D&D (2024) Playtest 6: Bard

I still think classes should have their own spell lists (and strongly doubt the combined lists would hit 70% approval if the developers actually asked about them). If that's not on the table though, I think choosing among the spell lists is probably the best alternative for the bard. Magical Secrets should probably allow a limited number of spells outside the chosen list rather than entirely negating the choice after level 10.
 

log in or register to remove this ad

I still think classes should have their own spell lists (and strongly doubt the combined lists would hit 70% approval if the developers actually asked about them). If that's not on the table though, I think choosing among the spell lists is probably the best alternative for the bard. Magical Secrets should probably allow a limited number of spells outside the chosen list rather than entirely negating the choice after level 10.
I was thinking about alternatives to this. For example, you could open up a second list (keeping one unavailable), but my sense was that enough spells can be found on two lists that the difference of adding a third really wasn't much.
 

They unified the terminology by using the word 'Prepared' for every spellcasting class... they just changed up how often / how many spells could be swapped. Some have all their spells able to be changed every Long Rest (Cleric, Druid), some have one spell changed every Long Rest (Paladin, Ranger), and some have one spell changed every time you level up (Bard, Arcane Trickster).
This is a change in terminology that was in the Mage playtest. "Known spells" is no longer a thing. All casters have Prepared spells, it's just when do you get to change the spells you prepare? The older "known" classes can change one per level up, while classic "prepared" casters can change them all after a long rest. Note that Sorcerers and Warlocks also say "Prepared spells".
Yeah, this is not actually important as long as they function like spont casters still, but the twisting of the term for complicated simplicity is bad and they should feel bad.
 

  • College of Dance is a cool idea. Am I right that the Agile strokes option will favour PCs with natural weapons? A dancing Lizardfolk biting bard leaps to mind...
No, because the final part of the class feature is on the next page. Bardic Damage lets them make Unarmed Strikes with Dexterity and using a damage die equal to their Bardic Inspiration die size. So they're already mini-Monks. That's basically what the Dazzling Footwork package is. Unarmored Defense, mini-Flurry of Blows, mini-Martial Arts.
 

No, because the final part of the class feature is on the next page. Bardic Damage lets them make Unarmed Strikes with Dexterity and using a damage die equal to their Bardic Inspiration die size. So they're already mini-Monks. That's basically what the Dazzling Footwork package is. Unarmored Defense, mini-Flurry of Blows, mini-Martial Arts.
Thanks.
 

Thinking more on why I think Bards need a list of spells that are always known.

Characters from 2014 builds that focused on Illusion and Enchantment spells (which are mostly Arcane spells) but had some healing spells, aren't exactly compatible anymore with the spell list choice, unless they're going to do something like get Divine Initiate as a feat or wait till 10th level.

At a minimum the always known spells should be something like:
Vicious Mockery
Cure Wounds
Lesser Restoration

maybe throw in things like Friends or Charm Person for the Divine and Primal spell list pickers.
 

I find this really interesting not only mechanically, but lore wise. Bard's now feel much older than the other traditions, because they are the only type of magic that can stretch between them.

And, at 10th level, you just know ALL magic. They sort of become the ultimate generic mage. Which is a fascinating direction to take them in, since they are the ultimate generalist in skills as well.
 

I find it interesting that the Bard always has the option to take Vicious Mockery, and Vicious Mockery is a bard exclusive spell, but they don't get it automatically. I find that strange, and kind of off-putting, but I do like the improved damage. (I guess it had to be competitive since it now competes against all cantrips)

I like the changes to Bardic Inspiration mostly, and I find it amusing that a bard could pass out four inspirations in a single short performance (out of combat) and set up the party before delving with a die each.

Taking away song of Rest makes me a bit sad. I did like them having something for it... but honestly? This may be better, as it allows healing abilities beyond spells to concentrate into the Priest characters.

Countercharm? YAAAASSS, this is soooo much better!

The Power Words are interesting. I wasn't sold on the "within 10 ft" rule for choosing a second target, but Power word kill is now instant death under 100 hp, or 12d12 damage, and Heal is now ranged, so it should be okay. I do find it interesting that since Kill is an Arcane Spell and Heal is a Divine spell, that Bards are the only class that can cast both of them.

College of Dance is AMAZING! Literally everything about it excites me.... except for the 14 level ability. Just a free cast of Otto's Dance? Meh. It is a good spell, but it doesn't feel like a big exciting capstone.

Lore Bard is... basically the same as 2014. I kind of miss the ability to cutting words and deal damage.

Valor bard is.... basically the same as 2014. Which isn't good as it was always considered a weak subclass. The AC increase coming on a hit instead of whenever attacked is a very good change, but it also highlights how TERRIBLE the increase to damage option is. I can't see ever using that.

Glamour bard is intriguing to a degree. Mantle of Inspiration? Improved. Like it. Beguiling Magic... I think it is an improvement, but the 1/day charm really highlights how trash Charm Person is. I'd rather cast minor illusion and use my 1/day charm than cast charm person any day.

Where this becomes a sublime kismet is Mantle of Majesty. Not only is Mantle of Majesty better, but now it starts by casting Command, which is an enchantment spell, which means you can activate Beguiling Magic. If the enemy fails that save? You have them charmed for the rider on Mantle. Which is just perfect.

But then, wierdly, I think they nerfed Unbreakable Majesty. The enemy attacks you as normal, and once per turn you can make a single attack miss? Compared to before where you could make an enemy unable to attack you at all, and if they did they had disadvantage against your spells, this is MUCH weaker.
 

Dare we hope for something similar in the Sorcerer? That would be amazing -- a primal sorcerer or a divine soul. That would make me more excited for sorcerers than I've ever been, I think.
An interesting idea. I can see that really opening up possibilities fir the Sorcerer, but that nay cause weirdness with Metamagic. It would be different from Bard, because the Sorcerer would not get that Level 10 hot smokin' "Use All the Lists, Master of All Arts" feature.
 


Remove ads

Top