D&D 5E Lore Bard Magical Secret Picks

Irda Ranger

First Post
As a general bit of advice, check out the "build" guides for all the other spellcasters and see what the best 1st-3rd level spells are considered to be. That just helps you narrow down your options.

One of the questions has to be: Is there anything the party really needs given the campaign you're in? In my Curse of Strahd campaign, the Bard took Animate Dead (archer allies!) and Crusader's Mantle to give everyone (including the skeleton archers) bonus radiant damage. That was very effective.

Crusader's Mantle and Healing Spirit are excellent if the group needs healing magic. Especially if you've taken a one-level Cleric of Life dip. I had a Bard with Cleric of Life 1 and Crusader's Mantle as the sole healing for the party and it was more than enough.

Fireball and Lightning Bolt are obvious AoE choices if you need that sort of thing. Counterspell if you face off against casters often. Haste if the group has a paladin or GWM reckless zealot barbarian that wants to go ultra-nova.

I like taking Eldritch Blast or Fire Bolt, as Lore Bards don't have great combat options. It's sort of boring but it's effective if you're looking for something to do in combat that does more damage than a shortbow or Vicious Mockery. A two-level dip into Sorcerer or Warlock might be superior to using your MS for a cantrip though.

Tiny Servant is fun. Especially if you role-play having a ventriloquist puppet on you for the spell.
 

log in or register to remove this ad


Nevvur

Explorer
I think your thought process is right: What does my bard like to do and what is out there that I can't do? However, there is also room to grab that one spell that is something completely out of your wheel house that allows you to do something entirely new.

Just want to second this.

As for myself and my players, I haven't played a bard (I'm usually DM), but literally every bard I've DMd for has taken counterspell (either at 6 as a lore bard, or at 10 as a valor bard). Funny thing is, I didn't even realize it was one of their Magical Secrets spells. I always thought it was on the bard spell list because, again, all my players' bards have taken it, and I never really noticed it was absent on the bard spell list in the three years I've been running 5e.

If I were to play a bard, Aura of Vitality and Counterspell would be my top choices unless the group already had a dedicated healer and a counterspeller. We may be able to provide additional guidance if you can tell us which classes are already in the group and what role your bard usually plays (healer, controller, etc).
 


Thurmas

Explorer
I always love Bigby's Hand and Wall of Force at 10. Those two spells give you so many uses in and out of combat. Bigby's gives you great utility, gives you some damage if you need, crowd control or protection. Wall of Force is good for utility, crowd control or protection also. You can easily use it to divide an enemy force in two and deal with them in two waves.
 

rgoodbb

Adventurer
Hi folks.

I Have read all the guides and am cool with what makes the party better. I am an experienced player and just wondered what your picks were or would be. What are some interesting choices others have seen/used?

Thanks for all the replies there are some interesting and diverse spells you have/would have chosen. Tiny Servant and Animate Dead certainly make for intriguing and flavoursome choices. Bigby's Hand is effective and versatile but it is a little too soon (for me) after a certain Critical Role Bard. Counterspell and one of the Healing auras/spirits seem to be the more popular choices here.

Cheers.
 

Herobizkit

Adventurer
I've gotten some great mileage out of Shadow Blade and Dragon Breath, both from XGTE. Life Transference and False Life is another fun combo if you're into some Necromantic support.
 

rgoodbb

Adventurer
I've gotten some great mileage out of Shadow Blade and Dragon Breath, both from XGTE. Life Transference and False Life is another fun combo if you're into some Necromantic support.

Forgive me for being slow tonight. What is the Life Transference/False Life combo?
 

BlackSeed_Vash

Explorer
False Life gives you temp (1d4+4/+5 per additional level) HP.
Life Transference deals (4d8/+1d8 per additional level) damage to you and give double the amount to a target within range.
 

rgoodbb

Adventurer
So, let me get this straight. I use 2 actions to use up a 1st and a 3rd level spell slot (minimum) and take (a minimum of) 4d8 damage? So the combo is buff yourself a little before you lose quite a bit of damage so that you can heal someone quite a significant amount taking 2 rounds. That feels like too much of a trade-off for me personally. (unless I've missed something which is entirely possible).

I would probably take a different healing spell before that combo. But that's just me. Healing Spirit is close to being a choice for me.

Counterspell almost feels a little mandatory (which I kind of don't like, but might still take)
Thunderstep still feels really cool (I like bamphing, and adding a rescue while leaving some damage is just icing.)
Healing Spirit appears strong but takes my concentration. I already have a lot of spells competing for that.

I think Animate Dead might be an interesting option for later as well as Arcane Eye which I like the look of. Tiny servent seems fun if I get the space for it later on. But of course more higher spells become available then as well.

Thanks for sharing your ideas/views. I love the amount sheer amount of variations from folks.
 

Remove ads

Top