know from their training instead of demanding that every problem be solved by a song. Use the matching rules panel above for features, spells and proficiency.

Global Bardic Traditions: A D&D 5e Character Inspiration Guide

Every bard learns from a particular people, teacher and tradition. The following twelve approaches give playable backgrounds and equipment ideas grounded in music, oral history, epic performance, dance and poetry. The suggested arms and armour are adventuring equipment, not claims that performers historically carried them or that Bard proficiency is automatically granted. Choose legal equipment and the college available in your edition.

1. West African Griot

Oral historians and musicians who preserve ancestral memories and genealogies through powerful performances.

  • Region & origin: West Africa — Mande, Wolof and Hausa traditions
  • Background options: Sage or Entertainer
  • Primary arms: Dagger
  • Secondary arms: Shortsword, sling
  • Armour options: Leather or padded armour
  • Special equipment: Kora, balafon, djembe, calligrapher’s supplies, drum, flute
  • Suggested college: College of Lore
  • Deity choices: Nyame, Ogun, Anansi

2. Central Asian Bakshy

Mystic poets and healers who travel the steppes chanting epic tales and invoking spiritual wisdom.

  • Region & origin: Central Asia — Turkmen, Kazakh and Kyrgyz traditions
  • Background options: Outlander or Hermit
  • Primary arms: Scimitar
  • Secondary arms: Shortbow, dagger
  • Armour options: Studded leather or hide armour
  • Special equipment: Dombra, komuz, shawm, herbalism kit, calligrapher’s supplies
  • Suggested college: College of Spirits
  • Deity choices: Tengri, Umai

3. Persian Shahnameh Reciter

Court performers who preserve the heroes and tragedies of Persian epic through recitation, poetry and music.

  • Region & origin: Persia — Iranian epic and court traditions
  • Background options: Noble or Sage
  • Primary arms: Rapier
  • Secondary arms: Scimitar, dagger
  • Armour options: Chain shirt or padded armour
  • Special equipment: Ney, setar, dulcimer, calligrapher’s supplies, painter’s supplies
  • Suggested college: College of Eloquence
  • Deity choices: Ahura Mazda, Mithra

4. Hawaiian Hula Practitioner

Dancers and chanters who convey genealogy, sacred stories and remembered events through precise movement and rhythm.

  • Region & origin: Hawai‘i — Polynesian traditions
  • Background options: Entertainer or Folk Hero
  • Primary arms: Wooden spear or light club
  • Secondary arms: Sling or dagger
  • Armour options: Unarmoured or padded armour
  • Special equipment: Ipu, pahu, flute, herbalism kit, cook’s utensils
  • Suggested college: College of Dance
  • Deity choices: Pele, Laka, Kanaloa

5. Indian Bharatanatyam Dancer

A temple-trained dancer who tells divine stories through disciplined gesture, rhythm and expression.

  • Region & origin: Tamil Nadu and southern India — temple-dance traditions
  • Background options: Acolyte or Entertainer
  • Primary arms: Katar or short ceremonial sword
  • Secondary arms: Chakram or parrying sticks
  • Armour options: Padded armour; protective costume pieces
  • Special equipment: Mridangam, veena, flute, calligrapher’s and painter’s supplies
  • Suggested college: College of Glamour
  • Deity choices: Shiva (Nataraja), Saraswati, Krishna

6. Celtic Bard

A keeper of lore and legend, honoured for poetry, song and the memory of rulers and families.

  • Region & origin: Western Europe — Ireland, Wales and Gaul
  • Background options: Sage or Entertainer
  • Primary arms: Rapier
  • Secondary arms: Shortsword, sling
  • Armour options: Leather or studded leather armour
  • Special equipment: Harp, flute, bagpipes, calligrapher’s supplies, herbalism kit
  • Suggested college: College of Lore
  • Deity choices: Brigid, Lugh, the Dagda

7. Norse Skald

A warrior-poet whose verse remembers battles, voyages and the deeds of great households.

  • Region & origin: Scandinavia — Norse-speaking societies
  • Background options: Outlander or Soldier
  • Primary arms: Longsword
  • Secondary arms: Axe, hand crossbow
  • Armour options: Studded leather or chain shirt
  • Special equipment: Drum, horn, lyre, navigator’s tools, cartographer’s tools
  • Suggested college: College of Valor
  • Deity choices: Odin, Bragi, Freyja

8. Irish Filí

A trained poet-scholar whose praise, satire and genealogy carry authority among kings and households.

  • Region & origin: Ireland — learned Gaelic poetic traditions
  • Background options: Sage or Acolyte
  • Primary arms: Quarterstaff
  • Secondary arms: Dagger
  • Armour options: Leather or padded armour
  • Special equipment: Lyre, harp, flute, herbalism kit, calligrapher’s supplies
  • Suggested college: College of Whispers
  • Deity choices: The Morrígan, Ogma, Danu

9. Anglo-Saxon Scop

A reciter of heroic sagas whose performances sustain household memory and martial identity.

  • Region & origin: England — early medieval Anglo-Saxon traditions
  • Background options: Entertainer or Folk Hero
  • Primary arms: Longsword
  • Secondary arms: Dagger
  • Armour options: Chain shirt or studded leather armour
  • Special equipment: Lyre, shawm, cartographer’s tools, calligrapher’s supplies
  • Suggested college: College of Valor
  • Deity choices: Woden, Thunor, Eostre

10. Welsh Bard (e.g., Taliesin)

A poet of courts and legends whose verses can preserve a ruler’s name or overturn a proud reputation.

  • Region & origin: Wales — medieval Welsh and Arthurian traditions
  • Background options: Sage or Noble
  • Primary arms: Shortsword
  • Secondary arms: Dagger
  • Armour options: Leather or padded armour
  • Special equipment: Harp, flute, lyre, calligrapher’s supplies, herbalism kit
  • Suggested college: College of Eloquence
  • Deity choices: Ceridwen, Arianrhod

11. Kazakh Aitys Performer

An improvisational poet competing in public exchanges of verse and wit while travelling the steppe.

  • Region & origin: Kazakhstan and Central Asia — Turkic traditions
  • Background options: Entertainer or Folk Hero
  • Primary arms: Shashka or scimitar
  • Secondary arms: Light lance or throwing knives
  • Armour options: Studded leather or padded lamellar
  • Special equipment: Dombra, shawm, calligrapher’s supplies, herbalism kit
  • Suggested college: College of Eloquence
  • Deity choices: Tengri, Erlik

12. Japanese Biwa Hōshi

An itinerant reciter of battles, loss and unsettled spirits, accompanied by the biwa.

  • Region & origin: Japan — medieval performing and Buddhist traditions
  • Background options: Sage or Hermit
  • Primary arms: Short staff (jō) or bokken
  • Secondary arms: Wakizashi
  • Armour options: Padded armour or light lamellar vest
  • Special equipment: Biwa, flute, calligrapher’s supplies, herbalism kit
  • Suggested college: College of Spirits
  • Deity choices: Benzaiten, Amaterasu

The Hawaiian sling entry is offered as an adventurer’s equipment concept; the earlier specific claim about kukui-nut sling warfare is not established here as historical fact.

Non-Human Bardic Concepts (Real-World Inspired)

These twelve concepts join fantasy peoples to possible regions, teachers and artistic customs. No ancestry belongs to a single real-world culture, and each character’s origins are personal. Choose a genuine homeland and a language learned there; an equipment or college suggestion is not a class proficiency.

1. Elf (High Elf)

Elven lore-keepers practise songs that outlive kingdoms and remember the long history of forests and halls.

  • Region & origin: Northern and Western Europe — Celtic and Scandinavian inspirations
  • Background options: Sage or Noble
  • Primary arms: Longbow
  • Secondary arms: Rapier, dagger
  • Armour options: Elven chain or leather armour
  • Special equipment: Harp, flute, calligrapher’s supplies, herbalism kit
  • Suggested college: College of Lore
  • Deity choices: Brigid, Freyja, Arianrhod

2. Dwarf (Mountain Dwarf)

Clan singers preserve the stories of holds, ancestral craft, giant bondage and hard-won freedom.

  • Region & origin: Alpine and Nordic Europe — smithing and mining traditions
  • Background options: Guild Artisan or Soldier
  • Primary arms: Warhammer
  • Secondary arms: Handaxe, light crossbow
  • Armour options: Scale mail or chainmail
  • Special equipment: Drum, horn, brewer’s supplies, smith’s tools
  • Suggested college: College of Valor
  • Deity choices: Thor, Weyland, Svarog

3. Halfling (Lightfoot)

Travelling household performers carry harvest songs, river stories, family jokes and news between settlements.

  • Region & origin: British Isles and the westward diaspora — rural and road traditions
  • Background options: Entertainer or Charlatan
  • Primary arms: Sling
  • Secondary arms: Shortsword, dagger
  • Armour options: Leather armour
  • Special equipment: Pan flute, cook’s utensils, thieves’ tools
  • Suggested college: College of Whispers
  • Deity choices: Brigid, Puck, Epona

4. Tiefling

A singer of infernal legacies, dangerous bargains and forbidden histories wins audiences through wit and uneasy beauty.

  • Region & origin: Levant, Middle East and Byzantine lands — regional infernal and djinn tales
  • Background options: Charlatan or Hermit
  • Primary arms: Rapier
  • Secondary arms: Whip, dagger
  • Armour options: Studded leather armour
  • Special equipment: Oud, forgery kit, calligrapher’s supplies
  • Suggested college: College of Glamour
  • Deity choices: Ishtar, Lilith, Hecate

5. Dragonborn

A draconic bard performs martial ballads and ceremonies in a voice fit for a vast temple or war camp.

  • Region & origin: East Asia — Chinese and Japanese dragon legends as inspiration
  • Background options: Soldier or Acolyte
  • Primary arms: Glaive
  • Secondary arms: Longsword, shortbow
  • Armour options: Chain shirt or scale mail
  • Special equipment: War drum, smith’s tools, artisan’s tools
  • Suggested college: College of Valor
  • Deity choices: Ryūjin, Longmu, Fuxi

6. Gnome (Forest Gnome)

A curious travelling musician blends woodland lore with craftsmanship and ingenious instruments.

  • Region & origin: Central and Eastern Europe — woodland folklore and crafts
  • Background options: Guild Artisan or Sage
  • Primary arms: Light crossbow
  • Secondary arms: Dagger, blowgun
  • Armour options: Leather armour
  • Special equipment: Flute, zither, tinker’s tools, alchemist’s supplies
  • Suggested college: College of Creation
  • Deity choices: Domovoi, Radegast, Perun

7. Orc / Half-Orc

Steppe singers carry war laments, genealogies, riding songs and the memory of distant migrations.

  • Region & origin: Central Asia — steppe and Mongolian epic traditions
  • Background options: Outlander or Gladiator
  • Primary arms: Greataxe
  • Secondary arms: Javelin, longbow
  • Armour options: Hide or studded leather armour
  • Special equipment: War horn, drum, survival gear
  • Suggested college: College of Swords
  • Deity choices: Tengri, Erlik Khan, Khorlo Demchog

8. Drow (Dark Elf)

Subterranean court musicians trade in unsettling beauty, dangerous satire and songs that pass through guarded halls.

  • Region & origin: Subterranean Europe — svartálfar and dark-fey inspirations
  • Background options: Criminal or Sage
  • Primary arms: Hand crossbow
  • Secondary arms: Shortsword, whip
  • Armour options: Studded leather or drow chain shirt
  • Special equipment: Lyre, disguise kit, poisoner’s kit
  • Suggested college: College of Whispers
  • Deity choices: Hel, Ereshkigal, Kali, Lolth

9. Aasimar

A divine herald sings blessings, prophecies and histories of temples and their living gods.

  • Region & origin: Mediterranean and Levant — celestial and sacred poetry
  • Background options: Acolyte or Sage
  • Primary arms: Spear
  • Secondary arms: Longsword, light crossbow
  • Armour options: Chain shirt or scale mail
  • Special equipment: Harp, healer’s kit, priest’s pack
  • Suggested college: College of Eloquence
  • Deity choices: Apollo, Athena, Isis

10. Tabaxi

Feline storytellers exchange tales across trading roads, jungles and sacred courts.

  • Region & origin: Central America and Africa — felid folklore and myth
  • Background options: Outlander or Entertainer
  • Primary arms: Claws (unarmed)
  • Secondary arms: Scimitar, blowgun
  • Armour options: Leather armour
  • Special equipment: Pan flute, drum, explorer’s pack
  • Suggested college: College of Spirits
  • Deity choices: Tezcatlipoca, Bastet, Ogun

11. Firbolg

An elder singer speaks for giant-descended households, wild woods and the places their kin have guarded.

  • Region & origin: Ireland — giant-kin traditions and forest folklore
  • Background options: Hermit or Outlander
  • Primary arms: Quarterstaff
  • Secondary arms: Sling, longbow
  • Armour options: Hide or bark armour
  • Special equipment: Herbalism kit, flute, nature tools
  • Suggested college: College of Nature (campaign option)
  • Deity choices: Danu, Cernunnos, Tailtiu

12. Triton

A sea-born court bard recalls tempests, drowned cities and voyages across the ocean.

  • Region & origin: Hellenic islands and Polynesian sea lore — optional inspirations
  • Background options: Sailor or Acolyte
  • Primary arms: Trident
  • Secondary arms: Net, spear
  • Armour options: Scale mail or coral armour
  • Special equipment: Shell harp, navigator’s tools, sea charts
  • Suggested college: College of Valor
  • Deity choices: Poseidon, Kanaloa, Tangaroa

Bard Character Concepts

Choose a Bard character concept above, then use the rules for your edition to bring that character into play.

Video Guides

Two optional introductions to the Bard in different game systems. Use the edition-specific tables above when making a character.

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