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BG3 Best Bard Subclass: Lore, Valour, Swords, Glamour

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Short answer: the four Bard subclasses in Baldur's Gate 3 differ mainly in what you pick at level 3 and what you gain at level 6. Levels 1 and 2 are identical. As a rule of thumb: College of Lore for spells and support, College of Valour for a front-line support, College of Swords for a melee attacker, and College of Glamour if you want to hand temporary hit points to the whole party and give enemies orders. There is no number that makes one "the best", so this guide sorts them by play style.

This guide covers Patch 8, which Larian announced on 15 April 2025 as its final major patch. Hotfixes have continued since: the latest I could confirm on Larian's site is Hotfix #36 (26 March 2026, version 4.1.1.7209685), which contains no Bard or spell changes. I did not read hotfixes #30 to #35. The numbers come from bg3.wiki pages I checked on 16 October 2026 (each page has its own edit date), not from my own testing in the game.

Bard basics

ItemDetails
Key abilityCharisma (spell power and save DC). Constitution (hit points and holding concentration) and Dexterity (initiative and Armour Class) come next (bg3.wiki)
Hit points8 + Constitution modifier at level 1, then 5 + Constitution modifier per class level (hit die d8)
Saving throw proficienciesDexterity, Charisma
Weapon proficienciesSimple weapons, hand crossbows, rapiers, longswords, shortswords
Armour proficienciesLight armour only (a college, race or feat can add more; see the sections below)
SpellsCast with Charisma. Bard spells are always prepared, and in exchange you know fewer of them
Skills3 skills from a list of 18. At levels 3 and 10 you pick two proficient skills each time for Expertise (double proficiency bonus)

How the class grows, from the bg3.wiki "Bard" page (edited 12 September 2026):

LvBardic Inspirations (die)CantripsSpells known1st2nd3rd4th5th6thMain gains
13 (d6)242-----Spellcasting, Bardic Inspiration
23253-----Song of Rest, Jack of All Trades
332642----Choose a subclass, Expertise (2 skills)
433743----Feat
54 (d8)38432---Font of Inspiration, d8 inspiration
6439433---Countercharm, subclass feature
743104331---
853114332--Feat
9531243331--
105 (d10)41343332-d10 inspiration, Expertise (2 more skills), Magical Secrets
115414433321-
125415433321Feat
  • Bardic Inspiration: bonus action plus one use, range 18 m. One ally adds +1d6 to their next attack roll, ability check or saving throw (d8 at level 5, d10 at level 10). It lasts until a long rest, and cannot target an ally who already has one.
  • Font of Inspiration (level 5): all your Bardic Inspiration uses come back after a short or a long rest. Most subclass abilities spend one use.
  • Song of Rest gives the party the effect of a short rest once per long rest. It cannot be used while any party member is in combat.
  • Countercharm (level 6, action): you and allies within 9 m have advantage on saving throws against being Charmed or Frightened (3 turns).

The four subclasses compared (levels 3, 6 and 10)

CollegeLevel 3Level 6Level 10Proficiencies from the college
College of Lore3 skill proficiencies, Cutting Words (reaction)Magical Secrets: 2 spells from other classes (up to level 3)Cutting Words becomes -1d10; the Bard-wide Magical Secrets (up to level 5) also appliesNone (skills only)
College of ValourCombat Inspiration (bonus action)Extra AttackCombat Inspiration becomes d10Medium armour, shields, martial weapons
College of SwordsBlade Flourish (3 types), a fighting style (Duelling or Two-Weapon Fighting)Extra AttackInspiration and flourish dice become d10 (same for every college)Medium armour, scimitars
College of Glamour (added in Patch 8)Mantle of Inspiration (bonus action): 5 temporary hit points to 2 allies; enemies that hit them in melee are CharmedMantle of Majesty: Command; Mantle of Inspiration hits 3 allies for 8 temporary hit pointsMantle of Inspiration hits 4 allies for 11 temporary hit pointsNone

The d10 inspiration die at level 10 is shared by all four colleges. So is Magical Secrets at level 10: two spells of up to level 5 (bg3.wiki "Magical Secrets").

College of Lore: Cutting Words and an early Magical Secrets

  • Cutting Words: a reaction that spends one Bardic Inspiration and gives an enemy a -1d6 penalty (-1d8 at level 5, -1d10 at level 10). The in-game description says attack rolls, ability checks or damage dealt, but the wiki note says it cannot be applied to damage rolls while it can be applied to saving throws. The two disagree and I have not confirmed which is right in the game.
  • Magical Secrets at level 6: two non-Bard spells of up to level 3. Other Bards only get Magical Secrets at level 10, so Lore gets it 4 levels earlier. Counterspell, Haste, Fireball and Mass Healing Word are all on the level 3 list.
  • Weak points: no extra armour or weapon proficiency, so you stay in light armour, and there is no Extra Attack.
  • Wiki bug note (unverified): Cutting Words reads the Bard level of the attacker, not yours. Unless the attacker is a Bard, the reduction is capped at 6 (a d6) even after level 5.
  • For newer players (my judgment): few extra buttons, more skills for dialogue and exploration, and Cutting Words is a reaction you simply confirm when prompted.
  • For experienced players (my judgment): two level 3 spells at level 6 mean the choice of which to take early defines your role. See the Counterspell note below.

College of Valour: a front-line support in medium armour with a shield

  • Combat Inspiration: bonus action plus one Bardic Inspiration, range 18 m, lasts until a long rest. The ally adds +1d6 to their next attack roll, ability check, saving throw, weapon damage or Armour Class (d8 at level 5, d10 at level 10). Compared with plain Bardic Inspiration (attack, check, save only), it also covers damage and AC.
  • Proficiencies: medium armour, shields and martial weapons. Of the four colleges, Valour is the only one whose own proficiencies include shields (races and feats can give them too; see below).
  • Extra Attack (level 6): one more attack after an attack action.
  • For newer players (my judgment): wide armour and weapon access makes gear choices easy, and it is the Bard that stands closest to the front.
  • For experienced players (my judgment): deciding whether inspiration uses go to allies' Combat Inspiration or to your own spells is where the skill lies.

College of Swords: Flourishes for a melee Bard

  • Blade Flourish: each flourish is a weapon attack made with an action, and it spends one Bardic Inspiration only when the attack hits. It adds +1d6 weapon damage on top of normal weapon damage (d8 at level 5, d10 at level 10), with melee and ranged versions.
    • Defensive Flourish: +4 Armour Class if you hit (1 turn).
    • Slashing Flourish: the melee version attacks up to 2 enemies in a 2 m cone (separate attack rolls); the ranged version fires two projectiles. The description says up to 2 enemies, but both can hit the same enemy, which the wiki lists as a bug (unverified).
    • Mobile Flourish: push the target 6 m, then teleport to it (the option lasts 1 turn). The teleport needs the 6 m of the push plus the distance you already were from the target in movement.
  • Fighting style: Duelling (+2 damage with a one-handed melee weapon when the other hand holds no weapon) or Two-Weapon Fighting (add your ability modifier to off-hand damage). Swords is the only Bard subclass with a fighting style.
  • Proficiencies: medium armour and scimitars. No shield proficiency from the college.
  • Extra Attack (level 6).
  • For newer players (my judgment): familiar to anyone used to melee attackers, but inspiration uses are shared between flourishes and spells.
  • For experienced players (my judgment): choosing which flourish to use each turn lets you switch between AC, area damage and positioning.

College of Glamour: temporary hit points for everyone (added in Patch 8)

  • Mantle of Inspiration: bonus action plus one Bardic Inspiration, range 9 m, lasts until a long rest. It gives 2 allies 5 temporary hit points and Charms any enemy that hits them in melee (1 turn). At level 6 it affects 3 allies for 8, at level 10 4 allies for 11. You can target yourself. The wiki notes that a multiattack still finishes its remaining attacks after the first hit charms the attacker.
  • Mantle of Majesty: Command: level 6, bonus action, range 18 m. Order one enemy to flee, approach, halt, drop prone or drop its weapon (Wisdom save; Charmed enemies automatically fail). It needs concentration, lasts 10 turns, and you can use a variant on a different target each turn. It recharges on a long rest. Unlike the Command spell, it can target undead according to the wiki.
  • Proficiencies from the college: none.
  • Wiki bug note (unverified): the combat log can say the caster failed the save when the target actually failed.
  • For newer players (my judgment): handing out temporary hit points works on its own and helps keep allies alive.
  • For experienced players (my judgment): starting from a Charm, Mantle of Majesty can make a Wisdom save fail automatically. It uses concentration, so plan around your other concentration spells.

Which college to pick (my judgment)

If you want toPickWhy (from the numbers above)
Fight with spells and use skills outside combatCollege of Lore3 extra skills, two level 3 spells at level 6, and a reaction that weakens enemies
Stand in front and buff the partyCollege of ValourMedium armour plus a shield for AC, Extra Attack, and an inspiration that can add to damage and AC
Be a melee attackerCollege of SwordsFighting style, flourishes and Extra Attack; no shield from the college
Raise the whole party's survivabilityCollege of GlamourTemporary hit points for up to 4 allies, Charm on melee attackers, and orders for enemies

Whichever you choose, level 10 gives two Magical Secrets, two more Expertise skills and a d10 inspiration die. The colleges differ most between levels 3 and 9.

Races and feats that suit a Bard (effects from bg3.wiki, picks are my judgment)

The races and feats below are examples I chose; the numbers for each effect are from bg3.wiki. In BG3 every race gets "+2 to any ability and +1 to any other", so you can raise Charisma whatever you pick. Race comes down to racial traits.

  • Drow and Drow Half-Elf: Dancing Lights (a cantrip, level 1), Faerie Fire (level 3) and Darkness (level 5). Faerie Fire and Darkness are once per long rest. You get Faerie Fire without spending one of your known spells. They also have advantage against Charm and immunity to magical sleep (Fey Ancestry).
  • Human and Half-Elf: a racial trait gives light armour and shield proficiency (Civil Militia). Lore, Swords and Glamour get no shield from their college, so this is one route to a shield. Humans also gain one extra skill proficiency.
  • Tiefling (Asmodeus): Produce Flame (a cantrip), Hellish Rebuke (level 3) and Darkness (level 5). Hellish Rebuke and Darkness are cast with Charisma, but the wiki notes Produce Flame uses Wisdom instead of Charisma for its attack roll. You also get fire resistance.

Feats (chosen at class levels 4, 8 and 12):

  • Ability Improvement: +2 Charisma (or +1 to two abilities), up to 20.
  • War Caster: advantage on saving throws to keep concentration. I think it suits a Bard that leans on concentration spells such as Hypnotic Pattern, Haste and Mantle of Majesty: Command.
  • Resilient (Constitution): +1 Constitution and proficiency in Constitution saving throws, which also helps with concentration checks.
  • Moderately Armoured: +1 Strength or Dexterity and medium armour and shield proficiency (requires light armour proficiency). A way to get a shield when your college or race doesn't give one.
  • Alert: +5 to initiative and you can't be surprised.
  • Lucky: 3 Luck Points per long rest, usable for advantage on checks, attacks or saves.
  • Performer / Actor: +1 Charisma. Performer adds instrument proficiency; Actor adds Expertise in Deception and Performance.

Spells every Bard should consider (bg3.wiki numbers)

SpellLearnedWhat it does
Hypnotic Pattern (level 3)Bard level 5Action, 18 m, 9 m radius, concentration. Enemies that fail a Wisdom save can't move or act (2 turns). Damage, a shove or Help ends it. Allies in the area are affected too. Castable while Silenced
Hold Person (level 2)Bard level 3Holds one humanoid. Concentration. Attacks from within 3 m are always critical hits. The target saves each turn to break free. Upcasting adds targets
Healing Word (level 1)Bard level 1Bonus action, 18 m, 1d4 + spellcasting modifier; +1d4 per slot level above 1st
Vicious Mockery (cantrip)Bard level 11d4 psychic damage; a target that fails a Wisdom save has disadvantage on its next attack roll. 2d4 at character level 5, 3d4 at 10
Faerie Fire (level 1)Bard level 1Concentration, 6 m radius, Dexterity save. Attacks against affected enemies have advantage, and they can't be Invisible
Heroism (level 1)Bard level 1Concentration. The target can't be Frightened and gets 5 temporary hit points each turn (10 turns)
Greater Invisibility (level 4)Bard level 7Concentration. The target attacks with advantage and is attacked with disadvantage; attacking or casting needs a Stealth check (DC starts at 15 and rises)

Magical Secrets picks worth a look

Lore gets Magical Secrets at level 6 (up to level 3 spells); every Bard gets it at level 10 (up to level 5). From the bg3.wiki list, level 3 options include:

  • Counterspell: reaction plus a level 3 slot. If the spell is higher level than the slot you used, you must beat a check of 10 + the spell's level. Upcast it and no check is needed. The wiki's bug note says the check uses your Intelligence modifier instead of your spellcasting modifier (unverified). Many Bards don't raise Intelligence, so stopping high-level spells may be harder than the tooltip suggests (my view).
  • Haste: action, concentration. The target gets +2 AC, advantage on Dexterity saves and one extra action. The description says movement speed is doubled, but the wiki's bug note says the implemented effect is +9 m (unverified). When it ends the target loses a turn (the wiki says that happens immediately if you cast it on yourself and then cast another concentration spell).
  • Fireball: 8d6 fire, 4 m radius, Dexterity save for half; +1d6 per slot level above 3rd.
  • Mass Healing Word: bonus action, allies within 18 m, 1d4 + spellcasting modifier each.

What I could not confirm

  • In-game behaviour. Every number is from bg3.wiki; I did not measure them in the game. The wiki's "Bugs" notes (Cutting Words, Counterspell, Haste, Mantle of Majesty, ranged Slashing Flourish) are unverified for the current build.
  • Hotfixes #30 to #35. I did not read them.
  • Which college is strongest in actual fights. I did no damage comparison. The "which to pick" table and the newer/experienced notes are my judgment.
  • Gear recommendations. Not covered, because item locations need separate checking.
  • Multiclassing. Not covered.

Sources

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