The new College of the Moon Bard is D&D's way of asking 'what if Bard 5e, but Druid?' The answer is actually a pretty stable, satisfying Bard build, though one that can't quite live up to the healer expectations placed upon it. I don't know much about the Moonshae Isles, the part of the Forgotten Realms setting this Bard is based around, but I am intrigued by the thought of a Bard that can summon the literal moon to be their spotlight.
With this in mind, I wanted to build my own Moon Bard to stress-test its shining new subclass rules. I've stuck with the base Bard features rather than multiclassing into other DnD classes in order to fully explore the strengths and weaknesses of the new subclass. Below you'll find my workings, with advice on every major decision point for the character.
Starting stats
Level: One
This is a Bard that wants to be really good at its basic functions (spellcasting, Bardic Inspiration), so we're going all in on Charisma, with Dexterity and Constitution as our back-up for defense and utility. So, you know, classic Bard stuff.
I've used Points Buy to start with these stats:
- Strength - 8
- Dexterity - 14
- Constitution - 14
- Intelligence - 10
- Wisdom - 10
- Charisma - 15

Starting proficiencies
Level: One
We're free to choose any skill proficiencies we like, so let's choose ones that are useful and make sense for a Moon Bard. These Bards have ties to the Druidic Circles of the Moonshae Isles (which explains why they're about to pilfer all the Druid's tips and tricks). There's a big emphasis on storytelling and nature.
I've gone for Persuasion, Survival, and Stealth. All high utility, but all justifiable as part of your backstory, where you traversed the island's forests and told your grand tales.
Pick whatever musical instruments call to you, but I'm going to pick ones that my Moon Bard could conceivable use one-handed - because I'm planning to grab a shield as part of my starting equipment.
Species and background
Level: One
The Moonshae Isles has a large Human population, but it also has strong connections to the Feywild, so I think the Elf is a fitting choice of species. I also want the extra spells to expand my Bard's repertoire.
Personally, I think the Wood Elf is the best shout. 35 feet of movement will play very well with our upcoming subclass features, and we can learn Pass Without Trace, an excellent spell which isn't on the Bard's usual spell list. We also learn the Druidcraft cantrip - thematically fitting for a Moon Bard!
When it comes to backgrounds, we need to be less thematic if we want to make optimal choices. There is a new background tied to the Moonshae Isles, but it doesn't grant the stats and feats that best suit our Moon Bard. Technically, the best Faerûn background would be Genie-Touched, but that ties our backstory to Calimshan, which isn't ideal.
I've gone for the Charlatan background in order to get the Skilled feat, +2 Charisma, and +1 Dexterity, plus proficiency in Deception and Sleight of Hand. Nobody said that a Moonshae Bard had to be a good person, after all. You've free reign to pick up a few more useful proficiencies with that feat: I've gone for Acrobatics, Arcana, and Nature.

Starting equipment
Level: One
I already mentioned using a Shield, so you know that I'm skipping the Bard's recommended starting equipment. Instead, I'll start with 90 GP and buy the following:
- A shield
- Two daggers
- A sickle
- A Herbalism Kit
- A horn
- An Entertainer's Pack
- The best light armor my DM will allow (fingers crossed for Studded Leather)
We won't be worrying too much about melee weapons with this build, but it doesn't hurt to have some light, throwable weapons as a backup. The sickle is mainly here in case we need to capitalize on the dagger's Nick weapon mastery.
Spellcasting
Level: One
The only way that the Moon Bard subclass drastically alters your class identity is by placing a greater emphasis on mobility and healing. You'll see this in action once you reach level three. With this in mind, you might want to take a handful of healing spells alongside the usual suspects for a Bard spell list. Other than that, it's a standard Bard build - take the best Support spells possible.
Expertise
Level: Two
Let's make Persuasion and Stealth our first expertise choices. Given our shady Charlatan past, they'll no doubt come in handy.

Moon's Inspiration
Level: Three
Here comes our first subclass feature, and it's a two-parter. Firstly, when we give out a Bardic Inspiration die, we also become invisible and teleport up to 30 feet as part of that bonus action. Unless you attack, deal damage, or cast a spell, your invisibility lasts until the start of your next turn.
Honestly, I'm a big fan of that first feature. It's a great way to zip around the battlefield with minimal cost. You're always in the prime position to cast a spell or help a friend, and invisibility lets you hang back and avoid attacks that would usually ruin a squishy spellcaster's day.
Secondly, once per turn when you restore HP with a spell, you can spend and roll a Bardic Inspiration die to increase the HP your target regains. Oh, and the target's speed increases by 10 feet until the end of its next turn - neat!
This singles our Bard out as a healer, but I wouldn't go all in on replacing your party Cleric just yet. At this level, the Moon Bard is extremely reliant on Bardic Inspiration for its abilities. Every die you spend to boost your healing is one you can't use for a free dose of invisibility and teleportation. I'm inclined to think that the first feature is more strategically important, so it's the one to prioritize.
Primal Lore
Level: Three
We learn Druidic and a single cantrip from the Druid spell list. The obvious choice is Guidance, because we're a Bard, so we're desperate to be good at everything. Primal Lore also gives us proficiency in one extra, Druid-themed skill. I'd personally go for Perception, as it's the most consistently useful.
Ability Score Improvement
Level: Four
War Caster is a must-have, shocking no one. It lets us keep that shield up while tooting on our horn to cast spells. Plus, concentration spells are about to become very important to this build.
We leave level four with a Charisma of 16. Not too shabby, but we'll want to buff it at our next opportunity.

Blessing of the Moonlight
Level: Six
We now always have the Moonbeam spell prepared, and it can be modified on casting. Our version of the spell sheds dim light, and it gives a creature within 60 feet 2d4 HP any time a creature fails its saving throw against the spell. We can only cast that modified version once per long rest, however.
The range on the healing is 60 feet, and you can bounce the Moonbeam around the battlefield provided you can maintain concentration, so it's reasonably likely that you'll get to capitalize on this free source of healing. The fact this healing is locked behind an enemy saving throw doesn't feel great, but if you can use it, it's a great way to pick up downed allies without having to sacrifice much of your action economy.
Ability Score Improvement
Level: Eight
Let's go for the standard ASI feat this time, buffing our Charisma by +2 to 18. We need max Charisma ASAP to increase our Bardic Inspiration uses and our spell save DC for that healing Moonbeam.
Expertise
Level: Nine
By this point, you'll have a feel for which skills are most useful in your current campaign. If you don't, I'd recommend boosting your Perception and Acrobatics proficiencies.
Magical Secrets
Level: 10
Given the flavor of this class, my natural instinct with Magical Secrets is to head to the Druid spell list. Aura of Vitality and Revivify are must-haves if we decide to establish our identity as the party healer, and there are some excellent area control options to reduce enemy movement. That being said, we don't want to overindulge in concentration spells - at least, if we plan to rely on Moonbeam as much as the subclass implies.
The Cleric and the Wizard spell list will be your best bet for additional Support and Utility spells. Plus, if you want to pick up some ranged damage options to address the Bard's typical weaknesses, the Cleric has lots of strong radiant damage options - which work thematically with your reliance on the powers of the moon.

Ability Score Improvement
Level: 12
While a new feat would be fun, 20 Charisma is more important. ASI away!
Eventide's Spledor
Level: 14
This is your capstone subclass feature, and it's an upgrade to your level-three Moon's Inspiration feature. Firstly, when you use Inspired Eclipse to make yourself teleport and become invisible, the target of your Bardic Inspiration can spend a reaction to do the exact same thing.
Congratulations! Your party is now incredibly hard to pin down when members aren't incapacitated. Your DM is going to have to start using some nasty tricks to overcome your levels of maneuverability. Honestly, I'm a fan.
I'm less of a fan of the second improvement. This allows you to heal with your Lunar Vitality as normal, but you roll 1d6 instead of spending a Bardic Inspiration die. That's good news for such an Inspiration-hungry build, but it's not the most impressive boost to your healing. There's nothing about this Bard that makes me think it could keep up with the best healers in D&D - that aspect of its identity feels a bit like an afterthought.
Ability Score Improvement
Level: 16
Simplicity hasn't hurt us so far, so a +2 to Dexterity is tempting. Alternatively, you could pick up the Inspiring Leader feat. It can't boost your Charisma any higher, but becoming a source of near-constant temporary HP fits well with your background as a healer.
Epic Boon
Level: 19
Boon of Fate is my preferred choice, as it makes creatures far less likely to pass saving throws against your signature Moonbeam. If you'd like to choose an Epic Boon from the new Heroes of Faerûn book. You become a consistent source of temporary HP, which is fitting for this Bard's playstyle.
What do you think of this Bard build? Hit me with feedback in the Wargamer Discord.