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.