Unearthed Arcana 6: The Bard
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This week, I'm diving into the 6th and latest playtest for the eagerly anticipated update to Dungeons and Dragons 5th edition, aptly named One D&D. As I mentioned [LINK] before, this playtest has provided updates to most of the class play tests that we have seen so far, making changes based on the feedback seen overall. So I will look at the changes, comparing them to the original play test, and then putting that against what we have right now. Since we started with the “Expert” group of Ranger, Bard, and Rogue they will be the first three classes I dive into.
However, as I was writing, I realized that the material was quite extensive. To make it more digestible, I've decided to dedicate a separate post to each class.
An Organizational Shift
Before jumping in, one of the large overall changes that I saw in this document was the lack of reference to the groups that we originally saw.
For those of you who do not remember, one of the core elements of OneD&D’s new organizational structure was going to include Groups, categories for the various classes to fit into based on abilities and play styles.
Per the first play test, “A Class Group has no rules but prerequisites and other rules can refer to these groups. For example, only members of the Mage Group might attune to a particular magic item, or a Feat might be available only to members of the Warrior Group” . When I [LINK] first saw the concept, I really liked it. Something that 5E has always struggled with is organization, and this was another way to make the game easier for newer players. But looking at the newest play test, Class Groups are nowhere to be found. The decision to step away from this option remains unclear to me, but they decided Groups provided what they were looking for.
The Bard: Embodying Versatility
The Bard, our quintessential Jack-of-All-Trades class, has undergone some minor tweaks in this new playtest. Starting off, we see that Bardic Inspiration has returned to the current form presented in the PHB (which I will refer to as the 2014 version). The newest play test version has a Bard inspire another creature using a Bonus Action, and allowing that creature to use the die when they fail a d20 test in the next hour. The Bard previously provided Bardic Inspiration through a Reaction.. This change means that the core feature of the Bard will not interfere with any of its other Reaction abilities, such as Counterspell.
Bardic Inspiration no longer has the Healing function. Previously, this worked almost like a more powerful Healing Word, giving back an amount of HP equal to the roll of the Bardic Inspiration dice. The reasoning given in the play test document was that “the healing option was encouraging too much usage hoarding, which easily resulted in the Bard not using Bardic Inspiration at all”
Spell-casting too, hasn't been left untouched and features some minor adjustments. The larger (and more universal) change is now spell preparation is no longer tied to the level of your spell slots. The original Bard play test (and many other casters) had added this extra restriction on preparing spells. If you had three 1st-level spell slots and two 2nd-level spell slots, you could prepare three level one spells and two level 2 spells. That has been gotten rid of, going back to the 2014 version of casting. Bards now also have a choice of spell lists as well. The prior play test document allowed Bards to only choose spells from the Arcane list. Now Bards choose one of the spell lists at level 1, and stick to that spell list for the entirety of their progression.
Jack of all Trades has been returned to 2nd level, aligning with the 2014 version of the class. In the previous playtest, they moved Jack of all Trades to 5th level and replaced it with the Song of Restoration class feature, which included a list of additional spells specifically for healing, given at certain levels.
Throughout this most recent playtest, we can see that they have returned the Subclass progression to its 2014 version.. Instead of features at 3rd, 6th, 10th, and 14th we once again see 3rd, 6th, and 14th progression. In the document notes, it is mentioned that they did this in order to maintain subclass compatibility with the 2014 edition class and subclass, something that I have heard many people question with the adjustments made over the course of this play test.
Font of Inspiration has returned to its 2014 location of 5th level. The most recent play test had moved it to 7th, instead having Jack of All Trades take its place.
The developers have brought back Counter-charm, which they removed in the previous play test. It now becomes available at 7th level, a level later than the 2014 version. The new version has also had some changes. This version of Counter-charms now works as a Reaction, triggering on a failed saving throw by you or an ally that applies the Charmed or Frightened condition. The original version took an action, would last until the end of your next turn. The new version also causes a re-roll on the saving throw, which is made with advantage. This is a power up versus the previous version, which just gave advantage. Another item of note is that while the 2014 version specified a creature needed to hear the Bard in order to gain this benefit, the current version of the ability does not specify that, though both reference the use of some sort of auditory component.
Magical Secrets has returned to 10th level, taking the place of the Subclass Feature that had lived there in the previous play test. The play test version now adds an additional spell list for the Bard to choose from, where previously the feature granted two spells from any class.
At the end of the class, we see the final universal change in the play test, the return of a class-specific capstone feature instead of the more general Epic Boon. The play test notes these Epic Boon feats will return in a feature UA, but will not be part of class progression. Words of Creation, the new feature, give Bards access to both Power Word Heal and Power Word Kill, making both spells prepared. When the Bard casts either spell, they may choose an additional target within 10 feet. This replaces the current capstone, Superior Inspiration, which gave a use of Bardic Inspiration if you roll initiative and had no uses left. This old capstone is now the 18th level ability.
Reflecting on the Bard Changes
Overall, these modifications strike me as quite robust for the Bard class. Moving some of the core class features back to their original spots feels appropriate, and allows the classes to have their iconic abilities earlier. The big universal changes like capstones and spell preparation returning to their 2014 versions also feel like the right choice as well. WotC is acknowledging that some of these ideas, while they seemed interesting, the community did not receive well just.
However, I must admit, I don't find myself entirely on board with all these changes. Removing the additional heal options is not awful, but the reasoning of “causing players to hoard Bardic Inspiration” feels less like a feature problem and more like a game problem. Players Phoenix Downing [LINK] resources is nothing new, and I think that this would have balanced out in time.
Bard Subclasses
This play test gives us four subclasses. Three returning, College of Lore, College of Glamour, and College of Valor, and one entirely new one, College of Dance. I will quickly touch on the changes in the two existing, because I want to focus on the newest subclass.
College of Lore
Starting off the changes, College of Lore’s Bonus Proficiencies have gone back to being any skill instead of a specific selection. Cutting Words, the Bardic Inspiration use, has regained its damage reduction ability, with the developer notes citing that this was returned because of the removal of the Heal feature. Magical Discoveries replaces Cunning Inspiration, bringing back the Additional Magical Secrets feature that is in the 2014 subclass. The last ability, Peerless Skill, expands to include Bardic Inspiration to any failed attack roll and ability check. Like the previous play test, the Bardic Inspiration is only spent if the addition turns the failure into a success.
All the changes lean towards creating a broader range of choices for what the subclass gives, and that matches the original goal of this subclass. The only change I do not entirely like is that the last ability only spends your Bardic Inspiration die if you succeed. I understand the reasoning, that no one likes to use an ability only to fail, but it feels like it provides too much to the class at level 14. Considering a Bard will often have 5 uses of Bardic Inspiration per rest by this point, it may incentivize players to use the ability all the time.
College of Glamour
The Feywild-focused bard subclass has four changes made to it. Beguiling Magic replaces Enthralling Performance at 3rd level and gives the bard Charm Person and Mirror Image always prepared. When the Glamour Bard casts an Enchantment or Illusion spell, they can make a creature within 60 feet make a Wisdom saving throw or be Charmed or Frightened for 1 minute. Mantle of Inspiration now gives Hit Points equal to double the value rolled on a Bardic Inspiration die instead of a flat value.
Mantle of Majesty now also makes Command available all the time and allows the Bard to spend a 3rd level or higher spell slot to recharge this ability.
The last ability, Unbreakable Majesty, now triggers on an attack that hits instead of if they make the attack. The ability now just makes the attack miss, and does not offer disadvantage on a successful Charisma saving throw.
Overall, this feels like a balanced set of changes. The recharge for resources seems to be more common through the bard subclasses, so that makes sense.
College of Valor
The more martial subclass for Bard has only had a few changes. We see that Martial Training now allows a Simple or Martial weapon to act as a spell-casting focus, so a bard can not have to worry about having to juggle their focus in combat. They have also broadened the Combat Inspiration feature. The Defense option now triggers when an attack hits, as a reaction, instead of an attack made against the bard, while the Offense option now works with all attack roles, not just weapon attack roles.
These minor changes make for a much more capable Bard in combat. This subclass now uses its abilities more precisely and creates for a much faster character, which I like.
College of Dance
The newest subclass for Bard is called the College of Dance. Meant to represent a more movement-focused bard, this subclass feels like a Bard/Monk hybrid. At 3rd level, Dance Bards get two features, Dazzling Footwork and Inspiring Movement. Dazzling Footwork works similarly to unarmored defense on Barbarian or Monk, granting a base AC score of 10 + Dexterity + Charisma as long as the character is not wearing armor or wielding a shield. Additionally, when a Dance Bard uses their Bardic Inspiration, they can as part of that action make a single Unarmed Strike. Finally, Unarmed Strikes now uses Dexterity instead of Strength, and does damage equal to a Bardic Inspiration die plus Dexterity modifier.
Inspiring Movement gives the Bard a bit of battlefield control. Whenever an enemy the Dance Bard sees ends its turn within 5 feet of an ally and 60 feet of the bard themselves, they may use a reaction to spend a Bardic Inspiration die to move up to half their speed. The ally gets to move several feet times 5 the number rolled. None of these movements provoke Opportunity Attacks.
6th level gives the Dance Bard Leading Evasion and Tandem Footwork. Leading Evasion has two parts. The first part matches the Rogue’s Evasion ability, providing no damage on a successful Dexterity saving throw, and half on a failed. This ability also allows the bard to share this ability with any creature within 5 feet of them. Tandem Footwork allows a bard to spend a use of Bardic Inspiration when Initiative is rolled. We can add the number rolled to the initiative of a number of creatures within 60 feet of the bard equal to their Charisma modifier.
The last ability, Irresistible Dance, gives a Dance Bard Otto’s Irresistable Dance always prepared, able to be cast without a spell slot once per long rest, though the ability can be recharged for 4 bardic inspiration dice.
This subclass seems interesting but looks incredibly overpowered. At 3rd level this character is getting a lot of the Monk abilities. Adding Charisma to AC will lead to a very hard to hit character early on, that will only get more powerful. Inspiring Movement provides a massive amount of utility as well. For a single Bardic Inspiration die, a bard can move half their speed and an ally can move based on the bardic die, which would be an average of 15 feet starting out and reaching a 60 foot average by 15th level. All of that movement also does not cause Opportunity Attacks. That would make for an incredibly powerful and tanky character that also has full casting abilities. Abilities like Leading Evasion and Tandem Footwork are powerful but balanced out by restrictions. 5 feet of space means that the party would be clustered together, making them the target for AOE spells.
Suggestion: Wrapping It Up: A Final Verdict
Going into this updated play test, the Bard’s play test looked solid. It kept the class true to the core, and did not de-power it. There were some changes, such as the Bardic Inspiration Heal option, that seemed odd but would most likely make sense. This new play test, however, smoothed out a lot of the rough edges. We got a solid class, if a little powerful. The subclasses themselves looked good as well, though the College of Dance seemed a little overpowered in my mind. Hopefully, we see some adjustments to this subclass, because I really like the flavor overall.
Keep an eye out for my next review. It should be up faster than usual, since I wanted to break up my reviews into something easier to digest.