One exercise – which I previously did with the ranger & sorcerer – is to go back to the descriptive text in the 5e PHB (which tends to be very good) for the class in question, with an eye for how that descriptive text could be manifested more completely in the rules.
For the Bard, I'll break it down into bite-sized chunks...
Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds.
The current design achieves all these things. It can cast
bestow curse, it can Inspire (i.e. manipulate fate) of allies and potentially enemies with
bane or the Lore Bard's Cutting Words, can heal with a word, and manipulate the masses with
mass suggestion.
Music and Magic: In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of bards is an attempt to snatch and harness those echoes, subtly woven into their spells and powers.
Music has a weak presence in the core Bard class, mainly embodied with the very cool Countersong ability, along with some music instrument proficiencies & being able to use instruments as arcane foci. The expectation seems to be that the player and/or DM will flavor the Bard's spellcasting as musical in nature. On the face of it, that works.
However, if we look at the Rune Knight fighter subclass, there is a whole categorization of giant runes baked into the class which distinguish the
flavor of magic which the Rune Knight is drawing upon. Musical magical power seems a natural place to include such distinctiveness in the bard, but the conservative design missed this opportunity.
To better embody the flavor text they're using to describe the Bard's connection to music and what that means in the D&D-verse, there's definitely design space to explore that.
The greatest strength of bards is their sheer versatility. Many bards prefer to stick to the sidelines in combat, using their magic to inspire their allies and hinder their foes from a distance. But bards are capable of defending themselves in melee if necessary, using their magic to bolster their swords and armor. Their spells lean toward charms and illusions rather than blatantly destructive spells. They have a wide-ranging knowledge of many subjects and a natural aptitude that lets them do almost anything well. Bards become masters of the talents they set their minds to perfecting, from musical performance to esoteric knowledge.
The Bard is being described as something of a "jack" right here, but it's important to note that the scope is tighter than the Rogue – specifically balancing (a) magic, (b) combat, (c) music, and (d) "esoteric knowledge." Here at least, that "jack-ness" is not attached to skills.
My observation is that while (b) combat is successfully off-loaded to the Valor Bard, however (d) "esoteric knowledge" is not successfully off-loaded to the Lore Bard. The problem with the Lore Bard is that the knowledge doesn't feel "esoteric", but rather replicating what others can do, and Peerless Skill is moving into territory outside of that original flavor description.
I think the move for me would be toning down the presence of (a) magic, in order to make room for more (c) music and possible (d) "esoteric knowledge" in the core class.
One interesting (and I suspect deliberate) omission from 5e was Monster Knowledge Checks. There are traces of it in the Battlemaster Fighter, but mostly it's in a grey zone up to each DM. The Bard and/or the Ranger might be interesting places to explore some incarnation of Monster Knowledge Checks, perhaps manifesting in different ways. That's one possible way to bring more (d) "esoteric knowledge" into the core Bard class.
Learning from Experience:
True bards are not common in the world. Not every minstrel singing in a tavern or jester cavorting in a royal court is a bard. Discovering the magic hidden in music requires hard study and some measure of natural talent that most troubadours and jongleurs lack. It can be hard to spot the difference between these performers and true bards, though. A bard’s life is spent wandering across the land gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer. But a depth of knowledge, a level of musical skill, and a touch of magic set bards apart from their fellows.
A couple words have appeared so far: "scholar", "hard study", and "depth of knowledge" that 5e interprets withe the skill/proficiency rules. I think attempting to manifest that flavor with the same mechanics as other classes is what leads to the Bard poaching the rogue's Expertise.
If I were playing a bard in a more indie game, for instance, I'd almost want to lean into the "yes, but" or "yes, and" improv idea where the bard player can make certain declarations about the world and its people, and those become partially binding fact for the DM to play with. Obviously, that's further afield than D&D, but there may be a sophisticated design move to make that achieves the right D&D-balance with just a touch of such indie game thinking.
Only rarely do bards settle in one place for long, and their natural desire to travel—to find new tales to tell, new skills to learn, and new discoveries beyond the horizon—makes an adventuring career a natural calling. Every adventure is an opportunity to learn, practice a variety of skills, enter long-forgotten tombs, discover lost works of magic, decipher old tomes, travel to strange places, or encounter exotic creatures. Bards love to accompany heroes to witness their deeds firsthand. A bard who can tell an awe-inspiring story from personal experience earns renown among other bards. Indeed, after telling so many stories about heroes accomplishing mighty deeds, many bards take these themes to heart and assume heroic roles themselves.
This is a potent paragraph of flavor which, in my mind, describes a bard evolving directly from their experiences in adventure in a way that works parallel to (but separate from) the usual XP/leveling system. Achieving design of that sort of class feature within D&D – and without treading on Rogue's skill monkey niche – is tricky.
However, if you're familiar with
The Bard's Tale series of games, part of your leveling in those video games involves learning new songs – which are tied in some way to the unfolding narrative. It felt very on-brand for a Bard, in my experience, and we could draw inspiration from that.
One ambitious way to translate this idea would be presenting a series of Songs (e.g. Song of the Untraveled Hill, Song of the Lost Companion, Song of the Fallen Foe) that you learn as you level, but have story requisites before you can learn them. But then you're pushing into unorthodox design space for 5th edition.
Summing up the changes re-reading the Bard flavor text suggests to me...
- More magical music class feature(s), emphasizing the bard learning from experience.
- More "esoteric knowledge" class feature(s), possibly inspired by indie game design and/or monster knowledge checks.
- Remove Expertise.
- Achieve better balance between magic, combat, music, and "esoteric knowledge" in the base class, potentially opening design space by reducing Spellcasting and/or Magical Secrets.
EDIT: There's also a line about "practice a variety of skills" which stands out. The flavor seems to distinguish the Bard as being ok (or at least not piss poor) at a variety of things, whereas the Rogue is good at several things and great at a few. So the flavor seems to support Jack of All Trades, but does not support Expertise.