Bard Spells 5e (5th Edition) for DND

The 5th edition bard receives only a few spells unique to themselves or the flavor of a storyteller or musician. Besides vicious mockery, there’s little uniqueness to the bard’s spellcasting ability. Even one among their class features is to steal spells from a wizard; while which will be interesting, if there’s a wizard already within the party, it makes little use for spicing up encounters in interesting ways.

The Bard is fantastically versatile. With access to each skill, expertise, full casting, and a good set of proficiencies, the bard can fill essentially every role within the party. The Lore Bard is more of the classic supportive Bard, with improved magical options and support abilities, while the Valor Bard may be a decent front-line melee character who can bring their spellcasting and support capabilities into the warmth of battle.

Bard Spells 5e

 

Bard Spells 5e (5th Edition)

Level 0

Spell NameSchoolCasting TimeRangeDurationComponents
Blade WardAbjuration1 ActionSelf1 roundV, S
Dancing LightsEvocation1 Action120 FeetConcentration up to 1 minuteV, S, M
FriendsEnchantment1 ActionSelfConcentration, up to 1 minuteS, M
LightEvocation1 ActionTouch1 hourV, M
Mage HandConjuration1 Action30 Feet1 minuteV, S
MendingTransmutation1 MinuteTouchInstantaneousV, S, M
MessageTransmutation1 Action120 feet1 roundV, S, M
Minor IllusionIllusion1 Action30 feet1 minuteS, M
PrestidigitationTransmutation1 Action10 feetUp to 1 hourV, S
ThunderclapEvocation1 ActionSelf (5-foot radius)InstantaneousS
True StrikeDivination1 Action30 feetConcentration up to 1 roundS
Vicious MockeryEnchantment1 Action60 feetInstantaneousV

Level 1

Spell NameSchoolCasting TimeRangeDurationComponents
Animal FriendshipEnchantment1 Action30 feet24 hoursV, S, M
BaneEnchantment1 Action30 feetConcentration, up to 1 minuteV, S, M
Charm PersonEnchantment1 Action30 feet1 hourV, S
Color SprayIllusion1 ActionSelf (15-foot cone)1 roundV, S, M
CommandEnchantment1 Action60 feet1 roundV
Comprehend LanguagesDivination1 Action RSelf1 hourV, S, M
Cure WoundsEvocation1 ActionTouchInstantaneousV, S
Detect MagicDivination1 Action RSelfConcentration, up to 10 minutesV, S
Disguise SelfIllusion1 ActionSelf1 hourV, S
Dissonant WhisperEnchantment1 Action60 feetInstantaneousV
Distort ValueIllusion1 MinuteTouch8 hoursV
Earth TremorEvocation1 ActionSelf (10-foot radius)InstantaneousV, S
Faerie FireEvocation1 Action60 feetConcentration, up to 1 minuteV
Feather FallTransmutation1 Reaction60 feet1 minuteV, M
Guiding Hand (UA)Divination1 Minute R5 feetConcentration, up to 8 hoursV, S
Healing WordEvocation1 Bonus Action60 feetInstantaneousV
HeroismEnchantment1 ActionTouchConcentration, up to 1 minuteV, S
IdentifyDivination1 Minute RTouchInstantaneousV, S, M
Illusory ScriptIllusion1 MinuteTouch10 daysS, M
LongstriderTransmutation1 ActionTouch1 hourV, S, M
Puppet (UA)Enchantment1 Action120 feetInstantaneousV
Sense Emotion (UA)Divination1 ActionSelfConcentration, up to 1 minuteV, S
Silent ImageIllusion1 Action60 feetConcentration, up to 10 minutesV, S, M
Silvery BarbsEnchantment1 Reaction60 feetInstantaneousV
SleepEnchantment1 Action90 feet1 minuteV, S, M
Speak with AnimalsDivination1 Action RSelf10 minutesV, S
Sudden Awakening (UA)Enchantment1 Bonus Action10 feetInstantaneousV
Tasha's Hideous LaughterEnchantment1 Action30 feetConcentration, up to 1 minuteV, S, M
ThunderwaveEvocation1 ActionSelf (15-foot cube)InstantaneousV, S
Unearthly Chorus (UA)Illusion1 ActionSelf (30-foot radius)Concentration, up to 10 minutesV
Unseen ServantConjuration1 Action R60 feet1 hourV, S, M

Level 2

Spell NameSchoolCasting TimeRangeDurationComponents
AidAbjuration1 Action30 Feet8 hoursV, S, M
Animal MessengerEnchantment1 Action R30 Feet24 hoursV, S, M
Blindness/DeafnessNecromancy1 Action30 Feet1 minuteV
Borrowed KnowledgeDivination1 ActionSelf1 hourV, S, M
Calm EmotionsEnchantment1 Action60 feetConcentration, up to 1 minuteV, S
Cloud of DaggersConjuration1 Action60 feetConcentration, up to 1 minuteV, S, M
Crown of MadnessEnchantment1 Action120 feetConcentration, up to 1 minuteV, S
Detect ThoughtsDivination1 ActionTouchConcentration, up to 1 minuteV, S, M
Enhance AbilityTransmutation1 ActionTouchConcentration, up to 1 hourV, S, M
Enlarge/ReduceTransmutation1 Action30 feetConcentration, up to 1 minuteV, S, M
EnthrallEnchantment1 Action60 feet1 minuteV, S
Gift of GabEnchantmentReactionSelfInstantaneousV, S, M
Heat MetalTransmutation1 Action60 feetConcentration, up to 1 minuteV, S, M
Hold PersonEnchantment1 Action60 feetConcentration, up to 1 minuteV, S, M
InvisibilityTransmutation1 ActionTouchConcentration, up to 1 hourV, S, M
Kinetic JauntTransmutation1 Bonus ActionSelfConcentration, up to 1 minuteS
KnockTransmutation1 Action60 feetInstantaneousV
Lesser RestorationAbjuration1 ActionTouchInstantaneousV, S
Locate Animals or PlantsDivination1 Action RSelfInstantaneousV, S, M
Locate ObjectDivination1 ActionSelfConcentration, up to 10 minutesV, S, M
Magic MouthIllusion1 Minute R30 feetUntil dispelledV, S, M
Mirror ImageIllusion1 ActionSelf1 minuteV, S
Nathair's MischiefIllusion1 Action60ftConcentration, up to 1 minuteS, M
Nathair's Mischief (UA)Illusion1 Action60 feetConcentration, up to 1 minuteS, M
Phantasmal ForceIllusion1 Action60 feetConcentration, up to 1 minuteV, S, M
PyrotechnicsTransmutation1 Action60 feetInstantaneousV, S
See InvisibilityDivination1 ActionSelf1 hourV, S, M
ShatterEvocation1 Action60 feetInstantaneousV, S, M
SilenceIllusion1 Action R120 feetConcentration, up to 10 minutesV, S
SkywriteTransmutation1 Action RSightConcentration, up to 1 dayV, S
SuggestionEnchantment1 Action30 feetConcentration, up to 8 hoursV, M
Warding WindEvocation1 ActionSelfConcentration, up to 10 minutesV
Zone of TruthEnchantment1 Action60 feet10 minutesV, S

Level 3

Spell NameSchoolCasting TimeRangeDurationComponents
Bestow CurseNecromancy1 ActionTouchConcentration, up to 1 minuteV, S
CatnapEnchantment1 Action30 feet10 minutesS, M
ClairvoyanceDivination10 Minutes1 mileConcentration, up to 10 minutesV, S, M
Dispel MagicAbjuration1 Action120 feetInstantaneousV, S
Enemies AboundEnchantment1 Action120 feetConcentration, up to 1 minuteV, S
Fast FriendsEnchantment1 Action30 feetConcentration, up to 1 hourV
FearIllusion1 ActionSelf (30-foot cone)Concentration, up to 1 minuteV, S, M
Feign DeathNecromancy1 Action RTouch1 hourV, S, M
Glyph of WardingAbjuration1 HourTouchUntil dispelled or triggeredV, S, M
Hypnotic PatternIllusion1 Action120 feetConcentration, up to 1 minuteS, M
Intellect FortressAbjuration1 Action30 feetConcentration, up to 1 hourV
Leomund's Tiny HutEvocation1 Minute RSelf (10-foot radius hemisphere)8 hoursV, S, M
Major ImageIllusion1 Action120 feetConcentration, up to 10 minutesV, S, M
Mass Healing WordEvocation1 Bonus Action60 feetInstantaneousV
Motivational SpeechEnchantment1 hour60 feet1 hourV
NondetectionAbjuration1 ActionTouch8 hoursV, S, M
Plant GrowthTransmutation1 Action or 8 Hours150 feetInstantaneousV, S
SendingEvocation1 ActionUnlimited1 roundV, S, M
SlowTransmutation1 Action120 feetConcentration, up to 1 minuteV, S, M
Speak with DeadNecromancy1 Action10 feet10 minutesV, S, M
Speak with PlantsTransmutation1 ActionSelf (30-foot radius)10 minutesV, S
Stinking CloudConjuration1 Action90 feetConcentration, up to 1 minuteV, S, M
TonguesDivination1 ActionTouch1 hourV, M

Level 4

Spell NameSchoolCasting TimeRangeDurationComponents
Charm MonsterEnchantment1 Action30 feet1 hourV, S
CompulsionEnchantment1 Action30 feetConcentration, up to 1 minuteV, S
ConfusionEnchantment1 Action90 feetConcentration, up to 1 minuteV, S, M
Dimension DoorConjuration1 Action500 feetInstantaneousV
Freedom of MovementAbjuration1 ActionTouch1 hourV, S, M
Greater InvisibilityIllusion1 ActionTouchConcentration, up to 1 minuteV, S
Hallucinatory TerrainIllusion10 Minutes300 feet24 hoursV, S, M
Locate CreatureDivination1 ActionSelfConcentration, up to 1 hourV, S, M
Phantasmal KillerIllusion1 Action120 feetConcentration, up to 1 minuteV, S
PolymorphTransmutation1 Action60 feetConcentration, up to 1 hourV, S, M
Raulothim's Psychic LanceEnchantment1 Action120 feetInstantaneousV
Raulothim's Psychic Lance (UA)Enchantment1 Action120 feetInstantaneousV

Level 5

Spell NameSchoolCasting TimeRangeDurationComponents
Animate ObjectsTransmutation1 Action120 feetConcentration, up to 1 minuteV, S
AwakenTransmutation8 HoursTouchInstantaneousV, S, M
Dominate PersonEnchantment1 Action60 feetConcentration, up to 1 minuteV, S
DreamIllusion1 MinuteSpecial8 hoursV, S, M
GeasEnchantment1 Minute60 feet30 daysV
Greater RestorationAbjuration1 ActionTouchInstantaneousV, S, M
Hold MonsterEnchantment1 Action90 feetConcentration, up to 1 minuteV, S, M
Legend LoreDivination10 MinutesSelfInstantaneousV, S, M
Mass Cure WoundsEvocation1 Action60 feetInstantaneousV, S
MisleadIllusion1 ActionSelfConcentration, up to 1 hourS
Modify MemoryEnchantment1 Action30 feetConcentration, up to 1 minuteV, S
Planar BindingAbjuration1 Hour60 feet24 hoursV, S, M
Raise DeadNecromancy1 ActionTouchInstantaneousV, S, M
Rary's Telepathic BondDivination1 Action R30 feet1 hourV, S, M
ScryingDivination10 MinutesSelfConcentration, up to 10 minutesV, S, M
SeemingIllusion1 Action30 feet8 hoursV, S
Skill EmpowermentTransmutation1 ActionTouchConcentration, up to 1 hourV, S
Synaptic StaticEnchantment1 Action120 feetInstantaneousV, S
Teleportation CircleConjuration1 Minute10 feet1 roundV, M

Level 6

Spell NameSchoolCasting TimeRangeDurationComponents
EyebiteNecromancy1 ActionSelfConcentration, up to 1 minuteV, S
Find the PathDivination1 MinuteSelfConcentration, up to 1 dayV, S, M
Guards and WardsAbjuration10 MinutesTouch24 hoursV, S, M
Heroes' FeastConjuration10 Minutes30 feetInstantaneousV, S, M
Mass SuggestionEnchantment1 Action60 feet24 hoursV, M
Otto's Irresistible DanceEnchantment1 Action30 feetConcentration, up to 1 minuteV
Programmed IllusionIllusion1 Action120 feetUntil dispelledV, S, M
True SeeingDivination1 ActionTouch1 hourV, S, M

Level 7

Spell NameSchoolCasting TimeRangeDurationComponents
Dream of the Blue VeilConjuration10 minutes20 feet6 hoursV, S, M
EtherealnessTransmutation1 ActionSelfUp to 8 hoursV, S
ForcecageEvocation1 Action100 feet1 hourV, S, M
Mirage ArcaneIllusion10 MinutesSight10 daysV, S
Mordenkainen's Magnificent MansionConjuration1 Minute300 feet24 hoursV, S, M
Mordenkainen's SwordEvocation1 Action60 feetConcentration, up to 1 minuteV, S, M
Prismatic SprayEvocation1 ActionSelf (60-foot cone)InstantaneousV, S
Project ImageIllusion1 Action500 MilesConcentration, up to 1 dayV, S, M
RegenerateTransmutation1 MinuteTouch1 hourV, S, M
ResurrectionNecromancy1 HourTouchInstantaneousV, S, M
SymbolAbjuration1 MinuteTouchUntil dispelled or triggeredV, S, M
TeleportConjuration1 Action10 feetInstantaneousV

Level 8

Spell NameSchoolCasting TimeRangeDurationComponents
Antipathy/SympathyEnchantment1 Hour60 feet10 DaysV, S, M
Dominate MonsterEnchantment1 Action60 feetConcentration, up to 1 hourV, S
FeeblemindEnchantment1 Action150 feetInstantaneousV, S, M
GlibnessTransmutation1 ActionSelf1 hourV
Mind BlankAbjuration1 ActionTouch24 hoursV, S
Power Word: StunEnchantment1 Action60 feetInstantaneousV, S

Level 9

Spell NameSchoolCasting TimeRangeDurationComponents
ForesightDivination1 MinuteTouch8 hoursV, S, M
Mass PolymorphTransmutation1 Action120 feetConcentration up to 1 hourV, S, M
Power Word: HealEvocation1 ActionTouchInstantaneousV, S
Power Word: KillEnchantment1 Action60 feetInstantaneousV
Prismatic WallAbjuration1 Action60 feet10 minutesV, S
Psychic ScreamEnchantment1 Action90 feetInstantaneousS
True PolymorphTransmutation1 Action30 feetConcentration up to 1 hourV, S, M

Bard Class Features

  • Hit Points: d8 is astounding for a full casting class, but you are not getting to survive to rush into melee all the time unless you choose Valor to spice up your AC.
  • Saves: Dexterity is great for avoiding fireballs, but most spells that involve Reflex saves won’t outright disable you, and Charisma saves are extremely rare.
  • Proficiencies: Light armor and a couple of weapons won’t offer you plenty of options, but it’s enough to urge by, and Bards rely totally on their spells and special abilities. you are doing get three skills of your choice, which exposes tons of really great options.
  • Spellcasting: the bard may be a full caster sort of a Cleric or Wizard, and casts spells supported their Charisma. Bards use a “spells known” mechanic almost like a Sorcerer, so your abilities are limited to the spells you recognize. you’ll replace one spell known every level, so don’t be concerned if you select a spell at a coffee level and it doesn’t remain useful as you gain levels.

Bards also get proficiency in three musical instruments. Bard use instruments as a magic focus for spellcasting, so generally, you would like something portable sort of a flute, a lute, or a hand-held harp, but which specific instrument you choose has little or no mechanical impact.

At this level, you learn two bard spells and two new Magic Secrets for a complete of 4 new 5e spells. You’ve got access to each spell list within the game, and with access to 9th-level spells, you’ll select literally any spell within the game. That creates the choice very difficult. I do not have an excellent account you yet, but have a look at the Spells sections of all of my other class guides for love or money that appears good.

Peerless skill allows you to profit from your own Bardic Inspiration, though only on ability checks. That’s great for social situations, but I still wish we could use Bardic Inspiration for our own saving throws.

More Magical Secrets at this level is great. With access to 7th-level spells, you’ve got a huge list of options, and since spellcasters get so few spells known at high levels you’ll really diversify your skillset.

One use of Bardic Inspiration might not appear to be much, but when it comes up you will be glad to possess it. It also significantly reduces the necessity to hold on to at least one die to urge an ally out of a nasty situation since you will get one die at the start of each fight.

FAQ’s

Q1.Do bard spells work for 5E?

Ans: Bards don’t prepare any spells for DND 5E. However, it works well for the same.

Q2.How do bard spells work for 5E?

Ans: Bards are not being designed to prepare spells in DND 5th edition. Bards in addition to sorcerers and members of a few other classes are featured with different things including a limited set of spells to work efficiently in the game. These spells are usually well-known to the characters and are being fixed in their mind. Bards prefer going with the known spells only and can easily expand the different spell slots efficiently so that they can cast their most favorable known spell over there.

Q3.What are the best spells that bards can use in DND 5E?

Ans: Bards are featured with different types of spells that can be used during the different segments of the game. The most favorable spells from the 5E bard list are Vicious Mockery, Tiny Hut, Mage Hand, Heat Metal, Cure Wounds, Hold Person, Thunderwave, Faerie Fire, etc. All of these spells are designed to work efficiently in the different levels of the game.

Q4.When can bards change their DND 5E spells?

Ans: Bards don’t have the capability of preparing any spells over there but they are being designed to use the known and already featured spells efficiently. Bards use these spells as soon as they become available in the game. They can easily use the spells from different levels at different levels of the game. The spell is usually being learned as a magical secret and is known as a bard spell. Gamers can easily replace these spells by gaining a better level in the game.

Q5.How many spells can a bard use in DND 5E?

Ans: Characters of the DND 5E gaming are free to select a maximum of two spells from any class during the game. While making the selection of the spell, just keep in mind that one should be there from the level you can cast or it can be from cantrip as well. The selected spells by bard are known as bard spells for you and are being enlisted in the number in the known spells list column.

Q6.Do bards need spell materials?

Ans: The answer to this question is a big No. Bards don’t prepare spells. Bards can cast spells from the material components. The material components being included here are not being consumed using the musical instrument. The spells that are being cast through the magic items are not dependent on any kind of components.

Q7.What is the maximum number of spells that a bard can change?

Ans: Bards are free to change a maximum of one spell only at a single level. Bards are free to swap the spell in the same level they gain it with the one that they know for the level. 

Q8.How do the bard spell slots work in 5E?

Ans: Gamers of 5E are free to cast any of their known spells right from level 1st to higher ones. For enabling bard spells 5E, one needs to expand their spell slot in the game to level or higher. 

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