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[GUIDE] A party without music is lame: A Bard Guide
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<blockquote data-quote="mellored" data-source="post: 6701349" data-attributes="member: 6801209"><p>Picking your spells.</p><p></p><p>Bards get a moderate number of known spells. About 2-3 spells per spell level. This includes magic secrets (lore get +2 more).</p><p></p><p>I ranked all the spells individually and as you would get them, and am weighting it towards combat. However that doesn't mean you should take all the <span style="color: deepskyblue">sky blue</span> spells. You should only take 2-3 single target disables, and 2-3 multi-target disable. Particularly since many of them are concentration and thus can't stack. While Wis is usually a good stat to target, you still want to pick up a few that target other defenses. So there is room to pick up a few <span style="color: #9400d3">situational</span> spells to fill in any gaps in your party. Like knock if you're missing a lock picker.</p><p></p><p>Remember to take advantage of retraining spells. Upgrade Silent Image to Major Image, Cure Wounds to Mass Cure Wounds. But don't be too hasty to trade up control spells like Tasha's Hideous Laughter, since it's just as effective on a storm giant as it is on a kobold chief (magic resist and legendary saves aside).</p><p></p><p>Jeremy confirmed that you can retrain magical secrets.</p><p><span style="color: #000000">@</span><em><strong><u><a href="http://www.enworld.org/forum/member.php?u=4036" target="_blank">Jeremy</a></u></strong>ECrawford A spell learned via Magical Secrets counts as a bard spell, so it can be replaced upon gaining a level later. </em></p><p></p><p>© = concentration</p><p>® = ritual</p><p> </p><p>[sblock=Cantrips]</p><p><span style="color: deepskyblue">Minor Illusion</span>: So many uses for this spell with just a little creativity.</p><p></p><p><span style="color: Blue">Mage Hand: </span> Always handy to have extra reach.</p><p>[color= Blue]Prestidigitation [/color] : Not quite as versatile as minor illusion, but still lot's of fun things to do.</p><p><span style="color: blue">Vicious</span> Mockery: The damage is pitiful, but the effect is pretty strong at low levels. But multi-attack reduces the potency of it's effect at higher level. At least you can insult people while tied up, and they damage type is virtually never resisted.</p><p><span style="color: blue">Thunder Clap</span>: An AoE is nice for the valor who likes to wade into combat. Though they still want a ranged option. Just don't use it on stealth missions.</p><p></p><p>Mending: Lot's and lot's of unimportant uses.</p><p>Light: Your "human" tax. Lore bards should consider just carrying a torch.</p><p></p><p><span style="color: darkviolet">Message: </span> Most of the time you can simply whisper, or use hand signals. Still could be pretty good for stealthy groups.</p><p>© <span style="color: darkviolet">Friends: </span> Better for intimidation or goading someone into attacking you then actually doing anything friendly. But if you want that, you should attack first. <span style="color: deepskyblue">Better</span> with changeling/disguise self/disguise kit, and a lenient DM.</p><p>© <span style="color: darkviolet">Dancing Lights: </span> While fancier than normal light, it takes concentration.</p><p><span style="color: darkviolet">Blade Ward: </span> Much of the time you could simply dodge instead. Valor 14 however let's you tank and attack. Also useful when you know there's traps around.</p><p></p><p>© <span style="color: Red">True Strike: </span> The only time you would want to use this is if you where going to run up next turn and cast a big attack spell (contagion), when you know you'll have disadvantage next round and only make 1 attack, or maybe possible while stealthed. But for the vast majority of normal cases, you simply do less damage and lose concentration.[/sblock]</p><p></p><p>[sblock=Level 1 spells]<span style="color: goldenrod">Dissonant Whispers: </span> Why yes, the guy who is surrounded just provoked 3 OA's from you (yes, you can take an OA on your turn) and your allies. Oh, you added some insult to it's injury too. This loses steam later since most OA's don't scale and reactions get more competition (reactions reset at the start of your turn) Rogues, Warcasters, Necromacers, and Summoners can keep this <span style="color: goldenrod">gold</span>, clerics and paladins keep it <span style="color: deepskyblue">sky blue</span>. Without OA abuse it's still <span style="color: blue">blue</span>, since it can add control without concentration, but only in certain situations.[sblock=Relevant OA Rules]</p><p>You also don’t provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don’t provoke an opportunity attack if an explosion hurls you out of a foe’s reach or if gravity causes you to fall past an enemy.</p><p></p><p>On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you.</p><p>[/sblock]</p><p></p><p>©<span style="color: deepskyblue">Faerie Fire: </span> Advantage is strong. Unfortunately, invisible people are usually dexterous, so don't rely on that part.</p><p>©<span style="color: deepskyblue">Heroism: </span> A massive amount of THP at low level, but but fades quickly. Still could be useful for the fear immunity later, but it became <span style="color: darkviolet">situational</span>.</p><p><span style="color: deepskyblue">Sleep: </span> This is great vs groups of small creatures, or as a finisher against a big one. It's usually ally safe as well. Scales well with slots, but it will literally do nothing if you don't scale it.</p><p>©<span style="color: deepskyblue">Tasha’s Hideous Laughter: </span> Disable that is not a fear or charm, though it does have an Int limit. Note the save on damage, so disable one guy, and fight someone else.</p><p></p><p><span style="color: blue">Healing Word:</span> You combat heal. This actually becomes more valuable later with more slots, since you only need 1 HP to fight</p><p><span style="color: blue">Cure Wounds:</span> Your basic cure. There's loses steam later on.</p><p><span style="color: blue">Thunder Wave:</span> AoE damage spell. It scales ok with slots.</p><p></p><p>©Bane: A mild but versatile debuff. Generally, it's better to use Tahsa's to take one out of a fight than weakening 3. Still, it's a rare charisma save, and can help land a more powerful spell.</p><p>®Unseen Servant: All sorts of nice utility with this ritual. Such as setting off traps.</p><p>©Silent Image: A nice upgrade to minor image.</p><p>Charm Person: No concentration makes this a bit better.</p><p>Earth Tremor: A large AoE for level 1, but it also traps enemies next to you. That's not usually a good thing. <span style="color: blue">Better</span> if you don't hinder yourself (flight, misty step, earth genasi)</p><p></p><p><span style="color: darkviolet">Longstrider: Could counter the slow of heavy armor.</span></p><p><span style="color: darkviolet">Animal</span></p><p><span style="color: darkviolet">Friendship</span></p><p><span style="color: darkviolet">®Comprehend Languages</span></p><p><span style="color: darkviolet">©Detect Magic</span></p><p><span style="color: darkviolet">Disguise Self:</span>Usually better to get proficiency in a disguise kit, it last longer.</p><p><span style="color: darkviolet">Feather Fall</span></p><p><span style="color: darkviolet">®Identify</span></p><p><span style="color: darkviolet">®Illusory Script</span></p><p><span style="color: darkviolet">®Speak with Animals</span></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="mellored, post: 6701349, member: 6801209"] Picking your spells. Bards get a moderate number of known spells. About 2-3 spells per spell level. This includes magic secrets (lore get +2 more). I ranked all the spells individually and as you would get them, and am weighting it towards combat. However that doesn't mean you should take all the [COLOR=deepskyblue]sky blue[/COLOR] spells. You should only take 2-3 single target disables, and 2-3 multi-target disable. Particularly since many of them are concentration and thus can't stack. While Wis is usually a good stat to target, you still want to pick up a few that target other defenses. So there is room to pick up a few [COLOR=#9400d3]situational[/COLOR] spells to fill in any gaps in your party. Like knock if you're missing a lock picker. Remember to take advantage of retraining spells. Upgrade Silent Image to Major Image, Cure Wounds to Mass Cure Wounds. But don't be too hasty to trade up control spells like Tasha's Hideous Laughter, since it's just as effective on a storm giant as it is on a kobold chief (magic resist and legendary saves aside). Jeremy confirmed that you can retrain magical secrets. [COLOR=#000000]@[/COLOR][I][B][U][URL="http://www.enworld.org/forum/member.php?u=4036"]Jeremy[/URL][/U][/B]ECrawford A spell learned via Magical Secrets counts as a bard spell, so it can be replaced upon gaining a level later. [/I] © = concentration ® = ritual [sblock=Cantrips] [COLOR=deepskyblue]Minor Illusion[/COLOR]: So many uses for this spell with just a little creativity. [COLOR=Blue]Mage Hand: [/COLOR] Always handy to have extra reach. [color= Blue]Prestidigitation [/color] : Not quite as versatile as minor illusion, but still lot's of fun things to do. [COLOR=blue]Vicious[/COLOR] Mockery: The damage is pitiful, but the effect is pretty strong at low levels. But multi-attack reduces the potency of it's effect at higher level. At least you can insult people while tied up, and they damage type is virtually never resisted. [COLOR=blue]Thunder Clap[/COLOR]: An AoE is nice for the valor who likes to wade into combat. Though they still want a ranged option. Just don't use it on stealth missions. Mending: Lot's and lot's of unimportant uses. Light: Your "human" tax. Lore bards should consider just carrying a torch. [COLOR=darkviolet]Message: [/COLOR] Most of the time you can simply whisper, or use hand signals. Still could be pretty good for stealthy groups. © [COLOR=darkviolet]Friends: [/COLOR] Better for intimidation or goading someone into attacking you then actually doing anything friendly. But if you want that, you should attack first. [COLOR=deepskyblue]Better[/COLOR] with changeling/disguise self/disguise kit, and a lenient DM. © [COLOR=darkviolet]Dancing Lights: [/COLOR] While fancier than normal light, it takes concentration. [COLOR=darkviolet]Blade Ward: [/COLOR] Much of the time you could simply dodge instead. Valor 14 however let's you tank and attack. Also useful when you know there's traps around. © [COLOR=Red]True Strike: [/COLOR] The only time you would want to use this is if you where going to run up next turn and cast a big attack spell (contagion), when you know you'll have disadvantage next round and only make 1 attack, or maybe possible while stealthed. But for the vast majority of normal cases, you simply do less damage and lose concentration.[/sblock] [sblock=Level 1 spells][COLOR=goldenrod]Dissonant Whispers: [/COLOR] Why yes, the guy who is surrounded just provoked 3 OA's from you (yes, you can take an OA on your turn) and your allies. Oh, you added some insult to it's injury too. This loses steam later since most OA's don't scale and reactions get more competition (reactions reset at the start of your turn) Rogues, Warcasters, Necromacers, and Summoners can keep this [COLOR=goldenrod]gold[/COLOR], clerics and paladins keep it [COLOR=deepskyblue]sky blue[/COLOR]. Without OA abuse it's still [COLOR=blue]blue[/COLOR], since it can add control without concentration, but only in certain situations.[sblock=Relevant OA Rules] You also don’t provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don’t provoke an opportunity attack if an explosion hurls you out of a foe’s reach or if gravity causes you to fall past an enemy. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. [/sblock] ©[COLOR=deepskyblue]Faerie Fire: [/COLOR] Advantage is strong. Unfortunately, invisible people are usually dexterous, so don't rely on that part. ©[COLOR=deepskyblue]Heroism: [/COLOR] A massive amount of THP at low level, but but fades quickly. Still could be useful for the fear immunity later, but it became [COLOR=darkviolet]situational[/COLOR]. [COLOR=deepskyblue]Sleep: [/COLOR] This is great vs groups of small creatures, or as a finisher against a big one. It's usually ally safe as well. Scales well with slots, but it will literally do nothing if you don't scale it. ©[COLOR=deepskyblue]Tasha’s Hideous Laughter: [/COLOR] Disable that is not a fear or charm, though it does have an Int limit. Note the save on damage, so disable one guy, and fight someone else. [COLOR=blue]Healing Word:[/COLOR] You combat heal. This actually becomes more valuable later with more slots, since you only need 1 HP to fight [COLOR=blue]Cure Wounds:[/COLOR] Your basic cure. There's loses steam later on. [COLOR=blue]Thunder Wave:[/COLOR] AoE damage spell. It scales ok with slots. ©Bane: A mild but versatile debuff. Generally, it's better to use Tahsa's to take one out of a fight than weakening 3. Still, it's a rare charisma save, and can help land a more powerful spell. ®Unseen Servant: All sorts of nice utility with this ritual. Such as setting off traps. ©Silent Image: A nice upgrade to minor image. Charm Person: No concentration makes this a bit better. Earth Tremor: A large AoE for level 1, but it also traps enemies next to you. That's not usually a good thing. [COLOR=blue]Better[/COLOR] if you don't hinder yourself (flight, misty step, earth genasi) [COLOR=darkviolet]Longstrider: Could counter the slow of heavy armor. Animal Friendship ®Comprehend Languages ©Detect Magic Disguise Self:[/COLOR]Usually better to get proficiency in a disguise kit, it last longer. [COLOR=darkviolet]Feather Fall ®Identify ®Illusory Script ®Speak with Animals[/COLOR] [/sblock] [/QUOTE]
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