Abbreviations: In the following I am referring to Dungeons and Dragons as D&D, the Players Handbook as the PHB, the 2014 version as 5E and to the 2024 version as 5.5.
The D&D 5.5 PHB: Review of “Chapter 3, Character Classes, Bard”
I am assuming that the reader is familiar with the 5E PHB, so I am only commenting on things that are new or different from the 5E version.
The Bard Class
Note: This chapter contains the twelve character classes: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, and Wizard. Each class is presented with 4 subclasses that they all get at third level. I will be reviewing each class as it is presented in the D&D 5.5 PHB. The second one is the Bard.
The descriptions below have been abbreviated. They are intended to serve as a guide to the changes. Please don’t consider these to be the rules, refer to the text in the book.
TRAITS
The Bard’s Primary ability, Hit Points, and Proficiencies haven’t changed. An interesting change in wording is that characters no longer have proficiency in armor, it is now called “Armor Training”, but it is functionally the same as Armor Proficiency in D&D 5E. STARTING EQIPMENT: This has been simplified. It is now “Choose A or B: (A) Leather Armor, 2 Daggers, Musical Instrument of your choice, Entertainer’s Pack, and 19 GP; or (B) 90 GP”
CLASS FEATURES
LEVEL 1, Bardic Inspiration: The only changes are;
The creature has an hour to use the inspiration die (it was only 10 minutes before).
It has removed the words “must decide before the DM says whether the roll succeeds or fails”, you can now use it when you fail a D20 Test. It looks like this will be true for everywhere that had this restriction before.
LEVEL 1, Spellcasting: Cantrips and Spell slots haven’t cjanged.
Prepared Spells.
This is another example of changing a term used in the 5E PHB, to a different term. In this case, what in 5E was referred to as “known” spells is now called “prepared” spells.
What level you are when your number of “prepared” spells increases has changed slightly.
LEVEL 2, Expertise: You now get this feature at levels 2 and 9 (it was at levels 3 and 10).
LEVEL 2, Jack of All Trades: No change
LEVEL 3, Bard Sueclass: (Described later)
LEVEL 4, Ability Score Improvement: “You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Barbarian levels 8. 12, and 16.” This is the same as it was in 5E, it just made the ability score improvement a feat, and lets you choose another feat instead if you want to. Another minor change is that you don’t get this a level 19 anymore, you will get an Epic Boon instead (see below).
LEVEL 5, Font or Inspiration: Added “In addition, you can expend a spell slot no action (required) to regain one expended use of Bardic Inspiration”.
LEVEL 7, Cuntercharm: This changed quite a bit. {An improvement in my opinion.]
This feature was moved from level 6 to level 7.
In 5E, as an action, you give friendly creatures within 30 feet advantage on saves vs. being frightened or charmed.
In 5.5, when a creature within 30 feet fails a save vs. being frightened or charmed, you can use a reaction for them to reroll, and the new roll has Advantage.
LEVEL 10, Magical Secrets:
In 5E you got two new spells from any class each time you got this feature, at bard levels 10, 14, and 18.
In 5.5 at 10th level and every bard level after that you can choose your new prepared spells from the Bard, Cleric, Druid, and Wizard spell lists.
Whenever you replace a prepared spell, you can replace it with a spell from those class lists.
LEVEL 18, Superior Inspiration:
Changed from level 20 to level 18.
When you roll initiative; in 5E you regained 1 use of bardic inspiration if you had none, in 5.5 if you are down to 0 or 1 uses you now have 2.
LEVEL l9, EPIC BOON: All classes get an epic boon feat at 19th level. There is a separate list of feats that are in the Epic Boon Category.
LEVEL 20, Words of Creation: This one is new.
You always have the Power Word Heal and Power Word Kill spells prepared.
You can target a second creature within 10 feet of the first.
SUBCLASSES
The D&D 5E PHB only has 2 subclasses; the College of Lore and the College of Valor. The 5.5 PHB has the following four.
The College of Dance (a new subclass)
LEVEL 3, Dazzling Footwork: While not wearing armor or a shield;
Dance Virtuoso. Adv. on CHA (Performance) checks while dancing.
Unarmored Defense. Your base AC = 10 + DEX + CHA modifiers.
Agile Strikes. When you use your Bardic Inspiration you can also make an unarmed strike.
Bardic Damage. When you make an unarmed strike, you can use DEX instead of STR for the attack roll and can roll your Bardic Inspiration die + DEX modifier for the damage.
LEVEL 6, Inspiring Movement: Cost one Bardic Inspiration use.
Use a reaction to move half your speed.
One ally within 30 ft. can use a reaction to move half their speed.
Doesn’t provoke Opportunity Attack.
LEVEL 6, Tandem Footwork: Cost one Bardic Inspiration use, if not incapacitated.
When initiative is rolled.
You and allies within 30 ft. add the number you roll on your inspiration die to their initiative.
LEVEL 14, Leading Evasion: If not incapacitated
Take no damage on a DEX save, and half damage on a fail.
Also applies to others within 5 ft.
College of Glamour (a new subclass)
LEVEL 3, Beguiling Magic:
Always have the Charm Person and Mirror Image spells prepared.
Once per long rest unless you expend one use of your Bardic Inspiration;
When you cast an Enchantment or Illusion spell, a creature within 60 ft. makes a WIS save or is Charmed or Frightened for 1 minute.
They can repeat the save at the end of each of its turns.
LEVEL 3, Mantle of Inspiration: Cost one Bardic Inspiration use.
As a bonus action, select a number of creatures equal to your CHA modifier, within 60 ft.
They each gain temp. Hit Points = your roll on the Bardic Inspiration die.
They can also use their reaction to move their speed without provoking Opportunity Attacks.
LEVEL 6, Mantle of Majesty:
You always have the Command spell prepared.
As a bonus action, once per Long Rest, or by using a 3+ spell slot.
Cast command without expending a spell slot.
Take on an unearthly appearance for 1 minute (requires concentration).
While you have unearthly appearance;
As a bonus action, you can cast command without expending a spell slot.
Creatures charmed by you fail its saves against the command you issue.
LEVEL 14, Unbreakable Majesty: Once per Short or Long Rest.
As a Bonus Action, you can assume a majestic presence for 1 minute.
This ends if you become incapacitated.
For the duration, when you are hit by a creature the first time on a turn, the attacker makes a CHA save or it misses.
College of Lore
LEVEL 3, Bonus Proficiencies: No change
LEVEL 3, Cutting Words: The same, but you can now wait until after you know the creature’s roll succeeded before you roll “reducing the damage or potentially turning the success into a failure”.
LEVEL 6, Magical Discoveries: (This one has changed.)
You learn two spells from the Cleric, Druid, or Wizard spell list. Must be a cantrip or a spell for which you have Bard spell slots.
You always have the chosen spells prepared.
Whenever you replace a prepared spell, you can replace it with a spell from those class lists.
LEVEL 14, Peerless Skill: Cost one Bardic Inspiration use.
When you fail an ability check or attack roll, add your roll of the Bardic Inspiration die.
If you still fail, the Bardic Inspiration isn’t expended.
College of Valor
LEVEL 3, Combat Inspiration: The same, but you can now wait until after you are hit to use your reaction to roll your inspiration die to up your AC.
LEVEL 3, Martial Training (Was called “Bonus Proficiencies” in 5E): Same as in 5E, with this addition;
You can use a Simple or Martial weapon as a Spellcasting Focus to cast Bard spells.
LEVEL 6, Extra Attack: Same as in 5E, but has added.
You can cast one of your cantrips that has a casting time of an action in place of one of your attacks.