When it's time to bring a little creative flair to the adventuring party, that means exploring the best way to build a Bard. The Bard of Dungeons & Dragons 5e is a classic combination class, a jack-of-all-trades that can fill almost any role. Their strength is in their versatility and, of course, their ability to talk the party out of sticky social situations. With tons of combat skills and spell options, a Bard build can round out any party in a number of ways.

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Of course, players looking to make a Bard in D&D 5e should keep in mind that a Bard's best party contribution in combat, regardless of their build, is as a supporting character. In dialogue, the natural charm of the Bard means they're probably the leader or the face of the group. In combat, they're best suited to buffing up allies and hobbling enemies with spells, so that another member of the group can go in for the kill.

Updated on November 29th, 2021 by Kristy Ambrose: The popularity and utility of the Bard class have grown since the earlier days of RPGs. Once maligned and misunderstood as a relatively ineffective support class, Bards have emerged as versatile, hardy adventurers that can do anything short of leading the party into battle. These days, even a Bard Tank might be a possible build if someone has included improved AC or melee weapon abilities, and chances are the option exists in a homebrew creation somewhere. Other options would be a homebrew build or a multiclass Bard, and that depends on the module the person is playing and the Dungeon Master who is conducting the game. With all that in mind, here's an updated guide to some of the best ways to build a bard in Dungeons & Dragons.

Bardic Races

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As a start, here's a look at the best races for playing a Bard in D&D 5e. Unsurprisingly, they're all races with some sort of bonus to Charisma, which is the main ability score and spellcasting skill for this class.

  • Aasimar: Available in Volo's Guide to Monsters, this race gets +2 to Charisma, and +1 to Intelligence, both of which are important stats for Bards.
  • Changeling: One of the races from Eberron: Rising from the Last War, the +2 bonus to Charisma is a great start for any Bard build in 5e.
  • Drow Elf: Though unlisted in the regular Player's Handbook, this has been a playable race since the 1990s. It also gets bonuses to Charisma and Dexterity.
  • Half-elves: +2 bonus to Charisma and +1 to two other attributes of the player's choice. This race also gets Darkvision, extra skills, and Advantage against being charmed.
  • Lightfoot Halfling: One of the two Halfing subraces, this one gets bonuses to Charisma and Dexterity.
  • Satyr: From the Mystic Odysseys of Theros module, the Satyr gets a +2 to Charisma and a +1 Dexterity, the Bard's two most important abilities.
  • Tabaxi: One of the less terrifying creatures in Volo's Guide to Monsters, the Tabaxi gets a +2 to Dexterity and a +1 to Charisma.
  • Tiefling: This race's +2 to Charisma and +1 to Intelligence makes for a nice combination if a player is thinking of multiclassing with another spellcaster.
  • Triton: Available in Volo's Guide to Monsters, this race gets +1 to Charisma. For those eyeing the College of Valor subclass, a Triton is a perfect fit.
  • Variant Humans: Available in the Eberron – Rising from the Last War module, this race's Dexterity score increases by 2. They also get one other Ability Score of the user's choice to increase by 1.

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Ability Scores, Ranked By Importance

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  1. Charisma: It's already been said that a Bard needs to ooze charm to be effective, so it shouldn't be surprising that a bard's highest stat should most definitely be Charisma. If the Bard starts the game with their Charisma score below a 20, then the player should focus on getting them there through gaining levels.
  2. Dexterity: The second-highest stat in the best Bard build should go to Dexterity. It boosts attack, initiative, and AC, and since Bards don't usually wear heavy armor, they'll need that naturally high AC in a fight.
  3. Constitution: The next-highest ability score should be Constitution. It's nearly as important as Dexterity, given that Constitution dictates the number of hit points a character has. That's a perk that any class would find valuable.
  4. Wisdom: Wisdom is not a priority for a Bard in the least. However, given the number of spells that call for a Wisdom saving throw, not to mention the skills this stat boosts, it shouldn't be a dump stat either.
  5. Intelligence: Speaking of the dump stat, let's talk about the two remaining ability scores to be assigned. Players will have a choice as to the second-lowest stat and which is the dump stat. Generally, Intelligence is considered the best stat for Bards and other Charisma-based casters to dump, but it doesn't necessarily have to be.
  6. Strength: If someone wants their Bard to have a halfway decent Arcana skill, consider making Strength the dump stat instead. Only those who want a more Strength-based build or multiclassing into Fighter or Paladin absolutely need to put Intelligence last. Besides that, it's really the player's choice.

Choosing A Bard College

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Bardic subclasses are divided into different Colleges. Ranked below are the ones that are currently available in The D&D Player's Handbook, as well as a few from supplemental materials. However, this list doesn't include homebrew ideas, and players should note that this list is not exhaustive. It does, however, showcase some of the best options.

Players should feel free to explore any of these Colleges. When considering the best Bardic build in D&D, there are some colleges that are more convenient when it comes to gameplay, but creative players shouldn't be discouraged if they want to create something unique.

College of Lore

  • Source: D&D Player's Handbook
  • Unique Abilities: Three bonus proficiencies and Additional Magical Secrets, which allows the player to cast spells from other classes.
  • Signature Spell: Cutting Words, which lets the bard insult enemies into failing on their attacks.
  • Party Role: A superior spellcaster for both Damage and Support.

College of Glamour

  • Source: Xanathar's Guide to Everything
  • Unique Abilities: Focus on controlling the battlefield and deceiving the enemy.
  • Signature Spells: Mantle of Majesty, which lets the bard cast Command on a bonus action, and Unbreakable Majesty. Both make enemies unable to hit the Bard and gives the caster Disadvantage against the Bard's saving throws.
  • Party Role: Support, with some spellcasting for Damage.

College of Spirits

  • Source: Van Richten's Guide to Ravenloft
  • Unique Abilities: The Guidance cantrip, which allows this Bard to reach out to spirits when in need of direction.
  • Signature Spell: Tales From Beyond, which in turn relies on another unique ability, Spiritual Focus. By using Bardic Inspiration, the effects of a tale told through the Bard can be used and directed at a creature later.
  • Party Role: Healing/Damage

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College of Valor

  • Source: D&D Player's Handbook
  • Unique Abilities: The ability to partake in melee damage, ideal for Bards that have multi- or dual-classed into martial classes.
  • Signature Spell: Combat Inspiration, which is similar to Cutting Words, but the enemy has to make a saving roll instead of the player.
  • Party Role: Damage and Defense; one of the few Colleges for fighting Bards.

College of Creation

  • Source: Tasha's Cauldron of Everything
  • Unique Abilities: Mote of Potential, the ability to create and animate objects.
  • Signature Spell: Animating Performance, which allows the player to summon and control a dancing creature that is also a battle pet for one hour.
  • Party Role: Support and Damage; the powers of this Bard are more about transportation, removing obstacles, and creating diversions on the battlefield.

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College of Swords

  • Source: Xanathar's Guide to Everything
  • Unique Abilities: Offensive swordplay and a variety of melee combat skills and the Fighting Style ability. The Bard College for pirates and swashbucklers.
  • Signature Spell: Blade Flourish, more of an ability than a spell, is the distinct feature of this class.
  • Party Role: Damage, primarily melee, with little spell utility other than cantrips.

College of Whispers

  • Source: Xanathar's Guide to Everything
  • Unique Abilities: This College focuses on charm and intrigue, so it's ideal for modules that feature dungeon crawling or political maneuvers.
  • Signature Spell: Shadow Lore, a higher level ability that allows players to Charm virtually anyone or anything.
  • Party Role: Almost exclusively Support, depending on Background and Skills.

College of Eloquence

  • Source: Mystic Odysseys of Theros, Tasha's Cauldron of Everything
  • Unique Abilities: Emphasis on the Bard's oration abilities, with Silver Tongue and Unfailing Inspiration.
  • Signature Spell: Unfailing Inspiration, which is connected to the player's Bardic Inspiration and makes it almost impossible to fail a Charisma-based saving throw.
  • Party Role: Support and Defense; probably the best role for the party leader or a Bard that is multiclassing into a Paladin.

Character Sheet Completion – First Level Spells and Skills

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Spells and Cantrips

  • Minor Illusion is a cantrip that allows the Bard to produce almost any illusory effect.
  • Vicious Mockery is a cantrip that gives Disadvantage to the player's enemies, great for Bard builds in 5e and for RP.
  • Detect Magic is a first-level spell that's useful in various settings, from a posh dinner to a grotty prison.
  • Healing Ward is a first-level spell that's essential for players building a healer or support character.

Skills

  • Deception: Charisma-based, useful in both diplomatic situations and combat, and ideal for virtually any Bard build.
  • Persuasion: Charisma-based, this Skill is essential if the player is the leader of a party.
  • Performance: Charisma-based, this skill is fairly obvious for any class that relies on public appearances.
  • Perception: Wisdom-based, so not a winner for all Bards, but it's useful as players will be rolling for Perception fairly often.
  • Arcana: Intelligence-based, this useful skill helps the user memorize and recognize spells.

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Feats and Backgrounds

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Feats

  • Actor makes good choice for players who want a Feat rather than the ability score increase, but still need to bump their bard's Charisma up a point. It also provides advantage on Deception and Persuasion checks that involve trying to pass oneself off as a different person.
  • War Caster is a great option for both Valor and Lore bards who need a bonus to their concentration and some expanded attack of opportunity options. It provides a variety of abilities that make it easier to cast spells in battle.
  • Inspiring Leader gives the Bard extra hit points, making it ideal for those who lead their party into battle or tend to draw attention as healers.
  • Magic Initiate allows the player to choose two cantrips from other classes. It offers a handy way to get extra spellcasting abilities to customize a character's role.

Backgrounds

  • Charlatan combines nicely with other Bardic skills, like Actor and Persuasion.
  • Courtier is ideal for those with an upper-class background or diplomatic ties. It also grants the use of one extra language.
  • Entertainer is an obvious pick for the Bard, but its features might be redundant depending on the player's choice of College.
  • The Faction Agent background is similar to a spy. This Bard could adhere to a certain ideology or work for a specific political entity.

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