Secret Lesson 40

Bard, the Bard Spell List, and the College of Lore

The Barbarian channels:

PRIMAL FURY

The Bard works very differently.

A Bard combines:

MAGIC

INSPIRATION

SKILL

KNOWLEDGE

PERFORMANCE

and:

VERSATILITY

The Class uses:

CHARISMA

as its Primary Ability and spellcasting ability.

Its defining feature is:

BARDIC INSPIRATION

which allows the Bard to help another creature turn failure into success.

The Bard is also a full spellcaster with access to spells reaching:

9TH LEVEL

and eventually gains:

MAGICAL SECRETS

which expands access beyond the normal Bard Spell List.

The SRD Bard Subclass is:

COLLEGE OF LORE

a specialization focused on knowledge, Skills, magical discoveries, and manipulating rolls with Bardic Inspiration.


PART ONE — CORE BARD TRAITS

Primary Ability:

CHARISMA

Hit Point Die:

D8 PER BARD LEVEL

 


SAVING THROW PROFICIENCIES

The Bard is proficient in:

DEXTERITY

and:

CHARISMA

Saving Throws.


SKILL PROFICIENCIES

The Bard receives exceptionally broad Skill access.

Choose:

ANY THREE SKILLS

 

Unlike many Classes, there is no restricted Bard Skill list here.

That means you can build the Bard around:

  • social interaction

  • knowledge

  • stealth

  • exploration

  • physical abilities

  • perception

or almost any combination.


WEAPON PROFICIENCIES

SIMPLE WEAPONS

 


TOOL PROFICIENCIES

Choose:

THREE MUSICAL INSTRUMENTS

 

A Musical Instrument also becomes particularly important because a Bard can later use one as:

A SPELLCASTING FOCUS


ARMOR TRAINING

LIGHT ARMOR

 


STARTING EQUIPMENT

Choose:

OPTION A

  • Leather Armor

  • 2 Daggers

  • one Musical Instrument of your choice

  • Entertainer's Pack

  • 19 GP

or:

OPTION B

90 GP

 


BECOMING A LEVEL 1 BARD

If Bard is your starting Class:

GAIN ALL CORE BARD TRAITS

and:

ALL LEVEL 1 BARD FEATURES

 


MULTICLASSING INTO BARD

If Bard is not your initial Class, you gain:

  • Bard Hit Point Die

  • proficiency in one Skill of your choice

  • proficiency with one Musical Instrument

  • Light Armor training

plus:

BARD LEVEL 1 FEATURES

 

Available Spell Slots are then determined by the Multiclassing rules from Lesson 37.


PART TWO — COMPLETE BARD PROGRESSION

Bard Level PB Class Features Inspiration Die Cantrips Prepared Spells
1 +2 Bardic Inspiration, Spellcasting d6 2 4
2 +2 Expertise, Jack of All Trades d6 2 5
3 +2 Bard Subclass d6 2 6
4 +2 Ability Score Improvement d6 3 7
5 +3 Font of Inspiration d8 3 9
6 +3 Subclass Feature d8 3 10
7 +3 Countercharm d8 3 11
8 +3 Ability Score Improvement d8 3 12
9 +4 Expertise d8 3 14
10 +4 Magical Secrets d10 4 15
11 +4 d10 4 16
12 +4 Ability Score Improvement d10 4 16
13 +5 d10 4 17
14 +5 Subclass Feature d10 4 17
15 +5 d12 4 18
16 +5 Ability Score Improvement d12 4 18
17 +6 d12 4 19
18 +6 Superior Inspiration d12 4 20
19 +6 Epic Boon d12 4 21
20 +6 Words of Creation d12 4 22

 


BARD SPELL SLOT PROGRESSION

The Bard is a full spellcaster.

Bard Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 2
2 3
3 4 2
4 4 3
5 4 3 2
6 4 3 3
7 4 3 3 1
8 4 3 3 2
9 4 3 3 3 1
10 4 3 3 3 2
11 4 3 3 3 2 1
12 4 3 3 3 2 1
13 4 3 3 3 2 1 1
14 4 3 3 3 2 1 1
15 4 3 3 3 2 1 1 1
16 4 3 3 3 2 1 1 1
17 4 3 3 3 2 1 1 1 1
18 4 3 3 3 3 1 1 1 1
19 4 3 3 3 3 2 1 1 1
20 4 3 3 3 3 2 2 1 1

 


PART THREE — LEVEL 1: BARDIC INSPIRATION

The Bard can supernaturally inspire others through:

WORDS

MUSIC

or:

DANCE

This power is represented by the:

BARDIC INSPIRATION DIE

which begins as:

D6

 


USING BARDIC INSPIRATION

As a:

BONUS ACTION

choose another creature within:

60 FEET

that can:

SEE OR HEAR YOU

That creature gains:

ONE OF YOUR BARDIC INSPIRATION DICE

 


ONLY ONE DIE AT A TIME

A creature can have only:

ONE BARDIC INSPIRATION DIE

at a time.

Giving that creature another doesn't create a pile of multiple Inspiration dice.


WHEN THE CREATURE USES IT

Within the next:

1 HOUR

if the inspired creature:

FAILS A D20 TEST

it can roll the Bardic Inspiration die and add the result to:

THE D20

potentially converting the failure into:

A SUCCESS

 


THE DIE IS EXPENDED WHEN ROLLED

Once the creature rolls the Bardic Inspiration die:

THAT DIE IS EXPENDED

 


IMPORTANT — IT IS USED AFTER A FAILURE

The creature doesn't need to guess beforehand whether the roll will succeed.

The normal feature activates after:

THE D20 TEST FAILS

That makes Bardic Inspiration highly efficient.


EXAMPLE

An ally makes a Saving Throw.

Final result:

14

Required DC:

16

The Save fails.

The ally has a:

D6 BARDIC INSPIRATION DIE

They roll:

4

New result:

14 +4:

18

The failure becomes:

A SUCCESS


NUMBER OF USES

You can confer Bardic Inspiration a number of times equal to:

YOUR CHARISMA MODIFIER

minimum:

ONE USE

 

At level 1, all expended uses normally return after:

A LONG REST


EXAMPLE

Charisma:

18

Modifier:

+4

Uses:

4


LOW CHARISMA EXAMPLE

Even if your Charisma Modifier were:

+0

the minimum means:

1 USE


BARDIC INSPIRATION DIE PROGRESSION

Levels 1–4

D6

Levels 5–9

D8

Levels 10–14

D10

Levels 15–20

D12

 


PART FOUR — LEVEL 1: SPELLCASTING

The Bard casts spells through:

BARDIC ARTS

 

The complete universal rules for spellcasting will be taught in Lessons 71–78.

Here we focus on:

HOW THE BARD USES THOSE RULES


CANTRIPS

At level 1, choose:

TWO BARD CANTRIPS

The SRD recommends:

DANCING LIGHTS

and:

VICIOUS MOCKERY

 


REPLACING A CANTRIP

Whenever you gain:

A BARD LEVEL

you may replace:

ONE OF YOUR BARD CANTRIPS

with another Cantrip from the Bard Spell List.


ADDITIONAL CANTRIPS

You gain another Bard Cantrip at:

LEVEL 4

and:

LEVEL 10

 

So the progression is:

Levels 1–3

2

Levels 4–9

3

Levels 10–20

4


SPELL SLOTS

The Bard Features table determines the number of available Spell Slots.

All expended Bard Spell Slots return when you finish:

A LONG REST

 


PREPARED SPELLS

At level 1:

PREPARE FOUR LEVEL 1 BARD SPELLS

 

The SRD recommends:

CHARM PERSON

COLOR SPRAY

DISSONANT WHISPERS

HEALING WORD


PREPARED SPELL NUMBER INCREASES WITH LEVEL

As the Prepared Spells column rises:

ADD MORE BARD SPELLS

until your total equals the number shown for your Bard level.


SPELL LEVEL RESTRICTION

A spell you prepare must be of a level for which you have:

SPELL SLOTS

 


SRD EXAMPLE — LEVEL 3

A level 3 Bard prepares:

SIX SPELLS

These can be any combination of:

LEVEL 1

and:

LEVEL 2

Bard spells, because the Bard has slots of both levels.


ALWAYS-PREPARED SPELLS

If another Bard feature gives you spells that are:

ALWAYS PREPARED

they don't count against your normal Prepared Spells total.

They still count as:

BARD SPELLS FOR YOU

unless the feature says otherwise.


CHANGING PREPARED SPELLS

Whenever you gain a:

BARD LEVEL

you can replace:

ONE PREPARED SPELL

with another Bard spell for which you have Spell Slots.


SPELLCASTING ABILITY

The Bard uses:

CHARISMA

for Bard spells.

Therefore:

BARD SPELL SAVE DC

= 8 + CHARISMA MODIFIER + PROFICIENCY BONUS

and:

BARD SPELL ATTACK BONUS

= CHARISMA MODIFIER + PROFICIENCY BONUS


EXAMPLE

Charisma:

18 → +4

PB:

+3

Spell Save DC:

8 +4 +3:

15

Spell Attack Bonus:

4 +3:

+7


SPELLCASTING FOCUS

The Bard can use:

A MUSICAL INSTRUMENT

as a Spellcasting Focus for Bard spells.


PART FIVE — LEVEL 2: EXPERTISE

At level 2, choose:

TWO SKILL PROFICIENCIES

in which you gain:

EXPERTISE

 

The SRD recommends:

PERFORMANCE

and:

PERSUASION

if you are proficient in them.


EXPERTISE MEANS

For a qualifying ability check:

DOUBLE YOUR PROFICIENCY BONUS

rather than adding it once.


EXAMPLE

Charisma Modifier:

+4

PB:

+2

Persuasion Expertise:

Proficiency contribution:

+4

Total:

+8

instead of:

+6

with ordinary proficiency.


MORE EXPERTISE AT LEVEL 9

At Bard level 9:

CHOOSE TWO MORE SKILL PROFICIENCIES

for Expertise.

The Bard can therefore eventually have Expertise in:

FOUR SKILLS

through this Class Feature.


PART SIX — LEVEL 2: JACK OF ALL TRADES

When you make an Ability Check that:

  • uses a Skill proficiency you lack

  • doesn't otherwise use your Proficiency Bonus

you can add:

HALF YOUR PROFICIENCY BONUS

rounded:

DOWN

 


EXAMPLE

PB:

+3

Half:

1.5

Round down:

+1

You make Strength (Athletics) without Athletics proficiency.

Strength Modifier:

+2

Jack of All Trades:

+1

Total check modifier:

+3


AT PB +6

Half of +6:

+3

So Jack of All Trades becomes stronger as your total character level increases.


IT DOESN'T APPLY IF PB ALREADY APPLIES

The feature specifically requires that the check:

DOESN'T OTHERWISE USE YOUR PROFICIENCY BONUS

 

So you don't add:

  • normal PB

  • plus half PB

to a Skill in which you are already proficient.


PART SEVEN — LEVEL 3: BARD SUBCLASS

At level 3:

CHOOSE A BARD SUBCLASS

The SRD provides:

COLLEGE OF LORE

 

Subclass Features are gained whenever your Bard level reaches their specified levels.


PART EIGHT — LEVEL 4: ABILITY SCORE IMPROVEMENT

At Bard level 4, gain:

ABILITY SCORE IMPROVEMENT

or another Feat for which you qualify.

You gain this feature again at:

LEVEL 8

LEVEL 12

LEVEL 16

 


PART NINE — LEVEL 5: FONT OF INSPIRATION

At level 5, Bardic Inspiration becomes much easier to recover.

You now regain:

ALL EXPENDED BARDIC INSPIRATION USES

when you finish either:

A SHORT REST

or:

A LONG REST

 


SPELL SLOT → BARDIC INSPIRATION

You can also expend:

ONE SPELL SLOT

to regain:

ONE EXPENDED USE OF BARDIC INSPIRATION

This requires:

NO ACTION

 


LEVEL 5 ALSO IMPROVES THE DIE

At the same Bard level:

D6 → D8

 

So level 5 improves both:

RECOVERY

and:

DIE SIZE


PART TEN — LEVEL 7: COUNTERCHARM

If you or a creature within:

30 FEET

fails a Saving Throw against an effect that applies:

CHARMED

or:

FRIGHTENED

you can use:

YOUR REACTION

to cause the Save to be:

REROLLED

The new roll has:

ADVANTAGE

 


IMPORTANT

Countercharm activates on:

A FAILED SAVE

It doesn't require you to predict the failure.


EXAMPLE

Ally fails a Wisdom Save against Frightened.

Ally is within 30 feet.

You use:

REACTION

The ally rerolls the Save:

WITH ADVANTAGE

The new result replaces the previous attempt according to the feature.


PART ELEVEN — LEVEL 9: MORE EXPERTISE

At level 9:

TWO MORE SKILL PROFICIENCIES

gain Expertise.

This reinforces the Bard as one of the game's strongest:

SKILL SPECIALISTS


PART TWELVE — LEVEL 10: MAGICAL SECRETS

At Bard level 10, the Bard begins learning magic from:

OTHER MAGICAL TRADITIONS

 


WHICH SPELL LISTS?

Whenever you gain a Bard level, including level 10, and your:

PREPARED SPELLS NUMBER INCREASES

you can choose any of those newly added prepared spells from:

BARD

CLERIC

DRUID

WIZARD

spell lists.


THOSE SPELLS BECOME BARD SPELLS FOR YOU

A spell selected through Magical Secrets:

COUNTS AS A BARD SPELL FOR YOU

 

So it uses your Bard spellcasting framework.


REPLACING PREPARED SPELLS

Whenever you replace a spell prepared for Bard:

THE REPLACEMENT MAY ALSO COME FROM THOSE LISTS

 

This dramatically expands the Bard's late-game spell selection.


EXAMPLE

At an appropriate Bard level, Magical Secrets might allow a newly prepared spell to come from:

CLERIC

rather than the Bard list.

That chosen spell then functions as:

A BARD SPELL FOR YOU


PART THIRTEEN — LEVEL 18: SUPERIOR INSPIRATION

When you roll:

INITIATIVE

and have fewer than:

TWO BARDIC INSPIRATION USES

you regain uses until you have:

TWO

 


EXAMPLE

Current uses:

0

Roll Initiative.

Superior Inspiration:

REGAIN 2


EXAMPLE

Current uses:

1

Roll Initiative:

REGAIN 1

so you have:

2


ALREADY HAVE TWO OR MORE?

Then this feature doesn't increase the pool further.


PART FOURTEEN — LEVEL 19: EPIC BOON

At level 19:

GAIN AN EPIC BOON FEAT

or another Feat for which you qualify.

The SRD recommends:

BOON OF SPELL RECALL

for the Bard.


PART FIFTEEN — LEVEL 20: WORDS OF CREATION

At level 20, the Bard masters two legendary Words of Creation:

LIFE

and:

DEATH

 


ALWAYS-PREPARED SPELLS

You always have:

POWER WORD HEAL

and:

POWER WORD KILL

prepared.


SECOND TARGET

When you cast either spell, you can target:

A SECOND CREATURE

provided it is within:

10 FEET OF THE FIRST TARGET

 

This transforms two already powerful 9th-level spells into extraordinary capstone tools.


PART SIXTEEN — THE BARD SPELL LIST

The SRD organizes Bard spells by:

SPELL LEVEL

then:

ALPHABETICAL ORDER

It also provides:

SCHOOL OF MAGIC

and special notation.


SPECIAL SYMBOLS

C = CONCENTRATION

R = RITUAL

M = SPECIFIC MATERIAL COMPONENT

 

A spell can have more than one marker.

For example:

C, R

means the spell both:

  • requires Concentration

  • can be cast as a Ritual when the rules permit


BARD CANTRIPS — LEVEL 0

Spell School Special
Dancing Lights Illusion C
Light Evocation
Mage Hand Conjuration
Mending Transmutation
Message Transmutation
Minor Illusion Illusion
Prestidigitation Transmutation
Starry Wisp Evocation
True Strike Divination
Vicious Mockery Enchantment

 


LEVEL 1 BARD SPELLS

Spell School Special
Animal Friendship Enchantment
Bane Enchantment C
Charm Person Enchantment
Color Spray Illusion
Command Enchantment
Comprehend Languages Divination R
Cure Wounds Abjuration
Detect Magic Divination C, R
Disguise Self Illusion
Dissonant Whispers Enchantment
Faerie Fire Evocation C
Feather Fall Transmutation
Healing Word Abjuration
Heroism Enchantment C
Hideous Laughter Enchantment C
Identify Divination R, M
Illusory Script Illusion R, M
Longstrider Transmutation
Silent Image Illusion C
Sleep Enchantment C
Speak with Animals Divination R
Thunderwave Evocation
Unseen Servant Conjuration R

 


LEVEL 2 BARD SPELLS

Spell School Special
Aid Abjuration
Animal Messenger Enchantment R
Blindness/Deafness Transmutation
Calm Emotions Enchantment C
Detect Thoughts Divination C
Enhance Ability Transmutation C
Enlarge/Reduce Transmutation C
Enthrall Enchantment C
Heat Metal Transmutation C
Hold Person Enchantment C
Invisibility Illusion C
Knock Transmutation
Lesser Restoration Abjuration
Locate Animals or Plants Divination R
Locate Object Divination C
Magic Mouth Illusion R, M
Mirror Image Illusion
See Invisibility Divination
Shatter Evocation
Silence Illusion C, R
Suggestion Enchantment C
Zone of Truth Enchantment

 


LEVEL 3 BARD SPELLS

Spell School Special
Bestow Curse Necromancy C
Clairvoyance Divination C, M
Dispel Magic Abjuration
Fear Illusion C
Glyph of Warding Abjuration M
Hypnotic Pattern Illusion C
Major Image Illusion C
Mass Healing Word Abjuration
Nondetection Abjuration M
Plant Growth Transmutation
Sending Divination
Slow Transmutation C
Speak with Dead Necromancy
Speak with Plants Transmutation
Stinking Cloud Conjuration C
Tiny Hut Evocation R
Tongues Divination

 


LEVEL 4 BARD SPELLS

Spell School Special
Charm Monster Enchantment
Compulsion Enchantment C
Confusion Enchantment C
Dimension Door Conjuration
Freedom of Movement Abjuration
Greater Invisibility Illusion C
Hallucinatory Terrain Illusion
Locate Creature Divination C
Phantasmal Killer Illusion C
Polymorph Transmutation C

 


LEVEL 5 BARD SPELLS

Spell School Special
Animate Objects Transmutation C
Awaken Transmutation M
Dominate Person Enchantment C
Dream Illusion
Geas Enchantment
Greater Restoration Abjuration M
Hold Monster Enchantment C
Legend Lore Divination M
Mass Cure Wounds Abjuration
Mislead Illusion C
Modify Memory Enchantment C
Planar Binding Abjuration M
Raise Dead Necromancy M
Scrying Divination C, M
Seeming Illusion
Telepathic Bond Divination R
Teleportation Circle Conjuration M

 


LEVEL 6 BARD SPELLS

Spell School Special
Eyebite Necromancy C
Find the Path Divination C, M
Guards and Wards Abjuration M
Heroes' Feast Conjuration M
Irresistible Dance Enchantment C
Mass Suggestion Enchantment
Programmed Illusion Illusion M
True Seeing Divination M

 


LEVEL 7 BARD SPELLS

Spell School Special
Arcane Sword Evocation C, M
Etherealness Conjuration
Forcecage Evocation C, M
Magnificent Mansion Conjuration M
Mirage Arcane Illusion
Prismatic Spray Evocation
Project Image Illusion C, M
Regenerate Transmutation
Resurrection Necromancy M
Symbol Abjuration M
Teleport Conjuration

 


LEVEL 8 BARD SPELLS

Spell School Special
Antipathy/Sympathy Enchantment
Befuddlement Enchantment
Dominate Monster Enchantment C
Glibness Enchantment
Mind Blank Abjuration
Power Word Stun Enchantment

 


LEVEL 9 BARD SPELLS

Spell School Special
Foresight Divination
Power Word Heal Enchantment
Power Word Kill Enchantment
Prismatic Wall Abjuration
True Polymorph Transmutation C

 


WHAT THE BARD SPELL LIST TELLS US

Without yet studying individual spell descriptions, the list shows that Bard magic covers many different functions.

You can find spells involving:

HEALING

such as:

  • Healing Word

  • Cure Wounds

  • Mass Cure Wounds

  • Power Word Heal


ENCHANTMENT AND MIND CONTROL

such as:

  • Charm Person

  • Suggestion

  • Hold Person

  • Dominate Person

  • Mass Suggestion

  • Dominate Monster


ILLUSIONS

such as:

  • Minor Illusion

  • Silent Image

  • Major Image

  • Greater Invisibility

  • Project Image


INFORMATION AND COMMUNICATION

such as:

  • Comprehend Languages

  • Detect Thoughts

  • Sending

  • Speak with Dead

  • Tongues

  • Legend Lore

  • Scrying


MOVEMENT AND TRAVEL

such as:

  • Dimension Door

  • Teleportation Circle

  • Etherealness

  • Teleport


CONTROL

such as:

  • Bane

  • Faerie Fire

  • Hypnotic Pattern

  • Slow

  • Polymorph

  • Forcecage


RESTORATION AND SUPPORT

such as:

  • Aid

  • Lesser Restoration

  • Greater Restoration

  • Regenerate

  • Resurrection

The Bard therefore isn't limited to one narrow type of magic.


PART SEVENTEEN — COLLEGE OF LORE

The SRD Bard Subclass is:

COLLEGE OF LORE

Its theme is:

PLUMB THE DEPTHS OF MAGICAL KNOWLEDGE

College of Lore Bards collect:

  • spells

  • secrets

  • scholarly knowledge

  • mystical traditions

  • stories and folklore

from many different sources.

The SRD describes them gathering in:

  • libraries

  • universities

  • festivals

  • affairs of state

where they can share knowledge, reveal corruption, expose lies, and challenge self-important authorities.


COLLEGE OF LORE FEATURES

Bard Level Feature
3 Bonus Proficiencies
3 Cutting Words
6 Magical Discoveries
14 Peerless Skill

 


COLLEGE OF LORE LEVEL 3 — BONUS PROFICIENCIES

Gain proficiency in:

THREE SKILLS OF YOUR CHOICE

 


THIS IS IN ADDITION TO BARD'S EXISTING SKILLS

A Bard already begins with:

THREE SKILL PROFICIENCIES

College of Lore adds:

THREE MORE

So the Subclass can dramatically broaden the character's Skill coverage.


EXAMPLE

Starting Bard Skills:

  • Persuasion

  • Performance

  • Insight

College of Lore:

  • Arcana

  • Investigation

  • Perception

Now the Bard has proficiency in:

SIX SKILLS

before counting Background or any other sources.


COLLEGE OF LORE LEVEL 3 — CUTTING WORDS

Cutting Words lets you use supernatural wit to:

UNDERMINE ANOTHER CREATURE'S SUCCESS

 


WHEN CAN YOU USE IT?

When a creature you can see within:

60 FEET

either:

MAKES A DAMAGE ROLL

or:

SUCCEEDS ON AN ABILITY CHECK

or:

SUCCEEDS ON AN ATTACK ROLL

 


COST

Use:

YOUR REACTION

and expend:

ONE BARDIC INSPIRATION USE

Then roll:

YOUR BARDIC INSPIRATION DIE

and subtract the result from:

THE CREATURE'S ROLL

 


POSSIBLE RESULTS

For an Attack Roll or Ability Check, the subtraction can:

TURN SUCCESS INTO FAILURE

For a damage roll, it:

REDUCES THE DAMAGE

 


ATTACK EXAMPLE

Enemy Attack Roll total:

19

Target AC:

17

Enemy succeeds.

Your Bardic Inspiration die:

D6

Cutting Words roll:

4

New attack result:

19 −4:

15

The attack becomes:

A MISS


DAMAGE EXAMPLE

Enemy deals:

14 DAMAGE

You roll Cutting Words:

5

Reduced damage:

9


IMPORTANT RESOURCE CHOICE

Bardic Inspiration can be used:

POSITIVELY

to help allies

or College of Lore can spend the same resource through Cutting Words:

NEGATIVELY

to disrupt enemies.

This creates an important tactical decision.


COLLEGE OF LORE LEVEL 6 — MAGICAL DISCOVERIES

At level 6, choose:

TWO SPELLS

These can come from:

CLERIC

DRUID

WIZARD

spell lists

in any combination.


SPELL REQUIREMENT

Each selected spell must be:

A CANTRIP

or:

A SPELL FOR WHICH YOU HAVE SPELL SLOTS

 


ALWAYS PREPARED

Both selected spells are:

ALWAYS PREPARED

 

So they don't need to occupy your normal Prepared Spell choices in the same way.


REPLACING A MAGICAL DISCOVERY

Whenever you gain:

A BARD LEVEL

you may replace:

ONE OF THESE TWO SPELLS

with another spell that meets the same requirements.


MAGICAL DISCOVERIES VS. MAGICAL SECRETS

These names sound similar but they are:

DIFFERENT FEATURES

Magical Discoveries

College of Lore:

LEVEL 6

Two always-prepared spells chosen from:

  • Cleric

  • Druid

  • Wizard


Magical Secrets

Base Bard:

LEVEL 10

Allows new or replacement prepared spells to be drawn from:

  • Bard

  • Cleric

  • Druid

  • Wizard

when the feature's conditions apply.

Do not confuse them.


COLLEGE OF LORE LEVEL 14 — PEERLESS SKILL

When you make:

AN ABILITY CHECK

or:

AN ATTACK ROLL

and fail:

you can expend:

ONE BARDIC INSPIRATION USE

roll the Bardic Inspiration die, and add it to:

THE D20

potentially converting your own failure into:

A SUCCESS

 


UNIQUE RESOURCE PROTECTION

If the result still fails:

THE BARDIC INSPIRATION ISN'T EXPENDED

 

This makes Peerless Skill unusually efficient.


EXAMPLE

You make an Attack Roll.

Total:

16

Target AC:

19

Failure.

Bardic Inspiration:

D10

You roll:

2

New result:

18

Still fails.

Because Peerless Skill didn't convert the roll into success:

THE BARDIC INSPIRATION USE IS NOT EXPENDED


SUCCESS EXAMPLE

Same original result:

16

You roll:

5

New result:

21

Success.

Now:

THE USE IS EXPENDED


COMPLETE COLLEGE OF LORE IDENTITY

The four features reinforce four ideas:

Bonus Proficiencies

KNOW MORE

Cutting Words

UNDERMINE OTHERS

Magical Discoveries

LEARN MAGIC FROM OTHER TRADITIONS

Peerless Skill

TURN YOUR OWN FAILURES INTO SUCCESSES

The Subclass strongly emphasizes:

VERSATILITY

KNOWLEDGE

and:

CONTROL THROUGH BARDIC INSPIRATION


PART EIGHTEEN — HOW THE BARD PLAYS

The Bard has multiple roles available in the same encounter.

A Bard might:

CAST A CONTROL SPELL

then:

INSPIRE AN ALLY

then later:

COUNTERCHARM A FAILED SAVE

or, as a College of Lore Bard:

USE CUTTING WORDS AGAINST AN ENEMY


A SIMPLE LOW-LEVEL ROUND

Bonus Action:

BARDIC INSPIRATION

Action:

CAST A SPELL

Movement:

REPOSITION

This allows the Bard to contribute both:

MAGIC

and:

PARTY SUPPORT

during the same turn.


CONCENTRATION MANAGEMENT

Many Bard spells carry:

C

for Concentration.

Examples include:

  • Bane

  • Faerie Fire

  • Heroism

  • Silent Image

  • Hold Person

  • Hypnotic Pattern

  • Greater Invisibility

  • Polymorph

Because you normally can't Concentrate on multiple spells simultaneously:

SPELL CHOICE MATTERS

The full Concentration rules arrive in Lesson 77.


REACTION MANAGEMENT

The Bard can eventually have important Reaction options.

For example:

COUNTERCHARM

and, for College of Lore:

CUTTING WORDS

Both use:

YOUR REACTION

So you must choose which Reaction is most valuable when several opportunities arise before your next turn.


BONUS ACTION MANAGEMENT

Bardic Inspiration uses:

BONUS ACTION

This can compete with Bonus Action spells or other features.

Learning when to spend Bardic Inspiration is therefore part of mastering the Class.


BARDIC INSPIRATION AS THE CENTRAL RESOURCE

The base Bard uses Bardic Inspiration to:

HELP ALLIES

College of Lore can additionally use it through:

CUTTING WORDS

and:

PEERLESS SKILL

Font of Inspiration changes how quickly uses return.

Superior Inspiration protects you from entering combat with too few uses.

So Bardic Inspiration grows from a simple level 1 support feature into:

A CORE RESOURCE ENGINE FOR THE ENTIRE CLASS


PART NINETEEN — COMPLETE LEVEL-BY-LEVEL SUMMARY

LEVEL 1

Gain:

BARDIC INSPIRATION

SPELLCASTING

Bardic Die:

D6

Cantrips:

2

Prepared Spells:

4

1st-level Spell Slots:

2


LEVEL 2

Gain:

EXPERTISE

JACK OF ALL TRADES


LEVEL 3

Gain:

BARD SUBCLASS

College of Lore:

BONUS PROFICIENCIES

CUTTING WORDS

You also gain:

2ND-LEVEL SPELL SLOTS


LEVEL 4

Gain:

ABILITY SCORE IMPROVEMENT

Cantrips:

3

Prepared Spells:

7


LEVEL 5

PB:

+3

Bardic Inspiration:

D8

Gain:

FONT OF INSPIRATION

Gain access to:

3RD-LEVEL SPELL SLOTS


LEVEL 6

College of Lore:

MAGICAL DISCOVERIES

Prepared Spells:

10


LEVEL 7

Gain:

COUNTERCHARM

Gain:

4TH-LEVEL SPELL SLOTS


LEVEL 8

Gain:

ABILITY SCORE IMPROVEMENT


LEVEL 9

PB:

+4

Gain:

TWO MORE EXPERTISE SKILLS

Gain:

5TH-LEVEL SPELL SLOTS

Prepared Spells:

14


LEVEL 10

Bardic Inspiration:

D10

Cantrips:

4

Gain:

MAGICAL SECRETS


LEVEL 11

Gain access to:

6TH-LEVEL SPELL SLOTS


LEVEL 12

Gain:

ABILITY SCORE IMPROVEMENT


LEVEL 13

PB:

+5

Gain access to:

7TH-LEVEL SPELL SLOTS


LEVEL 14

College of Lore:

PEERLESS SKILL


LEVEL 15

Bardic Inspiration:

D12

Gain:

8TH-LEVEL SPELL SLOTS


LEVEL 16

Gain:

ABILITY SCORE IMPROVEMENT


LEVEL 17

PB:

+6

Gain:

9TH-LEVEL SPELL SLOTS


LEVEL 18

Gain:

SUPERIOR INSPIRATION


LEVEL 19

Gain:

EPIC BOON

Recommended:

BOON OF SPELL RECALL


LEVEL 20

Gain:

WORDS OF CREATION

Always prepared:

POWER WORD HEAL

POWER WORD KILL

Both can potentially affect:

TWO TARGETS

when the second is within 10 feet of the first.


COMMON BEGINNER MISTAKES

MISTAKE 1 — THINKING BARDIC INSPIRATION IS A REACTION

The normal level 1 feature is granted using:

BONUS ACTION

 


MISTAKE 2 — INSPIRING YOURSELF WITH THE BASIC FEATURE

The level 1 feature specifies:

ANOTHER CREATURE

within 60 feet.

College of Lore later gains Peerless Skill, which lets the Bard use Bardic Inspiration on their own failed checks and attacks.


MISTAKE 3 — STACKING MULTIPLE BARDIC INSPIRATION DICE ON ONE CREATURE

A creature can have:

ONLY ONE AT A TIME

 


MISTAKE 4 — USING BARDIC INSPIRATION BEFORE KNOWING WHETHER THE D20 TEST FAILED

The normal feature is used:

AFTER FAILURE

 


MISTAKE 5 — FORGETTING THE ONE-HOUR LIMIT

The inspired creature normally has:

ONE HOUR

to use its die.


MISTAKE 6 — ASSUMING BARDIC INSPIRATION ALWAYS RECOVERS ON A SHORT REST

At low levels, normal recovery is:

LONG REST

At level 5, Font of Inspiration changes this to:

SHORT OR LONG REST

 


MISTAKE 7 — FORGETTING THE DIE SIZE IMPROVES

D6 → D8 → D10 → D12

at Bard levels:

5, 10, 15

 


MISTAKE 8 — TREATING JACK OF ALL TRADES AS NORMAL PROFICIENCY

It gives:

HALF PB, ROUND DOWN

only to the qualifying checks described by the feature.


MISTAKE 9 — ADDING JACK OF ALL TRADES TO A SKILL YOU ARE ALREADY PROFICIENT IN

The Skill must be one whose proficiency:

YOU LACK

and the check must not otherwise use PB.


MISTAKE 10 — FORGETTING EXPERTISE AT LEVEL 9

The Bard gains Expertise in:

TWO MORE SKILLS

 


MISTAKE 11 — TREATING PREPARED SPELLS LIKE THE CLERIC'S DAILY PREPARATION SYSTEM WITHOUT CHECKING THE BARD RULE

The Bard changes one prepared spell when:

GAINING A BARD LEVEL

under this Class's Spellcasting feature.

Follow the Bard's actual preparation rules.


MISTAKE 12 — COUNTING ALWAYS-PREPARED SPELLS AGAINST THE NORMAL PREPARED TOTAL

They:

DON'T COUNT AGAINST IT

 


MISTAKE 13 — USING THE WRONG SPELLCASTING ABILITY

Bard spells use:

CHARISMA

 


MISTAKE 14 — THINKING MAGICAL SECRETS IS LIMITED TO THE BARD SPELL LIST

At level 10+, it can access:

BARD

CLERIC

DRUID

WIZARD

lists under its rules.


MISTAKE 15 — CONFUSING MAGICAL SECRETS WITH MAGICAL DISCOVERIES

MAGICAL SECRETS

is a base Bard level 10 feature.

MAGICAL DISCOVERIES

is a College of Lore level 6 feature.

They operate differently.


MISTAKE 16 — USING CUTTING WORDS BEFORE THE CREATURE SUCCEEDS

For an Attack Roll or Ability Check, Cutting Words is triggered when the creature:

SUCCEEDS

 

You then try to turn that success into a failure.


MISTAKE 17 — FORGETTING CUTTING WORDS CAN REDUCE DAMAGE

It can be used against:

A DAMAGE ROLL

not only Attack Rolls or Ability Checks.


MISTAKE 18 — USING CUTTING WORDS WITHOUT SEEING THE CREATURE

The creature must be one:

YOU CAN SEE

within:

60 FEET

 


MISTAKE 19 — FORGETTING CUTTING WORDS USES YOUR REACTION

This means it competes with:

COUNTERCHARM

and any other Reaction available to you.


MISTAKE 20 — EXPENDING PEERLESS SKILL ON A FAILURE THAT REMAINS A FAILURE

If Peerless Skill doesn't turn the roll into success:

THE BARDIC INSPIRATION USE ISN'T EXPENDED

 


LESSON 40 — KEY TAKEAWAYS

PRIMARY ABILITY

CHARISMA


HIT DIE

D8


SAVING THROWS

DEXTERITY

CHARISMA


SKILLS

ANY THREE


WEAPONS

SIMPLE WEAPONS


TOOLS

THREE MUSICAL INSTRUMENTS


ARMOR

LIGHT ARMOR

 


DEFINING FEATURE

BARDIC INSPIRATION

Give another creature within 60 feet an Inspiration die.

After that creature fails a D20 Test within the next hour:

ROLL THE DIE AND ADD IT TO THE D20

possibly converting failure to success.


BARDIC INSPIRATION DIE

LEVELS 1–4 → D6

LEVELS 5–9 → D8

LEVELS 10–14 → D10

LEVELS 15–20 → D12


SPELLCASTING

CHARISMA

Bard reaches:

9TH-LEVEL SPELLS

and ultimately prepares:

22 SPELLS

through its normal Bard progression at level 20.


SKILL POWER

EXPERTISE

JACK OF ALL TRADES

The Bard is exceptionally versatile in Ability Checks.


LEVEL 5

FONT OF INSPIRATION

Bardic Inspiration returns on:

SHORT OR LONG REST

and Spell Slots can be converted into additional uses.


LEVEL 7

COUNTERCHARM

Reaction-based protection against failed Saves involving:

CHARMED

or:

FRIGHTENED

 


LEVEL 10

MAGICAL SECRETS

Expands your spell access to:

BARD

CLERIC

DRUID

WIZARD

 


LEVEL 18

SUPERIOR INSPIRATION

When Initiative is rolled, recover Bardic Inspiration until you have at least:

TWO USES

if you started with fewer.


LEVEL 20

WORDS OF CREATION

Always prepares:

POWER WORD HEAL

POWER WORD KILL

and can affect a second nearby target with either spell.


COLLEGE OF LORE

LEVEL 3

BONUS PROFICIENCIES

CUTTING WORDS

LEVEL 6

MAGICAL DISCOVERIES

LEVEL 14

PEERLESS SKILL

 


COMPLETE BARD SPELL LIST

This lesson has included every Bard spell appearing in the SRD Bard Spell List from:

CANTRIPS

through:

LEVEL 9

including each spell's:

SCHOOL

and:

C / R / M SPECIAL MARKERS

 

The actual full descriptions of these spells will be studied later in:

LESSONS 79–85

where every SRD spell will be covered individually.


NEXT LESSON

LESSON 41 — CLERIC, THE CLERIC SPELL LIST, AND THE LIFE DOMAIN

The Bard draws magical power through:

BARDIC ART

The next Class approaches magic through:

PRAYER

DEVOTION

and:

DIVINE POWER

Lesson 41 will completely cover:

CLERIC

including:

  • Core Cleric Traits

  • Spellcasting

  • Divine Order

  • Channel Divinity

  • Divine Spark

  • Turn Undead

  • Sear Undead

  • Life Domain

  • Blessed Strikes

  • Divine Intervention

  • Improved Blessed Strikes

  • Greater Divine Intervention

  • Epic Boon

  • Cantrip progression

  • Prepared Spell progression

  • all Cleric Spell Slots

  • the complete Cleric Spell List

  • every Life Domain spell and feature


SRD 5.2.1 ATTRIBUTION

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.