2014:
- Duration: 10 minutes
- Range: 60 feet to creatures who could hear you
- Usage: Rolled before knowing success/failure
- Recovery: Charisma modifier uses per long rest
- Dice: d6 (1) → d8 (5) → d10 (10) → d12 (15)
2024:
- Duration: 1 hour (6x longer)
- Range: 60 feet to creatures who can see or hear you
- Usage: Only rolled after failing a d20 test (no wasted dice)
- Recovery: Charisma modifier uses per short or long rest, plus can expend spell slots to regain uses (Font of Inspiration)
- Dice: Same progression
- 2014: Level 3 and Level 10
- 2024: Level 2 and Level 9
- 2014: Applied to all ability checks including initiative
- 2024: Only applies to skill checks (initiative bonus removed)
2014:
- Gained at levels 10, 14, and 18
- 2 spells from any class at each level
- Total: 6 spells from anywhere
2024:
- Unlocks at level 10
- Can choose from Bard, Cleric, Druid, and Wizard spell lists
- Applies to all spell selections and swaps from level 10 onward
- Every level up gives expanded list access
Less flexible (no Paladin/Warlock exclusives like Hex or Find Steed), but far more practical — you're not locked into 6 specific choices for the rest of the campaign.
2014:
- Used as an action
- Performance lasted until end of next turn
- Gave allies advantage vs charmed/frightened
- Nearly worthless
2024:
- Now a reaction (unlocked at level 7 instead of 6)
- Used after an ally fails a save
- Gives them a new save with advantage
- Actually usable
2014 feature granting allies extra HP during short rests is gone entirely.
- 2014: Simple weapons + hand crossbow, longsword, rapier, shortsword
- 2024: Simple weapons only
Martial weapons removed. Minimal impact since most bards used rapiers or crossbows.
Can swap out a cantrip when gaining a bard level. No more being stuck with Dancing Lights.
Superior Inspiration:
- 2014: Level 20 — regain 1 use when rolling initiative with 0 left
- 2024: Level 18 — regain up to 2 uses when rolling initiative
Epic Boons (Level 19) - NEW:
Choose an Epic Boon feat.
Words of Creation (Level 20 - NEW Capstone):
- Always have Power Word Kill and Power Word Heal prepared
- Can target a second creature with these spells
Monk-bard hybrid focused on movement and unarmed strikes:
- Unarmored AC bonus
- Unarmed strikes deal damage equal to Bardic Inspiration die
- Movement abilities that reposition allies
- Niche but functional
- Beguiling Magic replaces Enthralling Performance
- Grants Charm Person and Mirror Image
- Can charm/frighten when casting enchantment/illusion spells
- Mantle of Inspiration scales with Bardic die
- Unbreakable Majesty wastes enemy attacks
- Cutting Words removes charmed/hearing immunities
- Peerless Skill applies to attacks
- Magical Discovery restricted to Cleric/Druid/Wizard
- Martial Training makes weapons spellcasting foci
- Otherwise largely the same
- Vicious Mockery — Psychic damage + disadvantage on next attack. Always useful.
- Minor Illusion — Creative flexibility: cover, distractions, deceptions.
- Prestidigitation — Swiss army knife of minor magical effects.
- True Strike (2024 version) — Actually viable for gish builds now.
- Healing Word — Bonus action ranged healing. Essential for picking up downed allies.
- Dissonant Whispers — Damage + forced movement that provokes opportunity attacks.
- Faerie Fire — Grant advantage to your whole party without a save.
- Charm Person — Social encounter solution.
- Detect Magic — Free via ritual casting.
- Suggestion — One of the best enchantments in the game. "Leave and don't come back."
- Invisibility — Scouting, escaping, sneaking.
- Heat Metal — Devastating vs armored foes who can't drop equipment.
- Silence — Shuts down enemy casters.
- Lesser Restoration — Remove conditions (disease, poison, blindness).
- Hypnotic Pattern — Best crowd control at this level. Incapacitates multiple targets.
- Counterspell — Shut down enemy spells. Critical.
- Dispel Magic — Remove magical effects. Essential utility.
- Leomund's Tiny Hut — Safe long rest anywhere.
- Polymorph — Turn enemies into harmless creatures OR allies into T-Rexes.
- Greater Invisibility — Invisible even while attacking.
- Dimension Door — Emergency teleport for you + one ally.
- Charm Monster — Like Charm Person but works on everything.
- Animate Objects — Insane consistent damage (10x tiny objects = 10d4+40/round).
- Synaptic Static — Damage + lingering debuff, no concentration.
- Mass Cure Wounds — Heal multiple allies.
- Hold Monster — Like Hold Person but works on everything.
- Mass Suggestion — Control multiple creatures.
- Otto's Irresistible Dance — Incapacitate with no save.
- Forcecage — Trap enemies, no save (expensive but powerful).
- Glibness (8) — Auto-succeed on Charisma checks.
- Wish (9) — The most powerful spell in the game.
From Cleric:
- Spirit Guardians (3rd) — Area control + damage
- Pass Without Trace via Druid (2nd) — +10 stealth for whole party
- Revivify (3rd) — Quick resurrection
From Druid:
- Pass Without Trace (2nd) — Best stealth buff in the game
- Goodberry (1st) — Efficient out-of-combat healing
- Conjure Animals (3rd) — Action economy
From Wizard:
- Fireball (3rd) — Because every bard wants to once
- Haste (3rd) — Supercharge a martial ally
- Wall of Force (5th) — Impenetrable barrier
Added:
- Bardic Inspiration dramatically more useful (1 hour, after failure, short rest recovery)
- Earlier Expertise (level 2 instead of 3)
- Countercharm actually usable (reaction)
- Spell slot recovery for Inspiration (Font of Inspiration)
- Cantrip swapping
- Superior Inspiration arrives 2 levels earlier
- Epic Boons at 19
- Power Word capstone
Removed/Nerfed:
- Song of Rest gone
- Jack of All Trades no longer affects initiative
- Some martial weapon proficiencies
- Less absolute freedom with Magical Secrets (Hex, Find Steed unavailable)
Verdict: The 2024 Bard is a straight upgrade. Bardic Inspiration alone is transformative — going from "hoard it for important moments" to "hand it out freely and top off after every short rest." The class feels better to play at every tier.