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Character Builds & Optimization
Bardic Lore: A Basic College of Lore Bard Guide
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<blockquote data-quote="Zardnaar" data-source="post: 6633722" data-attributes="member: 6716779"><p>We ran it that way because the rules said you can switch things around like attack, move attack things like that.</p><p></p><p>Mistwell in a vacumn I tink the shield master is better than great weapon master as you will narrow the damage gap drastically, buff the rest of the parties bonus to hit (depending on initiative order). One of the best valor bard spells is also dissonant whispers the trick with it is to walk up beside an NPC cast dissonant whispers trigger, deal 3d6 damage and trigger an AoO from you and your ally and crush the NPC. If they make a save you are only down a level 1 spell slot. Our best one triggered 3 AoO and the bards one can be a shield bash while the other 2 use things like great weapon master -5/+10 on the poor bastard. </p><p></p><p> If you start counting the bonus damage others inflict in your head via bardic inspiration dice, AoO triggers and accuracy buffs and things like that from knocking crap prone a bard will likely out damage most PCs they are just not doing the damage directly. One of the more skill based thing with valor bard vs lore bard is figuring out who to hand bardic dice to, use them to buff saves or to hit don't worry to much about using them for damage. </p><p></p><p>If you really want to cheese it out get a bladelock (ftr 1/bladelock XYZ) as your front line beater, the shield master Bard as your 2nd front liner/backup healer, and a wizard in the party. Cast enhance ability (strength) on yourself, take the shield master feat and expertise in athletics. Have the bladelock target something with hex (which they would do anyway), and bonus action try to knock it prone. Hex can give disadvantage to strength or dex checks if something is in heavy or medium armor pick strength light armor pick dex. You know have advantage on your athletics check to knock them prone, they have disadvantage on the opposed roll.</p><p></p><p>For even a bigger combo if you party has a wizard (I recommend abjurer or diviner) get them to enlarge you. You can know knock over huge giants and deal +1d4 damage. Bonus points if the bladelock has the great weapon master feat.</p></blockquote><p></p>
[QUOTE="Zardnaar, post: 6633722, member: 6716779"] We ran it that way because the rules said you can switch things around like attack, move attack things like that. Mistwell in a vacumn I tink the shield master is better than great weapon master as you will narrow the damage gap drastically, buff the rest of the parties bonus to hit (depending on initiative order). One of the best valor bard spells is also dissonant whispers the trick with it is to walk up beside an NPC cast dissonant whispers trigger, deal 3d6 damage and trigger an AoO from you and your ally and crush the NPC. If they make a save you are only down a level 1 spell slot. Our best one triggered 3 AoO and the bards one can be a shield bash while the other 2 use things like great weapon master -5/+10 on the poor bastard. If you start counting the bonus damage others inflict in your head via bardic inspiration dice, AoO triggers and accuracy buffs and things like that from knocking crap prone a bard will likely out damage most PCs they are just not doing the damage directly. One of the more skill based thing with valor bard vs lore bard is figuring out who to hand bardic dice to, use them to buff saves or to hit don't worry to much about using them for damage. If you really want to cheese it out get a bladelock (ftr 1/bladelock XYZ) as your front line beater, the shield master Bard as your 2nd front liner/backup healer, and a wizard in the party. Cast enhance ability (strength) on yourself, take the shield master feat and expertise in athletics. Have the bladelock target something with hex (which they would do anyway), and bonus action try to knock it prone. Hex can give disadvantage to strength or dex checks if something is in heavy or medium armor pick strength light armor pick dex. You know have advantage on your athletics check to knock them prone, they have disadvantage on the opposed roll. For even a bigger combo if you party has a wizard (I recommend abjurer or diviner) get them to enlarge you. You can know knock over huge giants and deal +1d4 damage. Bonus points if the bladelock has the great weapon master feat. [/QUOTE]
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