Esker
Hero
I'm trying to plan out a lore bard who emphasizes debuffs and control, with the occasional healing word for emergencies (basically only to bring up an ally from unconscious) and stays out of melee when possible. There is a life cleric and a wizard in the party, so healing and ritual/utility spells aren't a super high priority (the last member is a monk).
I've gone with a pretty typical bard build to start: half-elf with an 8,16,15,8,12,16 stat spread after racials, with a plan to get Resilient CON in either the second or third ASI/Feat opportunity (pumping CHA being the other two of the first three, then probably Lucky and Alert).
The two biggest things that concern me about going straight lore bard are (1) durability, and (2) having useful actions while concentrating, particularly at the middle-levels (still need to conserve spell slots, but vicious mockery is starting to lose its luster against multi-attack enemies).
To Dip, or Not? If so, What Class?
I know that a two-level Hexblade dip is the standard solution to this, but I hesitate to delay spell progression that much (although the short-rest renewal of a couple first level slots is appealing). A cleric level doesn't do much for action-while-concentrating (casting offensive spells with wisdom seems silly), and would require sacrificing something to pump wisdom.
What I keep coming back to, therefore, is a single level of Divine Soul (Chaotic) Sorcerer (probably at Level 7), which gives several goodies:
I think either Hexblade or Divine Soul would work, RP-wise. Hexblade gives better passive defense, the best single offensive cantrip, and more 1st level spell use. Divine soul gives more higher level spell use, more useful spells known, cantrip versatility, and a great class ability.
Spells, Spells, Spells
Here's what I'm thinking spell selection-wise if I go Divine Soul. The idea is to focus mainly on imposing penalties on enemies' rolls, diversified by save type and targeting mechanism, to squeeze as much out of the action economy as possible (hence Spiritual Weapon at level 6, even though it's a straight damage spell and so doesn't fit that well with the theme), and otherwise use magical secrets to do things that others in the party couldn't do or couldn't do as well (hence Counterspell, Dispel Magic, and Circle of Power).
Spells by function, level and save type
Sorcerer Spell
Magical Secrets
Concentration
AoE = Area of Effect
Tgt = Can select multiple targets
Single Target Debuff/Control/Damage:
L0: Vicious Mockery (WIS), Frostbite (CON), Sacred Flame (DEX), Ray of Frost (Attack)
L1: Dissonant Whispers (WIS)
L2: Suggestion (WIS), Blindness/Deafness (CON)
L3: Enemies Abound (INT)
L4: Banishment (CHA)
L5:
L6:
L7: Plane Shift (CHA)
L8: Power Word Stun (CON)
AoE and Multi-Target Debuff/Control/Damage:
L0:
L1: Bane (CHA, Tgt), Faerie Fire (DEX, AoE)
L2:
L3: Hypnotic Pattern (WIS, AoE)
L4:
L5: Synaptic Static (INT, AoE)
L6: Mass Suggestion (WIS, Tgt), Sunbeam (CON, AoE), Bones of the Earth (DEX, Tgt)
L7: Forcecage (~CHA)
L8:
L9: Psychic Scream (INT, Tgt)
Other (Buff/Summon/Utility):
L0: Minor Illusion, Mage Hand, Guidance, Prestidigitation
L1: Healing Word, Shield
L2: Invisibility, Spiritual Weapon
L3: Dispel Magic, Counterspell
L4: Greater Invisibility, Dimension Door
L5: Animate Objects, Circle of Power
L6:
L7:
L8:
L9: Wish
If I go Hexblade instead, sub in Eldritch Blast and maybe Armor of Agathys, remove Ray of Frost, Guidance and Sacred Flame, keep Bane and Healing Word as Bard spells and remove ... something... maybe regular Invisibility once I get Greater Invisibility, and Suggestion once I get Mass Suggestion.
Action Economy
A typical sequence of combat turns would likely be:
Round 1:
Action: Cast an appropriate concentration buff/debuff or Animate Objects
Bonus Action: Regular Bardic Inspiration or direct animated objects
Round 2:
Action: Cantrip
Bonus Action: Cast Spiritual Weapon
Subsequent Rounds:
Action: Dissonant Whispers, Blindness/Deafness, or Cantrip
Bonus Action: Attack with Spiritual Weapon, or direct animated objects
Reactions (all rounds):
Cutting Words, Shield, or Counterspell
The Bottom Line
So, am I overstating the survivability and action economy issues here? If I'm not, is divine soul sorcerer the best solution? And how does that spell list look, given the play-style goals and party composition? Would love to get some wisdom from you wise folks on these fora!
I've gone with a pretty typical bard build to start: half-elf with an 8,16,15,8,12,16 stat spread after racials, with a plan to get Resilient CON in either the second or third ASI/Feat opportunity (pumping CHA being the other two of the first three, then probably Lucky and Alert).
The two biggest things that concern me about going straight lore bard are (1) durability, and (2) having useful actions while concentrating, particularly at the middle-levels (still need to conserve spell slots, but vicious mockery is starting to lose its luster against multi-attack enemies).
To Dip, or Not? If so, What Class?
I know that a two-level Hexblade dip is the standard solution to this, but I hesitate to delay spell progression that much (although the short-rest renewal of a couple first level slots is appealing). A cleric level doesn't do much for action-while-concentrating (casting offensive spells with wisdom seems silly), and would require sacrificing something to pump wisdom.
What I keep coming back to, therefore, is a single level of Divine Soul (Chaotic) Sorcerer (probably at Level 7), which gives several goodies:
- Access to shield, freeing up a bard slot to take something other than bane, and either another defensive reaction like absorb elements or freeing up a second bard slot by taking healing word as a sorcerer spell.
- The Favored by the Gods ability, which seems really strong (I'll hardly ever make an important attack roll, but boosting a failed saving throw once per short rest? Yes please!), and makes maxing CHA before taking Resilient CON seem more comfortable.
- Keeping up spell slot progression (compared to Hexblade, though no short rest renewal)
I think either Hexblade or Divine Soul would work, RP-wise. Hexblade gives better passive defense, the best single offensive cantrip, and more 1st level spell use. Divine soul gives more higher level spell use, more useful spells known, cantrip versatility, and a great class ability.
Spells, Spells, Spells
Here's what I'm thinking spell selection-wise if I go Divine Soul. The idea is to focus mainly on imposing penalties on enemies' rolls, diversified by save type and targeting mechanism, to squeeze as much out of the action economy as possible (hence Spiritual Weapon at level 6, even though it's a straight damage spell and so doesn't fit that well with the theme), and otherwise use magical secrets to do things that others in the party couldn't do or couldn't do as well (hence Counterspell, Dispel Magic, and Circle of Power).
Spells by function, level and save type
Sorcerer Spell
Magical Secrets
Concentration
AoE = Area of Effect
Tgt = Can select multiple targets
Single Target Debuff/Control/Damage:
L0: Vicious Mockery (WIS), Frostbite (CON), Sacred Flame (DEX), Ray of Frost (Attack)
L1: Dissonant Whispers (WIS)
L2: Suggestion (WIS), Blindness/Deafness (CON)
L3: Enemies Abound (INT)
L4: Banishment (CHA)
L5:
L6:
L7: Plane Shift (CHA)
L8: Power Word Stun (CON)
AoE and Multi-Target Debuff/Control/Damage:
L0:
L1: Bane (CHA, Tgt), Faerie Fire (DEX, AoE)
L2:
L3: Hypnotic Pattern (WIS, AoE)
L4:
L5: Synaptic Static (INT, AoE)
L6: Mass Suggestion (WIS, Tgt), Sunbeam (CON, AoE), Bones of the Earth (DEX, Tgt)
L7: Forcecage (~CHA)
L8:
L9: Psychic Scream (INT, Tgt)
Other (Buff/Summon/Utility):
L0: Minor Illusion, Mage Hand, Guidance, Prestidigitation
L1: Healing Word, Shield
L2: Invisibility, Spiritual Weapon
L3: Dispel Magic, Counterspell
L4: Greater Invisibility, Dimension Door
L5: Animate Objects, Circle of Power
L6:
L7:
L8:
L9: Wish
If I go Hexblade instead, sub in Eldritch Blast and maybe Armor of Agathys, remove Ray of Frost, Guidance and Sacred Flame, keep Bane and Healing Word as Bard spells and remove ... something... maybe regular Invisibility once I get Greater Invisibility, and Suggestion once I get Mass Suggestion.
Action Economy
A typical sequence of combat turns would likely be:
Round 1:
Action: Cast an appropriate concentration buff/debuff or Animate Objects
Bonus Action: Regular Bardic Inspiration or direct animated objects
Round 2:
Action: Cantrip
Bonus Action: Cast Spiritual Weapon
Subsequent Rounds:
Action: Dissonant Whispers, Blindness/Deafness, or Cantrip
Bonus Action: Attack with Spiritual Weapon, or direct animated objects
Reactions (all rounds):
Cutting Words, Shield, or Counterspell
The Bottom Line
So, am I overstating the survivability and action economy issues here? If I'm not, is divine soul sorcerer the best solution? And how does that spell list look, given the play-style goals and party composition? Would love to get some wisdom from you wise folks on these fora!