Aasimar College of Valor Bard Build Guide
The Aasimar College of Valor Bard dominates the frontline by combining Celestial Revelation's flight with Martial Training to swing weapons using pure Charisma.
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Why College of Valor?
Historically, Valor Bards struggled with Multiple Ability Dependency, needing Strength or Dexterity for weapons and Charisma for spells. This specific iteration of the College of Valor completely flips the script. Thanks to your updated Martial Training, you use your Charisma modifier for both attack and damage rolls. This makes the build incredibly Single-Attribute Dependent (SAD), allowing you to max out Charisma at 15 (plus racial bonuses) and leave Strength at a dumped 8 while still being a lethal melee Striker.
Adding the Aasimar species chassis to this subclass creates a shockingly durable Skirmisher. Celestial Resistance halves radiant and necrotic damage, which are notoriously difficult to mitigate at higher tiers. Meanwhile, your Celestial Revelation grants you flight, ensuring your melee attacks can reach flying enemies without relying on the Fly spell and dropping concentration. Your 14 Dexterity perfectly caps out your Medium Armor proficiency from Martial Training, yielding a steady 19 AC with Half-Plate and a shield before magic items.
As a support striker, your Combat Inspiration provides an incredible buffer. Unlike traditional Bardic Inspiration, your allies can spend their Bonus Action to roll the die and gain Temporary Hit Points equal to the roll. This frees up your own Bonus Action while effectively functioning as preemptive healing, synergizing beautifully with your innate Healing Hands for emergency pick-me-ups.
College of Valor Features
Combat Inspiration
Level 3You can use your wit to inspire others in battle. A creature that has a Bardic Inspiration die can use a Bonus Action on its turn to roll the die and gain a Temporary Hit Point for each point rolled on the die.
Martial Training
Level 3You gain proficiency with martial weapons and medium armor. In addition, when you attack with a weapon, you can use your Charisma modifier instead of Strength or Dexterity for the attack and damage rolls.
Extra Attack
Level 6You can attack twice instead of once when you take the Attack action on your turn.
Battle Magic
Level 14After you cast a spell, the casting time of which is an action, you can use a Bonus Action to attack with a weapon or make an Unarmed Strike.
Recommended Ability Scores
Aasimar Traits That Benefit College of Valor Bard
Celestial Revelation
Flight provides incredible mobility, letting the Bard reach otherwise inaccessible positions.
Celestial Resistance
Built-in damage resistance reduces incoming damage, keeping your Bard alive longer in combat.
Healing Hands
Additional healing ability supplements the Bard's support capabilities.
Darkvision
Aasimar Darkvision helps Bards scout ahead and fight in darkness without needing a torch.
Combat Effectiveness
| Level | HP | Melee DPR | Spell DPR |
|---|---|---|---|
| Level 5 | 33 | 3.9 | 7.8 |
| Level 11 | 69 | 3.58 | 10.18 |
| Level 17 | 105 | 3.58 | 13.2 |
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Build Path (Levels 1-20)
Levels 1-4
Start by surviving the early game with standard Bard spells. The true identity of this build unlocks at level 3. Martial Training grants you medium armor, shields, and martial weapons, but most importantly, it lets you attack with Charisma. Equip a longsword and a shield immediately. Level 3 also grants Combat Inspiration; start handing out your d6s so your frontline allies can generate Temporary Hit Points. At level 4, take the Fey Touched feat to bump your 15 Charisma to 16, grabbing Misty Step and Silvery Barbs to bolster your action economy.
Levels 5-10
Level 5 brings Font of Inspiration, meaning your Combat Inspiration now recharges on a Short Rest, drastically increasing your party's Temp HP pool. At level 6, you gain Extra Attack, doubling your melee output. At level 8, take an Ability Score Improvement to bump Charisma to 18. At level 9, you gain access to 5th-level spells; Synaptic Static is a massive power spike here, allowing you to debuff enemies before flying in with Celestial Revelation. At level 10, Magical Secrets comes online—take Find Greater Steed for permanent mounted mobility and Holy Weapon to stack radiant damage on your Charisma-based Extra Attacks.
Levels 11-16
At level 13, you unlock 7th-level spells. Take Forcecage to instantly trap high-threat targets without requiring concentration. The defining feature of your late-game combat loop arrives at level 14: Battle Magic. You can now cast a powerhouse spell like Crown of Stars or Hold Monster as an action, and immediately follow up with a Charisma-based weapon attack as a Bonus Action. At level 16, use your ASI to finally cap your Charisma at 20, maximizing both your spell save DC and your melee hit/damage modifiers.
Levels 17-20
At level 17, you secure 9th-level spells. True Polymorph is the standout choice, allowing you to turn into a Planetar or ancient dragon if your Aasimar form runs out of resources. Levels 18 and 19 bring your final Magical Secrets and ASI. Grab Wish at 18, and at 19, take the War Caster feat if you haven't already, ensuring you never drop concentration on your massive control spells while taking hits on the frontline.
Recommended Spells
Cantrips
Take Vicious Mockery for ranged disadvantage when you can't close the gap, and Minor Illusion for utility. Since Martial Training gives you weapon attacks, you don't need damage cantrips.
Level 1-2 Spells
Healing Word is mandatory for picking up downed allies, saving your Healing Hands for when you're out of slots. Silvery Barbs forces rerolls on crucial saves, and Shatter provides much-needed early AoE damage.
Level 3-5 Spells
Hypnotic Pattern is your premier tier-2 crowd control. Dimension Door pairs perfectly with your Aasimar flight to reposition allies. Synaptic Static at 5th level deals Fireball-level psychic damage while crippling enemy attack rolls without requiring concentration.
High-Level Spells
Forcecage is the best 7th-level spell in the game, trapping enemies with no saving throw. Feeblemind at 8th level shuts down enemy spellcasters. True Polymorph at 9th level permanently transforms objects into CR 9 creatures to serve as your personal retinue.
Recommended Feats
Fey Touched
Take this at level 4. Since your optimal starting Charisma is 15, this half-feat rounds you out to a +3 modifier. Getting a free cast of Misty Step is vital for a melee Bard, letting you teleport out of grapples or close the distance before triggering Celestial Revelation.
War Caster
Take this at level 8 or 12. Because Martial Training encourages you to wield a martial weapon and a shield, your hands are full. War Caster lets you perform somatic components with your hands full and gives you advantage on Concentration checks, which is essential since you'll be taking hits in melee.
Resilient (Constitution)
Take this at level 12 or 16. Combined with War Caster, proficiency in Constitution saving throws virtually guarantees you will never drop concentration on Hypnotic Pattern or Holy Weapon. It also rounds out your odd 13 Constitution (if you built with an odd score) or sets you up for a future half-feat.
Gear Progression
Tier 1 (Levels 1-4)
Purchase Scale Mail and a Shield immediately to hit 18 AC with your 14 Dexterity. Grab a Longsword to utilize your Martial Training. You'll rely on these basics until magic items appear.
Tier 2 (Levels 5-10)
Upgrade to Half-Plate for 19 AC. Seek out a +1 Longsword to boost your Charisma-based attacks. A Rhythm-Maker's Drum +1 is critical here; it boosts your spell save DC and lets you regain one use of Combat Inspiration as an action.
Tier 3 (Levels 11-16)
Acquire a Mantle of Spell Resistance. When combined with your Aasimar Celestial Resistance, you become nearly immune to magical burst damage. Look for a +2 Weapon and a Rhythm-Maker's Drum +2.
Tier 4 (Levels 17-20)
Hunt down a Bloodfury Tattoo. The extra necrotic damage and healing trigger perfectly off your Battle Magic bonus action attacks. A Tome of Leadership and Influence is your ultimate goal, pushing your Charisma to 22 for unparalleled attacks and spell DCs.
Party Composition
As a College of Valor Bard, you are a Striker and Support hybrid. Your primary job is to deal consistent melee damage using Extra Attack while pre-buffing your allies with Combat Inspiration so they can generate Temporary Hit Points. Because you are on the frontline, you thrive in a tight-knit melee composition.
Pair this build with an Oath of Devotion Paladin. Their Aura of Protection stacks with your Celestial Resistance, making you both impossible to kill with spells. Furthermore, the Paladin benefits massively from your Combat Inspiration, using their Bonus Action to gain Temp HP while saving their spell slots for Divine Smites.
A Swashbuckler Rogue is another phenomenal partner. They don't have many uses for their Bonus Action if they hit their primary attack, meaning they can freely roll your Combat Inspiration die for Temp HP to survive in melee alongside you.
Multiclass Options
Paladin 2 Dip
Taking two levels of Paladin is incredibly potent for this build. Because Martial Training already lets you attack with Charisma, you don't need Hexblade. Paladin 2 gives you Divine Smite, allowing you to burn your copious Bard spell slots for massive radiant damage on melee hits, perfectly fitting the Aasimar theme.
Fighter 2 Dip
Action Surge is the best feature in the game for spellcasters. Taking two levels of Fighter allows you to cast a massive control spell like Hypnotic Pattern, Action Surge, and then take the Attack action to leverage your Extra Attack in the exact same turn.
Common Pitfalls
- Dipping Hexblade Warlock: Players blindly follow standard Bard guides and dip Hexblade for Charisma attacks. Your specific version of Martial Training already gives you Charisma to attack and damage rolls. A Hexblade dip is a complete waste of a level here.
- Ignoring the Combat Inspiration Economy: Combat Inspiration requires the ally to use their Bonus Action to gain Temporary Hit Points. If you give it to a dual-wielding Ranger who needs their Bonus Action to attack, the die goes to waste. Give it to allies with free Bonus Actions.
- Casting Bonus Action Spells at Level 14: Once you get Battle Magic, casting a spell as a Bonus Action (like Healing Word) prevents you from making a weapon attack. Cast standard Action spells to trigger your free Battle Magic attack.
- Forgetting Healing Hands in Melee: You have innate, resourceless healing. Don't waste a spell slot on Cure Wounds when your Aasimar trait can pick up a downed ally right next to you.
More Questions
Does Combat Inspiration stack with other Temp HP?
Can I use Battle Magic after casting a Cantrip?
Do I need a high Strength for Heavy Armor?
When should I activate Celestial Revelation?
Strengths & Weaknesses
Strengths
- ♦ College of Valor grants Combat Inspiration at level 3
- ♦ Strong species-class synergy enhances core abilities
- ♦ Darkvision for dungeon exploration
- ♦ Versatile spellcasting options
- ♦ Jack of all trades with inspiration and spellcasting
Weaknesses
- ♦ Low Wisdom — vulnerable to common saving throws
- ♦ May require careful feat selection to optimize
Pro Tips
Use Martial Training to wield a longsword and shield with pure Charisma.
Hand out Combat Inspiration to allies who don't rely on Bonus Actions.
Activate Celestial Revelation early to gain flight and extra radiant damage.
At level 14, prioritize Action spells like Hypnotic Pattern to trigger Battle Magic.
Save your Aasimar Healing Hands to pick up downed allies without spending spell slots.
Other Bard Subclasses for Aasimar
Other Races for College of Valor Bard
Frequently Asked Questions
Is College of Valor a good subclass for Aasimar Bard?
What makes College of Valor different from other Bard subclasses?
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