The DnD 2024 Bard sings the same songs you know from fifth edition, but some of the tunes have markedly changed. Magical Secrets, Bardic Inspiration, and the Bard subclasses have all had a costume change for the 2024 Player’s Handbook. This guide explains the new rules for the One DnD Bard, with clear explainers showing what’s changed since fifth edition.
Each of the DnD classes has been reworded for the new rules, and the Bard’s seen some pretty significant changes. For more on the new rules, see what’s different about DnD races and DnD 2024 backgrounds. We can also show you what DnD 2024 made the cut for the One DnD rulebooks.
For now, here’s everything new with the DnD 2024 Bard:
Proficiencies and equipment
Level: One
Primary ability | Charisma |
Hit point die | D8 per Bard level |
Saving throws | Dexterity and Charisma |
Skill proficiencies | Any three skills |
Weapon proficiencies | Simple weapons |
Tool proficiencies | Any three musical instruments |
Armor proficiencies | Light armor |
A Bard begins with 90 GP or the following equipment:
- Leather armor
- Two daggers
- Any musical instrument
- Entertainer’s pack
- 19 GP
While these basic features are very similar to the Bard 5e, the weapon proficiencies are much stricter. Bards are no longer proficient with hand crossbows, longswords, rapiers, or shortswords.
Bardic Inspiration
Level: One
The 2024 Bard still starts out with a pool of Bardic Inspiration dice that can be given to another creature within 60 feet as a bonus action. Instead of ten minutes, a creature with a Bardic Inspiration die now has an entire hour to use it. When a creature fails a d20 test during this period, they can roll the Bardic Inspiration die and add the result to their failed roll. This could turn the failure into a success, but the die is ‘spent’ once it’s been applied.
Generally, this feature works as it does in fifth edition. However, wording tweaks mean that players can only apply Bardic Inspiration after definitively failing a roll, rather than before a roll is declared successful or unsuccessful. This works in favor of the players, who don’t risk wasting Bardic Inspiration unnecessarily.
Just like in fifth edition, the Bard has dice equal to their Charisma modifier that they can hand out before they must take a DnD long rest. At level one, this die is a d6. It becomes a d8 at level five, a d10 at level 10, and a d12 at level 15.
DnD 2024 Bard spells
Level: One
Bards can now swap DnD cantrips when they finish a long rest, and they can still swap one leveled spell when they gain a Bard level. The number of spells your Bard can prepare has been tweaked slightly – see the table below:
Spell slots per spell level | |||||||||||
Level | Cantrips | Prepared spells | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
1 | 2 | 4 | 2 | – | – | – | – | – | – | – | – |
2 | 2 | 5 | 3 | – | – | – | – | – | – | – | – |
3 | 2 | 6 | 4 | 2 | – | – | – | – | – | – | – |
4 | 3 | 7 | 4 | 3 | – | – | – | – | – | – | – |
5 | 3 | 9 | 4 | 3 | 2 | – | – | – | – | – | – |
6 | 3 | 10 | 4 | 3 | 3 | – | – | – | – | – | – |
7 | 3 | 11 | 4 | 3 | 3 | 1 | – | – | – | – | – |
8 | 3 | 12 | 4 | 3 | 3 | 2 | – | – | – | – | – |
9 | 3 | 14 | 4 | 3 | 3 | 3 | 1 | – | – | – | – |
10 | 4 | 15 | 4 | 3 | 3 | 3 | 2 | – | – | – | – |
11 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – |
12 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – |
13 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – |
14 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – |
15 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – |
16 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – |
17 | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | 4 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19 | 4 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
A huge number of Bard spells have been tweaked, so here’s the most significant changes:
Cantrips
- Blade Ward – Lasts for one minute and requires concentration. Instead of offering non-magical damage resistances, it now subtracts 1d4 from attack rolls made against you.
- Friends – Range of 10 feet rather than Self. Instead of offering advantage on Charisma checks, creatures are now charmed by you if they fail a Wisdom save.
- Light – Can no longer be avoided with a Dexterity save.
- Mage Hand – Can be used as soon as it’s cast, no extra action required.
- Starry Wisp – A new evocation cantrip with a casting time of an action and a range of 60 feet. You make a ranged spell attack against a target as you throw a ball of light at them, which deals 1d8 radiant damage on a hit. If you hit, the target emits dim light in a 10-foot radius and can’t become invisible. The damage increases by 1d8 at levels five, 11, and 17.
- True Strike – Now an Instantaneous spell with no concentration, a range of Self, and a material component (a weapon you’re proficient in). You make an attack with that weapon as part of the spell, and the attack uses your spellcasting ability for attack and damage rolls. If you hit, you can choose to deal radiant damage. The attack automatically deals additional radiant damage when you reach level five (1d6), 11 (2d6), and 17 (3d6).
- Vicious Mockery – Now deals 1d6 psychic damage, and the damage increases by the same amount at levels five, 11, and 17.
Level one
- Color Spray – Now an instantaneous spell that forces creatures in its 15-foot cone to make a Constitution save or be blinded until the start of your next turn.
- Command – Now an instantaneous spell, and if you’re targeting multiple creatures, they don’t have to be within 30 feet of each other.
- Cure Wounds – An abjuration spell that restores 2d8 HP rather than 1d8.
- Dissonant Whispers – You must be able to see your target, but it can now affect deafened creatures.
- Healing Word – An abjuration spell that restores 2d4 HP rather than 1d4.
- Sleep – Has a reduced range of 60 feet and requires concentration. Every creature you choose in a five-foot-radius sphere makes a Wisdom save or becomes incapacitated until the end of its next turn, when it can repeat the save. If it fails again, it’s also unconscious for the spell’s duration (one minute). Targets wake up if damaged or shaken awake as an action, and creatures that don’t sleep or can’t be exhausted automatically pass saves.
Level two
- Animal Messenger – Your chosen animal only delivers your message if it fails a Charisma saving throw.
- Blindness/Deafness – Now a transmutation spell with a range of 120 feet.
- Cloud of Daggers – You can now move the cloud as an action, and it deals damage at the end of a creature’s turn rather than the start.
Detect Thoughts – You can now sense a thinking creature that knows languages or telepathy if they’re within 30 feet. Arcana checks to end the spell are made against your spell save DC. - Enhance Ability – Other than the advantage on ability checks for a given stat, this spell gives no other benefits.
- Enlarge/Reduce – Now has the additional ruling: “a thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target”.
- Enthrall – Now requires concentration, and targets who fail their Wisdom save have a -10 penalty to Perception and Passive Perception checks rather than disadvantage. Creatures you’re fighting automatically pass their save against the spell.
- Heat Metal – You can only take a bonus action to deal extra damage if the object you targeted is still in range.
- Hold Person – When targeting multiple creatures, they don’t have to be within 30 feet of each other (just in range of you).
- Lesser Restoration – Now a bonus action.
- Phantasmal Force – Now deals 2d8 psychic damage, and it can affect undead and constructs.
Level three
- Bestow Curse – One option forces an affected target to take the Dodge action on its turn (when it used to do nothing).
- Clairvoyance – Now a bonus action to switch between seeing and hearing.
- Major Image – Casting with a spell slot that’s level four or higher removes the need for concentration.
- Mass Healing Word – Now an abjuration spell that gives 2d4 HP and can affect undead and constructs.
- Sending – A divination spell that can now target people described to you. Recipients can also block further messages.
- Stinking Cloud – Now inflicts the poisoned condition and prevents bonus actions.
Level four
- Charm Monster – When targeting multiple creatures, they don’t have to be within 30 feet of each other.
- Compulsion – Now specifies that targets are charmed, but doesn’t specify if they’re able to take actions – they must just “use as much of its movement as possible” to move towards you.
- Confusion – Targets can’t take reactions or bonus actions.
- Dimension Door – No size restrictions for teleporation.
- Fount of Moonlight – A new spell which costs an action and has a range of Self. For up to ten minutes (with concentration), you emit bright light in a 20-foot radius and dim light for a further 20-foot radius. This gives you resistance to radiant damage, and your melee attacks deal 2d6 extra damage. If you take damage from a creature you can see within 60 feet, you can force them to make a Constitution saving throw as a reaction, blinding them on a failure.
- Freedom of Movement – Can be upcast to target multiple creatures.
- Phantasmal Killer – Gives targets disadvantage on ability checks and attack rolls rather than the frightened condition.
- Polymorph – Transformed creatures retain their alignment, personality, creature type, hit points, and hit point dice. They gain temporary hit points equal to the HP of the beast they were transformed into, and the spell ends early when there are no temporary hit points left.
Level five
- Animate Objects – Can now animate a number of objects based on your spellcasting ability modifier. Medium objects count as one, large as two, and huge as three. Upcasting increases the damage objects deal rather than how many you can animate, and size no longer determines the object’s armor class, Strength and Dexterity stats, or damage. You can no longer animate things attached to walls.
Dominate Person – No longer lets you spend an action to take total control of a target. - Dream – Can now affect Elves, but having a part of the target’s body no longer gives them disadvantage on the saving throw.
- Hold Monster – When targeting multiple creatures, they don’t have to be within 30 feet of each other.
- Legend Lore – Plays a sad trombone if your target isn’t famous.
- Mass Cure Wounds – An abjuration spell that heals 5d8 HP rather than 3d8.
- Mislead – Spell ends if you deal damage, and you’re no longer blinded and deafened while using the double’s senses.
- Yolande’s Regal Presence – New enchantment spell that costs an action, has a range of Self, and lasts for up to one minute with concentration. Creates a 10-foot emanation around you, and whenever a creature you can see enters that emanation or ends its turn there, it makes a Wisdom saving throw. Failure deals 4d6 psychic damage, makes them prone, and can push them 10 feet away. They take half damage only on a success, and the save is only made once per turn.
Level six
- Guards and Wards – Casting time is an hour rather than 10 minutes. If each effect is individually dispelled, the spell ends.
- Heroes’ Feast – Has a range of Self rather than 30 feet, and no longer lets you make Wisdom saves with advantage.
- Otto’s Irresistible Dance – Targets must make a Wisdom save. They still dance until their next turn and use all their movement if they pass, but no other effects occur unless they fail.
Level seven
- Forcecage – Now requires concentration.
- Mordenkainen’s Sword – Range is now 90 feet, and it now deals force damage equal to 4d12 plus your spellcasting ability modifier.
Power Word Fortify – A new enchantment spell that, as an action, shares 120 temporary HP between six creatures you can see within 60 feet. - Prismatic Spray – Rays deal 12d6 damage rather than 10d6.
- Symbol – The glyph it creates can be spotted with a Perception rather than Investigation check. The ‘hopelessness’ option has been removed, and the ‘discord’ option now requires targets to make a Wisdom save.
Level eight
- Antipathy/Sympthathy – Sympathy gives creatures the charmed condition as well as its usual effects. A creature that ends its turn over 120 feet away from the source of the spell’s effects can make a Wisdom saving throw to end these effects.
- Befuddlement – Renamed from Feeblemind. You blast a creature you can see and force them to make an Intelligence save, taking 10d12 psychic damage on a failed save (and half on a success). Failing also means they can’t cast spells or take Magic actions, but their Intelligence and Charisma stats don’t change.
- Power Word Stun – Targets with over 150 HP have their speed reduced to zero until the start of your next turn.
Level nine
- Power Word Heal – Ranged rather than Touch, and it can end the poisoned condition. Now an enchantment spell with no somatic component, and it can affect undead and constructs.
- Power Word Kill – Creatures with over 100 HP take 12d12 psychic damage.
- Prismatic Wall – Layers deal 12d6 damage rather than 10d6, and the wall has an armor class of 10.
- True Polymorph – Transformed creatures gain temporary HP equal to their new creature shape’s HP, and they retain their original HP and Hit Dice. The spell ends early if there are no temporary HP left. If you turn an object into a creature and the spell lasts more than an hour, you no longer control the creature.
Expertise
Level: Two, Nine
As in fifth edition, you gain Expertise in two DnD skills you were already proficient with. You gain Expertise in two more skills at level nine.
Jack of All Trades
Level: Two
This ability is pretty much the same, allowing you to add half your proficiency bonus (rounded down) to any ability check you aren’t proficient in and that doesn’t use your proficiency bonus.
2024 Bard subclasses
Level: Three
The 2024 Player’s Handbook features four Bard subclasses:
College of Dance
Since this is an entirely new subclass, we’ve shared a dedicated College of Dance Bard guide – head there for more details.
College of Glamour
Here’s how the DnD 2024 Glamour Bard has changed:
Beguiling Magic
Level: Three
The Glamour Bard’s new, level-three Beguiling Magic feature means you always have Charm Person and Mirror Image prepared. Any time you cast an enchantment or illusion spell with a spell slot, you can force a creature you see within 60 feet to make a Wisdom saving throw. They’re charmed or frightened for one minute if they fail, repeating the save at the end of its turns. You’ll need a long rest or to spend Bardic Inspiration to use this ability again.
Mantle of Inspiration
Level: Three
As a bonus action, you can spend and roll a Bardic Inspiration die to choose a number of creatures you can see within 60 feet (equal to your Charisma modifier). Each gains temporary HP equal to twice the result of your Bardic Inspiration die, and they can immediately spend a reaction to move up to their speed without triggering DnD opportunity attacks.
Mantle of Inspiration works as it did in fifth edition, but you now roll the Hit Dice you spend to activate the feature, and the hit points are double the result rather than a flat five. Technically, this feature’s healing power no longer scales as you level up. However, since your Bardic Inspiration die does scale as you level, the healing power of Mantle of Inspiration still gradually increases.
Mantle of Majesty
Level: Six
Mantle of Majesty now means you always have Command prepared, but otherwise it works as before. Namely, you can cast Command as a bonus action without using a spell slot, and you gain a supernatural appearance that lasts for one minute or until your concentration ends. During that time, you can keep casting Command for free as a bonus action. Creatures charmed by you automatically fail saves against any Command spells you cast in this way.
Like in fifth edition, you can use this feature once before you need a long rest. However, you can also spend a spell slot of level three or higher to restore its use without needing to long rest.
Unbreakable Majesty
Level: 14
As a bonus action, you can take on a magical appearance for one minute (or until you become incapacitated). During that time, any creature that hits you with an attack for the first time on a turn must pass a Charisma save against your spell save DC. If they fail, their attack misses. You can only use this feature once before you need a long or short rest.
The 2014 version of Unbreakable Majesty had creatures roll a saving throw, with them being unable to attack you on a failed roll and disadvantage on their attacks on a success. This has been replaced with a version where creatures can freely attempt to attack you, but they might miss anyway.
College of Lore
The classic DnD 2024 Lore Bard now looks a little different:
Bonus proficiencies
Level: Three
As before, Lore Bards get proficiency in three additional skills.
Cutting Words
Level: Three
When a creature you see within 60 feet makes a successful ability check, attack roll, or damage roll, you can spend a reaction and one Bardic Inspiration die to influence their roll. Roll the Bardic Inspiration die and subtract the result from the creature’s roll. This largely works as it did in fifth edition, with just a few minor wording tweaks.
Magical Discoveries
Level: Six
The Lore Bard used to get Additional Magical Secrets at level six. However, the base class’ Magical Secrets feature works very differently (we’ll explain below). This means that the Lore Bard needed a rework.
Magical Discoveries now lets you learn two spells from the Cleric, Druid, or Wizard spell list (in any combination). You must have the right level spell slots to cast these spells, but you always have them prepared – and can swap them when you gain a Bard level.
Peerless Skill
Level: 14
Peerless Skill works largely as it did in fifth edition. When you fail an ability check or attack roll, you can spend and roll a Bardic Inspiration die, adding its result to your failed roll. The main change here is that, if the roll you modify still fails, you don’t use up your Bardic Inspiration die.
College of Valor
Finally, let’s take a look at the DnD 2024 Valor Bard:
Combat Inspiration
Level: Three
Combat Inspiration works as it did in fifth edition. Your Bardic Inspiration dice can be used for the following effects:
- When a creature is hit by an attack roll, they can spend a reaction to roll the Bardic Inspiration die, adding the result to its armor class for the incoming attack.
- After a creature hits a target with an attack roll, they can roll the Bardic Inspiration die, adding the result to their attack’s damage.
Martial Training
Level: Three
As in fifth edition, you become proficient with martial weapons, medium armor, and shields. However, Martial Training now lets Valor Bards use DnD weapons as a spellcasting focus to cast spells from the Bard spell list.
Extra Attack
Level: Six
Like the mighty DnD 2024 Barbarian or the DnD 2024 Fighter, you can attack twice instead of once when taking the attack action on your turn. This is the same as in the 2014 rules, but Extra Attack now lets you cast a cantrip with the casting time of ‘action’ instead of making an extra weapon attack.
Battle Magic
Level: 14
After you cast a spell that takes an action to cast, you can make a weapon attack as a bonus action. Battle Magic seems to work as it did before, but it no longer specifies that you have to cast a Bard spell to make your bonus action attack.
Ability Score Improvement
Level: Four, Eight, 12, 16
As in fifth edition, you choose one of the following:
- +1 in any two DnD stats
- +2 in any one stat
- A DnD 2024 feat
Font of Inspiration
Level: Five
Font of Inspiration still restores all uses of your Bardic Inspiration on a short or long rest. It now also lets you spend a spell slot to regain a use of Bardic Inspiration (no action needed).
Countercharm
Level: Seven
Countercharm is now a reaction that you can use when a creature within 30 feet fails a saving throw against the charmed and frightened conditions. Thanks to Countercharm, the target creature can re-roll their save with advantage.
Magical Secrets
Level: 10
Things have changed a lot since Magical Secrets 5e. Any time you level up and your number of prepared spells increases (see the spellcasting table above), your new prepared spells can be from the Bard, Cleric, Druid, and Wizard spell list. Anytime you replace a prepared spell, you can also swap it for a spell from any of these lists. All your prepared spells count as Bard spells.
Magical Secrets no longer lets you pick from any class spell list. However, thanks to the swapped spells rules, you can now access far more spells from other classes.
Fifth edition’s Magical Secrets rules gave the Bard an extra six spells. A 2024 Bard can, if they learn all their new spells and swap a prepared spell at every level up, gain up to 14 spells from the Cleric, Druid, or Wizard spell list. Plus, Lore Bards get an extra two on top of that. This gives the Bard a ridiculous amount of flexibility, as well as easy access to the game’s best spells.
Superior Inspiration
Level: 18
Superior Inspiration has been moved from level 20 to level 18, and it now restores two uses of Bardic Inspiration when you roll Initiative instead of one. This only triggers if you have two or fewer uses left when Initiative is rolled.
Epic Boon
Level: 19
You gain an epic boon feat from the list of DnD 2024 feats (see our guide for info on your options).
Words of Creation
Level: 20
The new capstone, Words of Creation, means you always have Power Word Kill and Power Word Heal prepared. When you cast either spell, you can target a second creature as long as they’re within 10 feet of the original target.
Our DnD 2024 Player’s Handbook review can tell you whether the new rules are worth your time and money. For more on what’s new, here’s how DnD tools are changing in the 2024 Player’s Handbook, as well as how DnD Weapon Mastery works.