D&D 5E [GUIDE] A party without music is lame: A Bard Guide

LightningArrow

First Post
I see Enthrall as more of a booster to another player's Stealth/Sleight of Hand roll.

You can, for instance, talk to a guy on the tavern and infect him with your ideas about love and magic so that he won't notice your Thief buddy taking all his cash. Or ask a guard for directions and confuse him with your life story while the Ranger enters the keep he's supposed to watch. A very good spell with proper planning.
 

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mellored

Legend
I see Enthrall as more of a booster to another player's Stealth/Sleight of Hand roll.

You can, for instance, talk to a guy on the tavern and infect him with your ideas about love and magic so that he won't notice your Thief buddy taking all his cash. Or ask a guard for directions and confuse him with your life story while the Ranger enters the keep he's supposed to watch. A very good spell with proper planning.
Or you cast cat's grace, which doesn't require a save, lasts much longer, and can help the ranger get out of the keep as well as in.

Or suggestion to make the guard go away.

The only advantage i see of enthrall is that it doesn't take concentration. So if you want to burn 2 spells for a single check (along with inspiration dice and cutting words), you can potentially let your 8 dex plate army paladin sneak in. Though it doesn't seem like something that would come up alot. And will still take a lot of luck.
 

The way i've mostly seen it played is that any V spell (including enthrall) will break stealth.

Seems to me like a DM call, and one dependent on details of the location and the mindset of the targeted creatures.

It's also a Wisdom saving throw. So anyone who has high Wis (preception), also has high Wis (save).

That's an exaggeration. There are plenty of creatures--thinking especially of dragons, but also mundane things like big cats, bears, wolves--which have ordinary Wis saves but higher perception. Some also have advantage on perception checks made with particular senses, and enthrall would eliminate that. Besides that, the opposite of your statement is just as likely to be true; creatures with low perception also have low Wis saves, making enthrall all the more valuable.

Plus one creature is likely to save.

Even so, it's possible for some enemies to be surprised even if they all aren't.

It's not that I think you're entirely wrong or even mostly wrong, but I think enthrall has more use than you give it credit for.

Edit: Thanks for a great guide, by the way. I meant to say that in my first post.
 
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Rub

First Post
First, I have to say I love this thread and find myself referencing it on an ongoing basis, particularly any time I level up. Question- in the section that discusses spells that can be picked up through Magical Secrets, I read this:
"Counter Spell (level 3): You can add jack of all trades to the check, and lore bard's inspiration dice."

-Can you explain how the Inspiration dice are used with Counter Spell? Maybe give an example? Thanks!
 

Pandaemoni

First Post
First, I have to say I love this thread and find myself referencing it on an ongoing basis, particularly any time I level up. Question- in the section that discusses spells that can be picked up through Magical Secrets, I read this:
"Counter Spell (level 3): You can add jack of all trades to the check, and lore bard's inspiration dice."

-Can you explain how the Inspiration dice are used with Counter Spell? Maybe give an example? Thanks!

They mean use the Lore Bard's Peerless Skill and an inspiration die to add to your roll, as that can be used with any ability check. Of couse, you have to be at least 14th level for that...
 

Rub

First Post
They mean use the Lore Bard's Peerless Skill and an inspiration die to add to your roll, as that can be used with any ability check. Of couse, you have to be at least 14th level for that...

Ah, thanks for clarifying. I had to re-read the wording of Bardic Inspiration, but kept scratching my head on the part that says "one creature other than yourself". Was not looking far enough to the future to see Peerless Skill.
 

mellored

Legend
First, I have to say I love this thread and find myself referencing it on an ongoing basis, particularly any time I level up. Question- in the section that discusses spells that can be picked up through Magical Secrets, I read this:
"Counter Spell (level 3): You can add jack of all trades to the check, and lore bard's inspiration dice."

-Can you explain how the Inspiration dice are used with Counter Spell? Maybe give an example? Thanks!
Yea, peerless skill.

I clarified in the original post.
 



Rub

First Post
Interesting comparison. For a Bard, I would say Circle of Power for a few reasons. First and foremost, a Bard can "plunder" this spell 4 levels earlier, at level 10 instead of 14. Second, a Bard can cast Circle of Power more often, using the 2 to 3 level 5 spell slots he has in addition to the levels 6 and higher that are required for Globe of Invulnerability. Also, CoP has a 30ft radius and works on spells of ANY level as opposed to GoI's 10ft radius and restrictions on spells versus the level used to cast it.

But the main reason I prefaced it "for a Bard" is that he can also use Bardic Inspiration and possibly Cutting Words to add to the Advantage CoP provides. Just my thoughts, I'd love to read anyone else's reason for GoI - especially if they have been in a campaign where both were used.
 
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