5E Spell Picks for Paladin 2/Bard 1/Socerer 1 - Page 2
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  1. #11
    I don't like smite spells because they break concentration. Others might like them.

    The reason I like speak with animals is because it's a ritual, many players don't take it, animals are domesticated and make for enexpected witnesses for questioning (who thinks about hiding info from their horse?), and I have fun with it.

    I find charm person niche compared to gaining advantage from the help action, but the charmed condition can be handy.

    Looks like a decent list to me.

  2. #12

    Acolyte (Lvl 2)

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    Quote Originally Posted by Ashrym View Post
    Bard: speak with animals, unseen servant, sleep, healing word; minor illusion, mage hand

    Bard spells give utility, emergency heal option, and a solid low level CC. It's tempting to fill all of those spells known with rituals dropping sleep and healing word. It depends on what rituals the wizard has available.
    I don't think Sleep is a good choice at all. Sleep is getting to be almost (but not entirely) obsolete at 4th+ level, as enemy HP quickly starts to outstrips the meager dice roll of affected HP. Since he isn't taking more than 1 level of Bard and will only be progressing as a Sorcerer, he'll never have the opportunity to swap it out for another spell known. Sleep is best taken at 1st level, in a class that you plan to progress in, and then swapped out ~5th level.

    In this build, it will quickly be nearly useless.

    (Caveat: Sleep does still retain a tiny bit of usefulness at higher levels, as a no-save finisher, once you've beaten an enemy down quite a bit. But that requires being very good/lucky at guessing an enemy's remaining HP.)

  3. #13
    Not related to spell selection, I am curious if your new character is getting the old character's gear, or being allowed to start with the same type of gear your previous character had. If it is the cleric's gear, why is your new character getting it?

  4. #14

    Grandmaster of Flowers (Lvl 18)



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    Quote Originally Posted by Lucas Blackstone View Post
    Not related to spell selection, I am curious if your new character is getting the old character's gear, or being allowed to start with the same type of gear your previous character had. If it is the cleric's gear, why is your new character getting it?
    Cleric died to a roper. The party defeated the roper and carried his gear out. No one in the party is really set up to make good use of his equipment so they will give it to their next companion that can use it which is my new character.

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