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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: 6701367" data-attributes="member: 6801209"><p>Multi-class:</p><p>As with most full caster classes, multiclassing isn't worth missing out on the high level spells. However, the final few levels leave a bit to be desired.</p><p></p><p>[sblock=Dipping out: What you lose.]</p><p><span style="color: darkviolet">20 : Superior Inspiration</span>, as mentioned above, is a pretty meh ability, even if your DM allows initiative cheese by declaring races against your allies. You gain no new spells either. You gain an extra level 7 slot, which is another cast of force cage. Though if you MC a caster class you still have it.</p><p></p><p>19: Ability Score has diminishing returns (particularly at Cha 20), and so do feats since you took the best ones first (inspiring leader), but there are a fair number of good choices particularly for valor who tend to be a bit more feat hungry. Again, no new spells, but another 6th level slot.</p><p></p><p><span style="color: #00ffff">18: Magic Secrets</span> This let's you get wish. An extra 5th level slot isn't bad either.</p><p></p><p><span style="color: goldenrod">17: Level 9 spell</span>: Your level 9 spell. Foresight is a massive boost to your best damage dealer.</p><p>[/sblock]</p><p>TLDR:</p><p>Bards should always MC their <span style="color: goldenrod">last level</span>, <span style="color: blue">possibly 2 or 3</span>, in another class. Preferably a caster class to keep your slots.</p><p></p><p>Dipping earlier is OK. You slow your bard spell progression down, and bards have some really good high level control spells (mass suggestion). But there are some features that can match it.</p><p></p><p>Lore bards and glamour have more to gain from early multiclassing, because of armor. Mainly clerics or hexblade.</p><p>Valor and Blade also really like hexblade 1 which let's them boost Cha a lot more.</p><p>Also, sorcerer and fighter start with Con saves, requiring you to take them early.</p><p></p><p>[sblock=Dipping in. What you gain]</p><p><span style="color: #00ffff">Hexblade 1</span>: Armor for lore and glamour, melee options for all (Cha + booming blade), recharging slots for shield spell, and a better damage cantrip.</p><p><span style="color: #00ffff">Warlock 2</span><span style="color: deepskyblue">:</span> A much better damage cantrip. Plus some other fun trick, like darkvision. <span style="color: Blue">Blue</span> for valor/blade who will has weapons for damage, but this is still an upgrade.</p><p><span style="color: darkviolet">Warlock 3</span>: Chain warlock can be nice. Tome can give you alot of the utility from rituals.</p><p></p><p>Wizard 1: A good selection of utility spells; many rituals. Most are don't use a DC, so being Int based doesn't hurt you too much, but you still need 13 to MC. Also an extra level 1 slot.</p><p>Wizard 2:<span style="color: darkblue">:</span> Lot's of quality features here, notably diviner, which can help your control spells stick, or just support someone else with a free hit. You also get an extra level 1 slot.</p><p><span style="color: #800080">Wizard 3:</span> More rituals and utility spells, though if that's what your after, ritual caster would probably serve you better. At least arcane recovery improves keeping it from being a total waste.</p><p></p><p>Sorcerer 1 : Armor for lore, and wild magic bursts + advantage for melee valor. And a damage cantrip for both. Elemental affinity can be pretty solid, for a valor with elemental weapon. Note that starting Sorcerer gives you Con saves.</p><p>Sorcerer 2 : 2 power points is an extra 2 level 1 slots. It also allows you to trade up for an extra silence when you're going against the mages guild.</p><p><span style="color: skyblue">Sorcerer 3</span>: Meta-magic allows for all sorts of good stuff, like Twinned tasha's, carefully dropping hypnotic pattern on already engaged allies, or heightening true polymorph to help secure a kill, or extending Foresight for long days. Note you won't get enough PP to twin higher level spells, so choose carefully.</p><p></p><p><span style="color: deepskyblue">Cleric 1</span>: Medium/Heavy armor and shields make a great boost for lore\glamour bards. Choice of spells (bless, guidance). You also get a pretty solid feature of your choice, such as life cleric's heal. <span style="color: purple">Valor</span> bards don't need the armor, but still like the spells.</p><p>Cleric 2: There are several good channel divinities to choose from.</p><p><span style="color: red">Cleric 3</span>: Little reason to go here, since you can pick up the spells with level 18 magic secrets instead and keep Cha as your casting stat.</p><p></p><p>Rogue 1: More expertise, and a bit of extra damage for valor bards. But probably not worth the loss of a spell slot. Note that if you start rogue 1, you get an extra skill.</p><p><span style="color: blue">Rogue 2</span> : Cunning action is great. Just watch your bonus actions.</p><p>Rogue 3 : Arcane Trickster gives you spell slots and can grab mage hand ledgerman for a lot of fun utility. Adds a little more sneak attack damage as well.</p><p></p><p><span style="color: darkviolet">Paladin 1</span>: Armor is nice, and you get lesser restoration hands (since HP doesn't scale), but you lose a spell slot. Note starting Paladin gives you heavy armor.</p><p><span style="color: blue">Paladin 2 </span>: For valor bards who want to deal a bit extra weapon damage (no archery style). You can use your high level slots to smite, and this level comes with a slots.</p><p>Paladin 3: The channel divinity (devotion or nature, not vengeance) generally makes up for the loss of a slot and you get extra spells as well.</p><p></p><p><span style="color: red">Ranger 1</span>: Pretty niche bonuses, but could be good in specific campaigns.</p><p><span style="color: blue">Ranger 2</span>: For valor bards who want to deal a bit extra weapon damage (no 2-handed style). A few choice spells, and a slot.</p><p>Ranger 3: Hunter adds a bit more damage for valor bards. Beast don't scale, and you're easily better off with an extra slot to summon one.</p><p></p><p>Fighter 1: Fighting style can add a little bite to valor bards, but armor overlaps. Note stating fighter gives you heavy armor and Con saves, though at the cost of Wis saves.</p><p><span style="color: blue">Fighter 2</span>: Action surge can allow you to try a disable again if you miss.</p><p><span style="color: darkviolet">Fighter 3</span>: Battlmaster's is nicely front loaded for a valor bard, adding a good bit of damage and support tricks.</p><p></p><p>Druid 1: You can pick up a number of good utility spells (goodberry) here.</p><p>Druid 2 : Wild shape adds a good bit of utility, and land druids get 1 extra slot. Moon druids won't scale well enough.</p><p><span style="color: red">Druid 3 </span>: Magic secrets let's you keep Cha as your cast stat.</p><p></p><p><span style="color: red">Monk</span>: Very little reason to go monk, even as a valor bard.</p><p></p><p><span style="color: red">Barbarian</span>: You can't cast spells or concentrate while raging.</p><p>[/sblock]</p><p>TLDR:</p><p><span style="color: deepskyblue">Cleric 1 (lore bard), Hexblade 1 or 2.</span></p><p><span style="color: deepskyblue"></span><span style="color: blue">Sorcerer 3 (at level 1)</span>, <span style="color: blue">Rogue. </span><span style="color: blue">Fighter (at level 1)</span><span style="color: blue"></span></p><p><span style="color: blue"></span>Ranger (not beastmaster), Paladin (not vengeance), Druid, Wizard (not abjuration).</p><p><span style="color: red">Other</span></p><p></p><p></p><p>For more of a mixed class, warlock, paladin, or sorcerer all work well. Mostly go bard 5 for the font of inspiration, possibly armor (valor), then focus on the other class.</p></blockquote><p></p>
[QUOTE="mellored, post: 6701367, member: 6801209"] Multi-class: As with most full caster classes, multiclassing isn't worth missing out on the high level spells. However, the final few levels leave a bit to be desired. [sblock=Dipping out: What you lose.] [COLOR=darkviolet]20 : Superior Inspiration[/COLOR], as mentioned above, is a pretty meh ability, even if your DM allows initiative cheese by declaring races against your allies. You gain no new spells either. You gain an extra level 7 slot, which is another cast of force cage. Though if you MC a caster class you still have it. 19: Ability Score has diminishing returns (particularly at Cha 20), and so do feats since you took the best ones first (inspiring leader), but there are a fair number of good choices particularly for valor who tend to be a bit more feat hungry. Again, no new spells, but another 6th level slot. [COLOR=#00ffff]18: Magic Secrets[/COLOR] This let's you get wish. An extra 5th level slot isn't bad either. [COLOR=goldenrod]17: Level 9 spell[/COLOR]: Your level 9 spell. Foresight is a massive boost to your best damage dealer. [/sblock] TLDR: Bards should always MC their [COLOR=goldenrod]last level[/COLOR], [COLOR=blue]possibly 2 or 3[/COLOR], in another class. Preferably a caster class to keep your slots. Dipping earlier is OK. You slow your bard spell progression down, and bards have some really good high level control spells (mass suggestion). But there are some features that can match it. Lore bards and glamour have more to gain from early multiclassing, because of armor. Mainly clerics or hexblade. Valor and Blade also really like hexblade 1 which let's them boost Cha a lot more. Also, sorcerer and fighter start with Con saves, requiring you to take them early. [sblock=Dipping in. What you gain] [COLOR=#00ffff]Hexblade 1[/COLOR]: Armor for lore and glamour, melee options for all (Cha + booming blade), recharging slots for shield spell, and a better damage cantrip. [COLOR=#00ffff]Warlock 2[/COLOR][COLOR=deepskyblue]:[/COLOR] A much better damage cantrip. Plus some other fun trick, like darkvision. [COLOR=Blue]Blue[/COLOR] for valor/blade who will has weapons for damage, but this is still an upgrade. [COLOR=darkviolet]Warlock 3[/COLOR]: Chain warlock can be nice. Tome can give you alot of the utility from rituals. Wizard 1: A good selection of utility spells; many rituals. Most are don't use a DC, so being Int based doesn't hurt you too much, but you still need 13 to MC. Also an extra level 1 slot. Wizard 2:[COLOR=darkblue]:[/COLOR] Lot's of quality features here, notably diviner, which can help your control spells stick, or just support someone else with a free hit. You also get an extra level 1 slot. [COLOR=#800080]Wizard 3:[/COLOR] More rituals and utility spells, though if that's what your after, ritual caster would probably serve you better. At least arcane recovery improves keeping it from being a total waste. Sorcerer 1 : Armor for lore, and wild magic bursts + advantage for melee valor. And a damage cantrip for both. Elemental affinity can be pretty solid, for a valor with elemental weapon. Note that starting Sorcerer gives you Con saves. Sorcerer 2 : 2 power points is an extra 2 level 1 slots. It also allows you to trade up for an extra silence when you're going against the mages guild. [COLOR=skyblue]Sorcerer 3[/COLOR]: Meta-magic allows for all sorts of good stuff, like Twinned tasha's, carefully dropping hypnotic pattern on already engaged allies, or heightening true polymorph to help secure a kill, or extending Foresight for long days. Note you won't get enough PP to twin higher level spells, so choose carefully. [COLOR=deepskyblue]Cleric 1[/COLOR]: Medium/Heavy armor and shields make a great boost for lore\glamour bards. Choice of spells (bless, guidance). You also get a pretty solid feature of your choice, such as life cleric's heal. [COLOR=purple]Valor[/COLOR] bards don't need the armor, but still like the spells. Cleric 2: There are several good channel divinities to choose from. [COLOR=red]Cleric 3[/COLOR]: Little reason to go here, since you can pick up the spells with level 18 magic secrets instead and keep Cha as your casting stat. Rogue 1: More expertise, and a bit of extra damage for valor bards. But probably not worth the loss of a spell slot. Note that if you start rogue 1, you get an extra skill. [COLOR=blue]Rogue 2[/COLOR] : Cunning action is great. Just watch your bonus actions. Rogue 3 : Arcane Trickster gives you spell slots and can grab mage hand ledgerman for a lot of fun utility. Adds a little more sneak attack damage as well. [COLOR=darkviolet]Paladin 1[/COLOR]: Armor is nice, and you get lesser restoration hands (since HP doesn't scale), but you lose a spell slot. Note starting Paladin gives you heavy armor. [COLOR=blue]Paladin 2 [/COLOR]: For valor bards who want to deal a bit extra weapon damage (no archery style). You can use your high level slots to smite, and this level comes with a slots. Paladin 3: The channel divinity (devotion or nature, not vengeance) generally makes up for the loss of a slot and you get extra spells as well. [COLOR=red]Ranger 1[/COLOR]: Pretty niche bonuses, but could be good in specific campaigns. [COLOR=blue]Ranger 2[/COLOR]: For valor bards who want to deal a bit extra weapon damage (no 2-handed style). A few choice spells, and a slot. Ranger 3: Hunter adds a bit more damage for valor bards. Beast don't scale, and you're easily better off with an extra slot to summon one. Fighter 1: Fighting style can add a little bite to valor bards, but armor overlaps. Note stating fighter gives you heavy armor and Con saves, though at the cost of Wis saves. [COLOR=blue]Fighter 2[/COLOR]: Action surge can allow you to try a disable again if you miss. [COLOR=darkviolet]Fighter 3[/COLOR]: Battlmaster's is nicely front loaded for a valor bard, adding a good bit of damage and support tricks. Druid 1: You can pick up a number of good utility spells (goodberry) here. Druid 2 : Wild shape adds a good bit of utility, and land druids get 1 extra slot. Moon druids won't scale well enough. [COLOR=red]Druid 3 [/COLOR]: Magic secrets let's you keep Cha as your cast stat. [COLOR=red]Monk[/COLOR]: Very little reason to go monk, even as a valor bard. [COLOR=red]Barbarian[/COLOR]: You can't cast spells or concentrate while raging. [/sblock] TLDR: [COLOR=deepskyblue]Cleric 1 (lore bard), Hexblade 1 or 2. [/COLOR][COLOR=blue]Sorcerer 3 (at level 1)[/COLOR], [COLOR=blue]Rogue. [/COLOR][COLOR=blue]Fighter (at level 1)[/COLOR][COLOR=blue] [/COLOR]Ranger (not beastmaster), Paladin (not vengeance), Druid, Wizard (not abjuration). [COLOR=red]Other[/COLOR] For more of a mixed class, warlock, paladin, or sorcerer all work well. Mostly go bard 5 for the font of inspiration, possibly armor (valor), then focus on the other class. [/QUOTE]
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