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DnD 2024 Bard class guide

Dungeons and Dragons’ most versatile class can play support or be be the lead - find out how with our guide to the DnD 2024 Bard rules

Wizards of the Coast art of a DnD 2024 Bard casting Vicious Mockery

The DnD 2024 Bard is the life of the party, a charismatic master of lore, magic, and derring-do. The Bard subclasses, their Magical Secrets,  and the incredible Bardic Inspiration they lend to their allies 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.

We have separate guides to all the other DnD classes for both DnD 5e and the 2024 rules. We’ve also got helpful guides to the DnD races and DnD 2024 backgrounds you’ll need to consider when building a character using the One DnD rules.

If your group is playing with the DnD 5e rules, you should hop over to our legacy guide to the Bard 5e. Otherwise here’s everything you need to know for the DnD 2024 Bard:

Wizards of the Coast art of a 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

If you’re familiar with the 5e version of the bard, note that the bard is now no longer proficient with hand crossbows, longswords, rapiers, or shortswords.

Bardic Inspiration

Level: One

The 2024 Bard has a pool of Bardic Inspiration dice that they can give out to another creature within 60 feet as a bonus action. That creature then has an hour to use their Bardic Inspiration die. When they fail a d20 test during this period, they can roll the Bardic Inspiration die and add the result to their failed roll, using the die up. This may turn the failure into a success.

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.

The big change from fifth edition is that you can spend the Bardic Inspiration die after failing the test, rather than committing to using it before making the dice roll.

Wizards of the Coast art of a DnD 2024 Bard

DnD 2024 Bard spells

Level: One

Bards know two DnD cantrips at first level, and can switch which ones they know whenever they finish a long rest. At level one they pick four spells from the Bard spell list that they have prepared, and can swap one of these out each time they gain a level.

The number of spells your Bard can prepare, and the number of spell slots they can use each day to cast spells of various levels, is as follows:

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

Expertise

Level: Two, Nine

You gain Expertise in two DnD skills you were already proficient with, doubling your proficiency bonus. You gain Expertise in two more skills at level nine.

Jack of All Trades

Level: Two

You can add half your proficiency bonus (rounded down) to any ability check you aren’t proficient in.

Wizards of the Coast art of a DnD 2024 Bard

2024 Bard subclasses

Level: Three

The 2024 Player’s Handbook has four Bard subclasses:

College of Dance

We have a complete guide to the College of Dance Bard guide – head there for more details.

College of Glamour

Here’s how the DnD 2024 Glamour Bard works:

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.

This works very similar to how it did in DnD 5e, but now the creature gains a random amount of temporary HP, rather than a fixed value.

Mantle of Majesty

Level: Six

Mantle of Majesty means you always have the spell Command prepared Once per long rest 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. You can spend a spell slot of level three or higher to refresh this ability.

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.

This works a little differently than it did in DnD 5e. The 5e rules forced creatures to pass a save before they were allowed to attack you – now they can freely pick you as a target, they might just miss anyway.

College of Lore

The classic DnD 2024 Lore Bard have the following bonuses:

Bonus proficiencies

Level: Three

Lore Bards can pick three additional skills to gain proficiency with.

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.

Magical Discoveries

Level: Six

Magical Discoveries 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

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. And 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

Creatures you have given Bardic Inspiration dice to can use them 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 their 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

You become proficient with martial weapons, medium armor, and shields. You can also 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. Due to changes to the core DnD rules for taking an Extra Attack, you can 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.

Ability Score Improvement

Level: Four, Eight, 12, 16

Choose choose one of the following:

Font of Inspiration

Level: Five

Font of Inspiration restores all uses of your Bardic Inspiration on a short or long rest. You can also spend a spell slot to regain a use of Bardic Inspiration (no action needed).

Countercharm

Level: Seven

When a creature within 30 feet fails a saving throw against the charmed and frightened conditions, you can react with a Countercharm, letting the target creature re-roll their save with advantage.

Magical Secrets

Level: 10

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.

Things have changed a lot since the Magical Secrets 5e rules. Fifth edition’s Magical Secrets rules gave the Bard an extra six spells over the course of ten levels, which could come from any class spell list. 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. And 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 restores two uses of Bardic Inspiration whenever you roll Initiative. 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

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.

Changes to Bard Spells in DnD 2024

A huge number of Bard spells have been tweaked between basic 5th edition DnD and DnD 2024. If you’re familiar with the old bard spell list, these are the most significant changes you need to be aware of:

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.

Wizards of the Coast art of a DnD 2024 Bard

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.

Wizards of the Coast art of a DnD 2024 Bard

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.

Wizards of the Coast art of a DnD 2024 Bard

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.

If you’re still on the fence about the new rules, our DnD 2024 Player’s Handbook review can tell you whether they’re 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.