D&D 5E A Party Without Music is Lame: A 5E Bard Guide (mellored)

Endarire

First Post
Originally posted by mellored:

the-bard.jpg


Why be a bard? Bard's main schtick is support. Mostly offensive support by disabling enemies and letting your allies run rampant over them, but also by adding floating bonuses via your insperation. You have all the key healing spells as well, and can pick up any spell needed to fill in gaps in the party, making them rather versatile.


Color Code
[sblock]Goldenrod: Something you pretty much always take.
Deepskyblue: Grade A, and usually the most optimal choice.
Blue: Grade B, solid, if not quite optimal.
Black: Grade C, it passes, but don't expect much wow from it.
Darkviolet: Sitational, most of the time you should pass on this, but there are corner cases that can really make this good.
Red: Grade F, avoid. At best you just wasted your choice, but it might actually hurt you.

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Str: Probably a dump stat. Though valor bards can make this work particularly with expertise athletics. Grapple someone in a cloud of daggers, Hypnotize everyone then drag them around to compromising positions, Or make someone fall asleep, and get a free crit with a greatsword.
Con: Good for anyone, possibly more for your concentration checks than health. Though lore bards tend to stay in back.
Dex: Likely your secondary stat. Getting your disabling spell off first is great. Valor is likely to use this for an attack stat, and Lore needs it for AC as well.
Int: You're most likely dump stat. Though it's nice to know stuff.
Wis: Perception is important, and Wis saves can be very nasty (as you can prove yourself). Not a dump stat, but not a priority either.
Cha: You main stat. You could potentially play a low Cha valor bard, but you're probably better off as an eldrich knight or cleric for that concept. This also boost your inspiration dice, so it's hard to pass up.


Class features:

Spellcasting : Bards are casters. Most of their power comes from here with a large selection of save-or-suck spells, as well as some healing spells. They get a moderat amount of spells (about 2-3 per level), but can only swap when they level. Spells are rated below.
Bardic Inspiration: Who want's a bonus! While you need to pre-use this, its versatility, being able to use it after a roll, and 10 minute window, there's a pretty low chance of it being wasted. Note it works on inititive.
Jack-Of-All Trades: You are moderately good at everything. Note this works on initiative, dispell magic, counterspell, and several other things as well.
Song of Rest: A nice bonus at low levels, but doesn't scale well. Still, free HP.
Expertise: You're really good at something. Stealth, perception, and athletics are top choices. But what you want really depends on your build and campaign.
Font of Inspiration: This is like getting bardic inspiration all over again. Make sure to use them.
Countercharm: Pretty niche, you could easily forget you have this. Though it can come in handy on occasion.
Magic Secrets: This really opens up the class to do pretty much anything. Note that these count against your known spells, so it's not quite as great as it might first seem. There's a section below for choice spells to take.
Superior Inspiration: Possibly the worst capstone in the game. More bardic inspiration is good, but the condition attached means you'll rarely see it happen. So multi-class caster, you can keep your slots.


Sub-Clasess:

Valor: The big feature here is medium armor, which can net you +3 to +5 AC. There are several ways to go with weapons.

  • Ignore them (14 dex, 20 Cha) and just enjoy the AC boost as a caster.
  • Focus on them (20 Str/Dex, weapon feats, 16 Cha) and take non-save spells, like heroism, cloud of daggers, polymorph, animate objects, and force cage. As well as snaging smites or swift quiver. A few save spells can still work.
  • Pick up Shillehlegh at 10 allowing you to use Cha to attack. For a solid gish option.
  • Phyiscal control with Expertise in Athletics + Shield Master + enlarge with your magic secrets, and again, non-save spells.

Valor 5 / warlock or sorcerer is a good combo, adding armor and insperation and some spells to the other class. Valor 6/rogue also works, with 2 chances to land sneak attack, and plenty of skills and utility.
Proficiencies: As mentioned, +4 or +5 AC is big. Martial weapons are nice too.
Combat Inspiration adds a few more ways to use insperation.
Damage is generally the worse option, though still it's nice to have, particularly on a crit or if you just need a little more to finish someone off.
6: Multi-attack: Not too impressive unless you've invested in weapon boosting stuff. You can ignore this feature and boost just stick with cantrips. Though it is nice for grapple + prone for extra control.
14: Battlemagic: Extra damage is good. Even if you only have 14 Dex as a caster it's worth while to hold a hand crossbow. Note you can attack before or after you cast, but cannot grapple+cloud of daggers.

Lore: The big feature here is Cutting words, which makes it much easier to use inspiration dice. Magic secrets helps round you out as a spell caster, but it doesn't give more slots or more dice (you do get 2 extra known spells), so it's not that big of a boost. In a game where combat is minimal, lore bards are arguably the best class in the game. They fit into parties who have a good front line that can protect and defense (fighters, barbarians), and could use support and skills. Or you can simply multiclass cleric for AC.
Lore Bards multiclass better than Valor Bards because there is less overlap (i.e. armor). Cleric 1 is paticularly tempting, with it's armor and guidance. Lore bard are best when you have a good front line and damage (barbarian, fighter, paladin), and need more support and utility.
Proficencies: You already have the ones you want, and jack of all trades give you half of this anyways.
Cutting Words: The fact that you don't need to pre-use it makes it a good bit harder to waste, though you still want to hand them out to your allies for any saving throw situations.
The to-hit penalty is certainly useful.
Ability checks is pretty tame at, since you rarely see an enemy roll. However, it works on inititive, and cutting the solo dragons initiative is the same as boosting your entire parties. It can also let you burn 2 dice on the same roll, such as boosting an assassins initiative while cutting the dragons, or double up on a grapple check, though that's pricey.
Reducing damage isn't normally worth the die, but if you do it to an AoE, like fireball, that can add up. It also helps with concentration checks.
6: Additional Magic Secrets: 2 extra known spells. Most spells from other classes don't scale as well as bards, or compete with concentration (bless), so pick a better attack cantrip (eldrich blast). Better if you can retrain it.
14: Peerless Skill: You can now boost your own initiative, counterspell / dispell, and skills, but your dice are really getting stretched. This does combo with expertise, to allow you to get extrodinary skill checks. And if you take something like glibness and you can bluff a god (15 glibness + 5 cha + 6 proficiency + 6 expertise + 6.5 peerless skill + 6.5 cutting words insight penalty = 45). But you'll probably never face a DC that's higher than 30.


Races:

Alternate Humans: Starting with Alertness, Warcaster (valor), or Moderatly Armored (lore) to make yourself strong at low levels. Wait for a bigger proficency bonus for resilience, and grapplers need shield proficency before shield master. You don't get darkvision, which can hurt, paticularly the stealthy bards.
Half-Elf: Darkvision, +Cha, and +1 to 2 others, extra skills, and protection from some your own spells.
Tiefling / Aasimar: Darkvision, +Cha, and a few extra spells per day.
Drow Elf: Darkvision, +Cha, and a few extra spells per day. The sunlight sensitivity doesn't hurt the majority of spells. Still for valor bards who don't rely on weapons too much.

Dragonborn: Both Str and Cha make this good for valor bards. Breath attack helps make up for a weakness on the bard list.
Human: Bonus points help you be even more of a jack-of-all trades.
Lightfoot Halfling: For stealthy valor bards. Lucky doesn't help your spells though.
Goliath: Adds some toughness, and stones endurance can help keep concentraion spells going.

Half-Orc: For valor bards. Relentless endurance can let you be more risky.
Dwarf: Medium armor is good for lore bards. And more HP is nice for everyone.
Gnome: Advantage spells is solid but that's all you get. Better if your abusing magic jar.

Aarakocra: Flying high in combat is generally not advised, but the 50' speed can help you safe as a backline attacker, allowing you to hit and run (or hypnotic pattern and run). Note that valor can still use a shield while flying. Also good for grapple builds. Either way, make sure to take feather fall.
Stout Halflilng: Not much here.
Elf (wood, high): Not much here.
Genasi: Stll not much.


Originally posted by mellored:

Picking your spells.
Bards get a moderate number of known spells. About 2-3 spells per spell level. This includes magic secrets (lore get +2 more).

I ranked all the spells individually and as you would get them, and am weighting it towards combat. However that doesn't mean you should take all the sky blue spells. You should only take 2-3 single target disables, and 2-3 multi-target disable. Particularly since many of them are concentration and thus can't stack. While Wis is usually a good stat to target, you still want to pick up a few that target other defenses. So there is room to pick up a few sitational spells to fill in any gaps in your party. Like knock if you're missing a lockpicker.

Remember to take advantage of retraining spells. Upgrade Silent Image to Major Image, Cure Wounds to Mass Cure Wounds. But don't be too hasty to trade up control spells like Tasha's Hidious Laughter, since it's just as effective on a storm giant as it is on a kobold chief (magic resist and legendary saves aside).

There is debate over weather you can retrain your magic secrets ("bard spell" vs "bard spell list"). Ask your DM before deciding. I allow it at my table.

© = concentration
® = ritual

Cantrips
[sblock]Minor Illusion: So many uses for this spell with just a little creativity.

Mage Hand: Always handy to have extra reach.
[COLOR= Blue]Prestidigitation
[/COLOR] : Not quite as versatile as minor illusion, but still lot's of fun things to do.
Vicious
Mockery: The damage is pitiful, but the effect is pretty strong at low levels. But multi-attack reduces the potency of it's effect at higher level. At least you can insult people while tied up, and they damage type is virtually never resisted.
Thunder Clap: An AoE is nice for the valor who likes to wade into combat. Though they still want a ranged option. Just don't use it on stealth missions.

Mending: Lot's and lot's of unimportaint uses.
Light: Your "human" tax. Lore bards should consider just carrying a torch.

Message:
Most of the time you can simply whisper, or use hand signals. Still could be pretty good for stealthy groups.
© Friends:


Better for intimidation or goading someone into attacking you then actually doing anything friendly. But if you want that, you should attack first. Better with changeling/disguse self/disguse kit, and a lient DM.
© Dancing Lights:


While fancier than normal light, it takes concentration.
Blade Ward:


Much of the time you could simply dodge instead. Valor 14 however let's you tank and attack. Also useful when you know there's traps around.

© True Strike:
The only time you would want to use this is if you where going to run up next turn and cast a big attack spell (contagion), when you know you'll have disavantage next round and only make 1 attack, or maybe possible while stealthed. But for the vast majoirty of normal cases, you simply do less damage and lose concentraion.
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Level 1 spells
[sblock]Dissonant Whispers: Why yes, the guy who is surrounded just provoked 3 OA's from you (yes, you can take an OA on your turn) and your allies. Oh, you added some insult to it's injury too. This loses steam later since most OA's don't scale and reactions get more competition (reactions reset at the start of your turn) Rogues, Warcasters, Necromacers, and Summoners can keep this gold, clerics and paladins keep it sky blue. Without OA abuse it's still blue, since it can add control without concentraion, but only in certain situations.Relevent OA Rules
[sblock]You also don’t provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don’t provoke an opportunity attack if an explosion hurls you out of a foe’s reach or if gravity causes you to fall past an enemy.

On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you.

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©Faerie Fire: Advantage is strong. Unfortunately, invisible people are usually dexterous, so don't rely on that part.
©Heroism: A massive amount of THP at low level, but but fades quickly. Still could be useful for the fear immunity later, but it became situational.
Sleep:
This is great vs groups of small creatures, or as a finisher against a big one. It's usually ally safe as well. Scales well with slots, but it will litterally do nothing if you don't scale it.
©Tasha’s Hideous Laughter: Disable that is not a fear or charm, though it does have an Int limit. Note the save on damage, so disable one guy, and fight somene else.


Healing Word: You combat heal. This actually becomes more valuable later with more slots, since you only need 1 HP to fight
Cure Wounds: Your basic cure. There's loses steam later on.
Thunder Wave: AoE damage spell. It scales ok with slots.


©Bane: A mild but versatile debuff. Generally it's better to use Tahsa's to take one out of a fight for a while is better then weakening 3. Still, it's a rare charisma save, and can help land a more powerful spells.
®Unseen Servant: All sorts of nice utility with this ritual. Such as setting off traps.
©Silent Image: A nice upgrade to minor image.
Charm Person: No concentration makes this a bit better.
Earth Tremmor: A large AoE for level 1, but it also traps enemies next to you. That's not usually a good thing. Better if you don't hinder yourself (flight, misty step, earth genasi)

Longstrider: Could counter the slow of heavy armor.
Animal
Friendship
®Comprehend Languages
©Detect Magic
Disguise Self:
Usually better to get proficiency in a disguise kit, it last longer.
Feather Fall
®Identify
®Illusory Script
®Speak with Animals


[/sblock]

Originally posted by mellored:

2nd Level
[sblock]©Suggestion: "Help us kill your boss" not only disables someone, but adds to your allies as well. Not to mention all the RP possibilities. Though some DM's may not allow this, so check with them first.

©Heat Metal: While targeting is a bit limited, it's a no-save disvantage, with a little damage tacked on.
©®Silence:
Nearly every spell requires a voice component. Particularly fun with a valor grapple bard. It also helps with stealth.

Blindness/Deafness: While generally weaker than other disables, it has no concentration, allowing you to disable more. It's also a con save.
©Crown of Madness: This takes a bit of tactical finesse to utilize well, and often only lasts 1 turn, but you then get to deny an action while also dealing monster scaling damage. Just wait until 2 enemies are adjacent and target the one who goes next in initive. Goes up with good setup and/or teamwork, such as making an enemy wizard make a melee attack against your tank, while an ally rogue with sentinel stabs him in the back, making enemy's provoke OA's while fleeing their crazy friend. You can also make it multi-turn by a friendly web, hold person, or grappler forcing enemy positions. Note that the enemy can't attack you, since it's charmed.
©Enhance Ability:A versatile buff. Note that Cat is advantage on initiative.
Shatter:
Your next AoE damage spell. Scales ok with slots.
©Hold Person:
Somewhat target restricitve but a very powerful disable that let's your allies freely crit or freely land Dex spells. Stays effective without new slots.
©Phantasmal Force:
This has great potential, but can also be a waste depending on the player and DM.

©Calm Emotions: A very strong effect that can change a combat into a diplomatic encounter. The issue is, if just 1 enemy makes his save, it can quickly devolve into combat again. Dispelling fear and charm is helpful.
©Cloud of Daggers: Good auto-damage but small area, scales well with slots. This get's sky blue if combo with a way to immobilize (grappler, ensnaring shot).
©Invisibility: It's good utility for sneaking or scouting.
Lesser Restoration: A bit niche, but some diseases can be very nasty. Trade up to greater restoration later.
©Warding Wind: It has several niche uses.

®Animal Messenger
©Detect Thoughts
Knock
®Locate Animals or Plants
©Locate Object
Magic Mouth
See Invisibility: Fairy Fire can cover this for objects.
Zone of Truth
Pyrotechnics A non-concentraion AoE blind is certainly good. But you need a well positioned fire in the first place. Which doesn't happen without setup, and you can just use blindness more reliably.

Enthrall: A wisdom save to give disavantage to a wisdom check, just doesn't make sense. This should just be a skill (perform) check.
©®Skywriting: Animal messenger won't be seen by the enemy.

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3rd Level
[sblock]©Fear:AoE disable that only breaks when line of sight does. It can also provoke OA's.
©Hypnotic Pattern: AoE disable. It also has no V component so you can stealth cast it. And since it only breaks on damage, you can grapple & prone people too.

Bestow Curse Single target, touch, but only needs 1 save (the spell won't end on the "deny actions" version). It makes good use of your known spells spell by effectively giving you multiple spells in 1, including higher level spells without concentration and permanent duration. Better if your DM allows for more creative curses like immobilizing a melee only guy. Worse for lore who don't like beign close.
®Leomund’s Tiny Hut: You can take a full rest and only need to worry about a dispel. Note that you can also fire arrows out making this a great fortress. It's also a ritual, so you don't need to waste slots on it. It's cast time prevents the majority of abuse.
Plant Growth Heavy slow, no save, large area, and no concentration, but only you happen to have nearby plants and are fighting non-flying creatures. And farmers appreciate it's utility. Just make be careful about party positioning.

©Clairvoyance: Scouting is useful.
Dispel Magic: Great if you fight a lot of mages, but can be a little niche. Don't forget your jack of all trades and insperation dice for lore bards.
Glyph of Warding: With permanent duration, you can fill your tavern with defensive runes. It also allows you to put down buffs without concentration (glyph + invisibility). It's cast time and the fact that it can't be moved keep it from being too good. Though the component cost keeps it from being too good.
©Major Image: Added sounds and smell to your illusions.
©Stinking Cloud: An AoE disable, that also blinds (using a more common sense rule), but creatures tend to be able to walk out of it.
Tongues: While normally purple for out of combat utility, the fact that this can help you land (mass) suggestion keeps it up a notch.

®Feign Death
Nondetection
Sending
Speak with Dead
Speak with Plants

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Originally posted by mellored:

4th Level
[sblock]©Greater Invisibility:
A rather strong battle buff, possibly gold if you're supporting a rogue, who can stab and hide.
©Polymorph:
Generally you want to use this to add a massive amount of THP (Tyranosarurus Rex), to someone a friendly. You can also use it to disable an enemy, turning it into a sheep to keep it out of combat for a while.
©Compulsion: Ally friendly AoE move. Too bad OA's don't scale well. This can be bumped to sky blue with a rogue, cleric, or warcaster. It can also be used to create space within a ranged party, though it's initial range is low.
©Confusion:
A small AoE mass disable, but there's a chance the enemy might attack you anyways.

Dimension Door: Good utility. This can let you escape while your hands are tied.
Freedom of Movement: Immunity to a lot of nasty things. Assuming you know about it ahead of time.

Hallucinatory Terrain
©Locate Creature


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5th Level
[sblock]Raise Dead:
You risk death every day.
©Animate Objects:
Carry around a bag of small rocks to add a large amount of damage. It scales ok, but not great. Combo's very nicely with dissonant whispers.
©Hold Monster: Strong disable that works against most creatures. Depending on the campaign, you replace hold person.

©Dominate Person: A extremely powerful effect, but with many chances to save and short of a duration. Suggestion is usually enough, though sometimes you want finer control.
Greater Restoration:
A high cost, and a little niche, but many of the things it cures can be the same as death.
Mass Cure Wounds:
A nice upgrade from cure wounds.
©Mislead: A strong scouting spell, and it's non-verbal. So you can stealth cast it.

Awaken: The number of things you can do with this makes up for it's otherwise niche application. It's expensive components keep it from being abused though.
Dream: While niche, the range on this spell can let you eventually kill someone from safety.
Geas: Since you can knock people out at-will, this allows you to "animate" them. Just be careful as higher level creatures can easily endure the 5d10 damage.

©Modify Memory
Legend Lore
Planar Binding:
Geas works better in most situations.
©Scrying: Mislead is usually better for scouting. Otherwise this just shows you where you've been and people you already know.
Seeming
Teleportation Circle:
Really expensive to make your own. But could be very useful. Remember this when you get wish.

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6th Level
[sblock]Mass Suggestion: "Help me kill your boss" not only in mass, but also without concentration. And it last 24 hours, meaning you can cast it again.

©Otto’s Irresistible Dance:Single target with a weak-ish effect is bad, but the fact that it requires an action to save means a gaurenteed 1 round, and makes it perfect for legendary monsters. (dance dragon dance!)

©Eyebite: You can disable upto 10 people, but you generally can do it faster. It does have a few saving graces, since you can sleep -> attack -> sleep until a target saves. It also doesn't end if you lose concentration. But overall, hypnotic pattern or hold monster will do better at lower levels.
True Seeing: Auto-win on several checks without concentration. But it's component cost means you need to know there's something to see in the first place.

©Find the Path: Seems like this should be a few levels lower. But you aren't likely to have competition if you're traveling all day.
Guards and Wards: A really fun spell. but generally adventures don't stand still.
Programmed Illusion: This is more of an upgrade to magic mouth then the illusions.

[/sblock]

Originally posted by mellored:

7th Level
[sblock]Forcecage: No save, no concentration, no consumed components, capture. The bar version gives you plenty of time to kill it anything that you have more range against. And the box version let's your party take a short rest or construct any sort of trap. Consider simply piling rocks on top.

Regenerate: A large amount of out-of-combat healing. Also very strong in combat as anyone knocked unconscious will start of their turn, making them invulnerable unless your DM stops to attack them.
Teleport: Get you and your party out of any dangerous situation. It can be used to get into a situation as well, but it's risky. Still, casting teleport for 3-4 days in a row can still be quicker than walking.

Mirage Arcane: A Lot of uses for this, and with it's relatively short casting time and long duration.
Resurrection: Raise dead is usually enough. But who knows what else you can bring back.

Etherealness: A scouting spell that doesn't require stealth.

Mordenkainen’s Magnificent Mansion:
Most of the functionality can replicated with leomund's tiny hut. This is mostly for show.
©Project Image:
Symbol:
This would be a nice upgrade for glyph of warding, except for it's component cost.

©Mordenkainen’s Sword: This is simply far too underpowered for the level.

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8th Level
[sblock]©Dominate Monster: A very strong effect, but has too many saves. Suggestion can usually do enough at a much lower level.
Power Word Stun: Minimum of 1 turn, and you don't have many Con save disables. This goes up to sky blue if your DM reveals the target's HP.

Glibness: Most of the time you are better off with expertise in bluff. But there are certainly creative uses for this.
Feeblemind: You're nearly always better off with Power Word Stun since casters tend to have high Int.

Mind Blank: The long durration let's you cast this before bed and have it ready for tomorrow.

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9th Level
[sblock]Foresight: A strong, versatile, day long, non-concentration buff for one your attackers. Goes down to blue if you don't have an attacker, since it doesn't work well with spells.
©True Polymorph Multi-functional spell that's can save-or-die, give someone a huge HP pool as a dragon, or let you turn rats into diamonds to fuel your other spells. Ask your DM for a definition of a ruling about "permanent" before hand. Also how much you can abuse turning creatures into objects. Like if you can turn a gnat into a sun, or a castle into a gnat. It's also quite fun to turn a dynamite into a creature, give it a torch, then send it out to fight.

Power Word Heal A living ally is a valuable thing.

Power Word Kill: No save single target damage. This goes upto blue if your DM let's you know the enemy HP.

[/sblock]

Originally posted by mellored:

Magical Secrets: I'm not going to list or rate every spell, just some good choices, and possibly some traps. Mostly you should use these spells to fill in a gap of the party. For instance if you have a paladin and life cleric on your team, you probably don't need any additional healing, but might need some extra blasting. Conversly, if you have an evoker and sorcerer, you probably want more support. Note the lore bards 2 extra do not count against the known spells.

Wish:(level 9): This is in its own category because it let's you cast most other spells, and is paticularly good for the expensive and long durration ones (Simulacrum, Teleport Circle). This does come at a high slot cost, but it really opens up your options.

Warding Bond: This is it's own catagory as well. On it's surface +1 AC and Saves for 1 hours is it's a weaker buff. However, it has interesting interactions with concentration checks. If you cast it on yourself, you will make 2 concentration checks at 1/2 the DC (min 10). Thus if you have +9 to Con saves (including +1 from the buff), you automaticly pass every concentration check upto 41 damage. Of course, if you have +2 to con saves, and take 20 damage, you now make 2 DC 10 checks instead of 1. So it could definatly be a without good Con saves. You can also share this feature, such as helping a sorcerer keep it's twinned haste up.

cantrips
[sblock]Eldrich Blast: The best damage option for lore bards. Can be combined with ©Hex for more damage, but likely you'll be using another concention spell.Shillehlegh: Melee valor bards can smack things with a stick using Cha reducing their MAD. Which then let's them take polearm master + sentinal or simply +2 Con.
Magic Stones: For the ranged valor bard, this allows you to use Cha with a sling. It can eat up your bonus actions though, so it takes a bit of juggling. Remember you can use bonus actions between attacks. For instance, if you have 3 magic stones and multi-attack. Next turn, you can make 1 attack, then magic stone, then the other attack. Leaving your bonus action open for the third round.

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Control: Bards have plenty of Wis targeting control spells, but some creatures have high Wis. So having a few alternitives is good.
[sblock]Bones of the Earth (level 6): A non-concentration multi-target restrain with a Dex save, if you have a ceiling.
Counter Spell (level 3): You can add jack of all trades to the check, and lore bard's insperation dice.
©Ensaring Strike (level 1): Str based at low levels. Good for valor bards.
©Entagle/Web/Watery Sphere/Evard's Black Tenticals/Malstrom/Whirlwind (level 1/2/4/4/5/7): Dex/Str is nice to add to your list. The latter ones even add some damage.
©Wall of (Force, Fire, Stone, Ice, Thorns) (level 4-6): Block enemies off or cutting a group in 2 so you can deal with less of them at a time. Assuming they can't just walk around.
Magic Jar (level 6): Repeatable save-or-dominate. Though risky even with bard's Charisma save proficency. Consider being a gnome, getting deathward, and having a cleric as backup.

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Summoning: Summons can take advantage of your disables. Such as adding more OA's to Disonnant Whispers or more crits for hold person.
[sblock]Animate Dead (level 3): No concentraion. Give them a bow and these can add alot of damage over the course of a day if you can manage to keep them alive.
©Coujure Woodland Being (level 4): Woodland beings gives you pixies, which can in turn cast polymorph, and fly. You can turn your party into flying whales.
©Conjure Animal/Minor Elemental: (level 3/4): A mass of low level things can be pretty dangerous, as long as you avoid AoE's.
©Conjure Elemental/Fey (level 6/7): A stronger conjure, but runs the risk of having them be hostile towards you.
Simulacrum (level 7): No concentration, but expensive, but if you have a land druid who can "gain HP", or rogue who can avoid getting hurt, you've can add lot to your party.

[/sblock]The summoner's guide is here(x).

Damage: Bards lack damage, and dead is a better disable then others. Though only if you do enough to kill something, since a wounded dragon is still a threat.
[sblock]©(X) Smite (1-5): Paladins smites can add some single target damage and a variety of control effects to valor bards. Dispite the concentraion, they aren't wasted on a miss. Banishing smite is the only one that works with ranged attacks, but it's more of a finisher.
Scorching Ray (level 2): Scales extremely well, and can crit, so combo it with sleep or hold person. Though get adjacent, since it's not worth taking disvatage for.
Fireball / Conjur Volly / Vitrolic Sphere/ Meteor Swarm (level 3/5/5//9): When facing a horde, this is what you want.
Destructive Wave (level 5): Friendly damage for bard in the front, but doesn't scale.
©Lighting Arrow (level 3): While does less damage then other things (even with +2 archery style), the fact that you can pre-cast it before you kick down the door is handy. Paticularly for a valor 14+ nova. It also scales very well.
©Moonbeam/Call Lighting/Sunbeam (level 2/3/6): Repeable blast spells for spread out hordes. Better for lore who otherwise doesn't have attack options.
Spiritial Weapon (level 2): Repeatable single target damage, but no concentraion. Slightly better for lore who has a little less bonus action compition.
©Swift Quiver (level 5): While this sounds great, you really need 20 Dex, archery style, and possibly a magic bow to compete with other spells (like spiritual weapon). But if you do have all those, it's can be pretty good. Note also that it doesn't require attacking. So you can lob a fireball and 2 arrows.

[/sblock]

Buffing: Sometimes buffing allies is better then disabling enemies, though it depends on the party and enemy.
[sblock]©Crusader's Mantle (level 3): Call it bard song. Scales good with fighters, or extremely good with necromancers and summons.
Circle of Power (level 5): Your spell defensive buff. Though you have silence at lower levels.
©Haste (level 3): Very nice if you have a barbarian or bladelock. Pretty good for paladins and rangers. Not shabby on the rest.

[/sblock]

Recovery: If you're the primary healer you might want to boost.
[sblock]Prayer of Healing (level 2): Potentially very high out of combat healing.
©Aura Of Vitality (level 3): Another out of combat healing option. Slightly less total then prayer of healing, but less likely to waste it with over-heals.
Revivify (level 3): A cheaper version of raise dead.
Deathward (level 4): Save a life, donate a spell slot today.
Heal / Mass Heal (level 6/9): Boost your healing capacity.

[/sblock]

Other
[sblock]Contingency (level 6): This let's you get an additional level 5 spell on your adventure. Consider cure wounds when you drop to 0 HP or lower.
Wind Walk (level 6): Fast overland travel. You don't need to have been there before like teleport does.
Create Food and Water (level 3): For your desert campaings.
©Water Breathing / Water Walk (level 3): For your sea campaigns.

[/sblock]

Originally posted by mellored:

Feats and Ability Bumps.

Since there's so many of these, i'm stretching the normal ratings a bit. Gold isn't mandatory and red isn't quite a trap.
Also, like spells, i am weighing the ratings towards combat.

+2 Cha: You could potentially take a feat or 2 first, but many of your spells do nothing if they miss.
Inspiring Leader: Slightly less HP then healer, but proactive makes it more vaulbe.
Resilient (Con): Your best spells are concentration spells. This helps keep them running and keeps you alive in general. Warcaster is better for concentration till ~level 9. Assuming an odd Con score.
Warcaster: For valor bards so they can cast "S" spells with their hands full, or insult people who run away from disonant whispers, and add to their concentration checks. Blue for lore bards who still like concentration.

Alert: Going first means you can disable enemies before they act, or get a AoE spell off before allies get in the mix.
Defensive Dualist: Valor doesnt have any competing reactions, so this is a strong AC boost. Though wait till level 8+ for a higher bonus.
Moderately Armored: +4 AC for a lore bard.
Healer: This is right up your ally as support. Slightly more than inspiring leader, but at the cost of a little money.
Tavern Brawler: An alternitive for the shield master for grapple bards. If you have an odd Str/Con. Otherwise shield master is better.
Shield Master: A key feat for the grapple bard. Blue for other bards who want a bit more defense.

+2 Dex: Initiative is nice, and helps valor with your bow attacks, or lore with AC.
+2 Con: Being alive is nice, and it helps with your concentration checks.
+2 Str: For 2-handed bards. Grapple bards don't necessarily need to max Str, since expertise adds more at cheaper cost, but it doesn't hurt.
Crossbow Expert adds a fair bit of damage when you have nothing else to do, even for lore.
Great Weapon Master: You have several spells (sleep, hold person) that grant advantage and crits. Assuming you're a Str valor bard.
Polearm Master: The Str alternative to crossbow expertise.
Ritual Caster: This can cover a lot of those "nice to have" spells freeing up your prepared slots. Suggest wizard's list.
Resilent (Wis):
If you didn't take Con, Wis saves are pretty nice too.

Actor: A good option for bumping an odd Cha is good for you.
Dungeon Delver: With expertise and advantage, you can be the trap master. Red for games without traps.
Heavy Armor Mastery: This is pretty good by itself, but the prerequisite is weighing it down.
Lucky: A good all around bonus, but doesn't help land your spells.
Medium Armor Mastery: If you happen to be at 16 Dex you get +2 AC. Otherwise it's
Observant: For the scout in you.
Sharpshooter: Adds some damage for valor bards. Usually with swift quiver and dipping for archery style.

+2 Int:
+2 Wis:
Athlete: If you have an odd stat.
Heavily Armored: If you have an odd stat. Otherwise, medium + shield is enough.
Keen Mind: The odd bump for int, but that's likely your dump stat.
Linguist: The other odd bump for Int, but still likely your dump stat.
Mage Slayer: Even valor bards tend to stay back. Better for grapple bards.
Magic Initiate: You're going to get your choice of spells anyways, so this loses value.
Martial Adept: If you have contagion as your magic secret, faint is a good choice. Otherwise it's pretty weak with only 1 die.
Mobile: There's little reason to be faster than the rest of your party. Could be ok for scout bards.
Mounted Combat: Even valor bards don't make enough melee attacks to make good use of this. Black if you take find steed as a spell.
Sentinel: You are likely to be a target that others are trying to protect, not the other way around.
Skilled: This is weaker than usual since you have jack of all trades.
Skulker: While you can be a great scout, you don't have any way to get a damage bonus. Better with sharpshooter.

Dual Wielder: Valor has enough competing bonus actions, and lore doesn't have the weapons.
Durable: Only good if you have 19 Con.
Elemental Adept: Bards have very few damage spells, even with magic secrets.
Charger: This is bad for just about anyone past the first few levels.
Grappler: Bards can make good grapplers, but this feat isn't good.
Lightly Armored: You already have light armor. Take athlete if you're looking for the bump.
Savage Attacker: Even 2-handed valor bard don't want this.
Spell Sniper: Maybe possibly for lore with some touch attacks (contaigion), but valor has longbows.
Though: The feat itself isn't bad, but you're better off taking +2 Con for the concentration checks.
Weapon Master: If your valor, you have weapon proficiency, if your lore, you don't have multi-attack.


Originally posted by mellored:

Example Builds:

General Stats: (both types)
Str: 8
Con: 14
Dex: 14
Int: 8
Wis: 12
Cha: 15
(+ racial bonuses)

General Feat: (both types)
4: Inspiring Leader
8: +2 Cha
12: Resilence (Con).
16: +2 Cha
19: +2 Dex.

Support: A lore bard who starts off with 1 level of life cleric for armor, Wis saves, and guidance. And uses additional magic secrets for goodberry (+life domain = 40 HP per cast) and eldrich blast. This is probably the most optimal bard, though it's still group dependant.

Polearm: A valor who takes shillelagh, polearm master, and sentinal, while wielding a quarter staff and shield and wading into the think of things. Potentially adding a few buffs like mirror image, or elemental weapon.

DPR: A valor who starts with fighter 1 for archery style, and con saves, then get's swift quiver for lots of attacks. Eventually adding in forsight. Potentially a better ranger then ranger.

Nova: A valor who gets 3 levels of assassins and lightning arrow. Since lighting arrows can crit, and you can pre-load one, you can fire 2 off on a surprise round. Burning your 9 and 8 slot, you can deal 59d8 +4d6 sneak attack (+2xdex possibly). Though probably better to use your level 5 slots (32d8) and keep your 9th level for forsight.

Ultimate Skills: Get ALL the skills (and a lot of expertise) while still being compitent in battle. Half-Elf Rogue 1, Warlock 2 (beguiling influence, agonizing blast), Knowlage cleric 1, lore bard 6+, and the skilled feat. Eventually getting peerless skill to make you the ultimate skill master. (rogue 10 with reliable talent is a close second).

Grappler: A valor bard who uses shield master and expertise in athletics to know people down and hold them. Using Enchance Ability, or Enlarge/Reduce to keep up with the size, silence to make casters sad, animate dead or other summons to take advantage of the downed enemy, or positioning spells like cloud of daggers or crown of maddness to drag people into.

Greatsword: Not optimal, but still viable to make an 20 Str, 8 Cha bard as a stealthy half-orc with good AC and Con swinging a maul. Maul + Sleep + Half-orcs extra crit damage works early on, with buff spells like greater invisibility, polymorph, and forsight later.


Originally posted by mellored:

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.


Dipping out: What you lose.
[sblock][COLOR=&lt]20 : Superior Inspiration[/COLOR], as mentioned above, is a pretty meh ability, even if your DM allows inititive cheeze. 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 (paticluarly at Cha 20), and so do feats since you took the best ones first, but there are a fair number of good choices paticularly for valor who tend to be a bit more feat hungry. Again, no new spells, but another 6th level slot.

18: Magic Secrets This let's you get wish. An extra 5th level slot isn't bad either. This loses value if you can retrain your lower Magic Secrets.

17: Level 9 spell: Your level 9 spell. Forsight is a massive boost to your best damage dealer.

[/sblock]TLDR:
Bards can take 1-3 levels in another class, paticularly if you MC into another caster and retain your slots.
If you dip early you slow your bard progression down, so you may not want to do that.
Lore bards multiclass better, because armor.


Dipping in. What you gain
[sblock]Warlock 1: Gives you low level slots insteat of high ones, but you don't need high level slots for tasha's or dissonant whispers. Great old one also allows you to land suggestions better. It also frees you up to take a few other spells.
Warlock 2: Get's a lore bard very nice at-will damage that it's otherwise missing. Add foresight, and you're a real powerhouse, for the last 2 levels. Plus some other fun trick, like darkvision. Blue for valor who will has weapons for damage, but this is still an upgrade.
Warlock 3: Chain warlock can be nice. Tome can give you alot of the utility from rituals.

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.
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 againt the mages guild.
Sorcerer 3: Meta-magic allows for all sorts of good stuff, like Twinned tasha's, carefully dropping hypnotic pattern on already engaged allies, or heighting true polymorph to help secure a kill, or extending Forsight for long days. Note you won't get enough PP to twin higher level spells, so choose carefully.

Cleric 1: Medium/Heavy armor and shields make a great boost for lore bards. Choice of spells (bless, guidance). You also get a pretty solid feature of your choice, such as life cleric's heal. Valor bards don't need the armor, but still like the spells.
Cleric 2: There are several good channel divinities to choose from.
Cleric 3: 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.
Rogue 2 : Cunning action is great. Just watch your bonus actions.
Rogue 3
: Arcane Trickster gives you spell slots and can grab mage hand ledgermain for alot of fun utility. Adds a little more sneak attack damage as well.

Paladin 1: 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.
Paladin 2
: 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 vengence) generally makes up for the loss of a slot and you get extra spells as well.

Ranger 1: Pretty niche bonuses, but could be good in specific campaigns.
Ranger 2: 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. Note stating fighter gives you heavy armor and Con saves, though at the cost of Wis saves.
Fighter 2: Action surge can allow you to try a disable again if you miss.
Fighter 3: Battlmaster's feignting attack can be used to get advantage on spells (i.e. contaigion) and add some damage. Magic Secrets > Eldrich Knight.

Druid 1: You can pick up a number of good spells here.
Druid 2 : Wild shape adds a good bit of ulitily, and land druids get 1 extra slot. Moon druids won't scale well enough.
Druid 3
: Magic secrets let's you keep Cha as your cast stat.

Monk: Very little reason to go monk, even as a valor bard.

Barbarian: You can't cast spells or concentrate while raging.

[/sblock]TLDR:
Cleric 1 (lore bard), Warlock 2, or Sorcerer 3
Rogue, Paladin (not vengeance), Ranger (not beastmaster), Fighter 2, Druid 2
Monk or Barbarian


Originally posted by Zardnaar:

Good luck Mellored, I have one in progeress as well. More work than I thought it would be.

http://www.enworld.org/forum/showthread.php?363601-Bardic-Lore-A-Basic-College-of-Lore-Bard-Guide


Originally posted by IxidorRS:

Bards are definitely more interesting in this edition than I can ever recall them being. I look forward to seeing this finished.


Originally posted by mellored:

Did cantrips and level 1-3 spells.

I'll add colors and what not later.


Originally posted by GladiusLegis:

I know Wish is gold for a Lv. 18 pick of Magical Secrets. Other than that, there's probably several sky blues for that feature in general (Haste, Fly, Contagion).


Originally posted by Zardnaar:

Problem with wisj is knowing it is cute but you still only get 1 level 9 slot per day and you have foresight which lasts 8 hours and gives you advantage all day long and disadvantage to your enemies. Wish would be great on your days off though I suppose.


Originally posted by mellored:

Zardnaar wrote:problem with wisj is knowing it is cute but you still only get 1 level 9 slot per day and you have foresight which lasts 8 hours and gives you advantage all day long and disadvantage to your enemies. Wish would be great on your days off though I suppose.
The advantage of wish, is that you can cast any spell, with only 1 spell choice.
Sometime feather fall would do more then forsight would.


Originally posted by Litania84it:

I don't want to sound like a pedantic pain, but please please fix your spelling! There are mistakes every other line of text, and it's a pity because the guide is otherwise very informative and well made.


Originally posted by spanglemaker:

The Message cantrip is better than whispering and hand signals. 120 feet is pretty reasonable, especially as you can message round corners and in Darkness. Yes it is situational but quiet comms with your rogue or party can cause a world of pain for the enemy and save lives. My friends who served in military Signals would rate it Bluef not Sky Blue. A limited range comm is better than none.

I took it with Magical Initiate for my Warlock, whose invocations- Devils Sight gave 120 feet normal vision in magical and normal darkness. It meant that she could sneak after some dragon cultists and whisper to the party.


Originally posted by Dark_Kain:

Also message is pretty cool for valor bards that want to discuss tactics during a battle without the enemies noticing.
Unless you expect to be able to wisper in the ears of your ally while battling that orc horde, that vampire or that ancient red dragon.

As a side note Jack of all Trades also works on all the magical ability checks, this is kind of awesome for spells like dispel magic and/or counterspell (if you grab it with magical secrets).


Originally posted by StuleBrown:

Great start on the guide Mello! Can't wait to see the rest of it.


Originally posted by mellored:

Finished the bard spells. Comments welcome.

Ran spell check.


Originally posted by Mommy_was_an_Orc:

A couple of notes:
Dissonant Whispers overstates the value of using up your reaction. Most weapon-using PCs should have a use for a reaction that involves a basic.
Mind Blank is sky-blue to gold because it lasts longer than a long rest. Right before going to sleep, if you have an 8th or 9th level spell slot remaining, you cast it.


Originally posted by mellored:

Mommy_was_an_Orc wrote:A couple of notes:
Dissonant Whispers overstates the value of using up your reaction. Most weapon-using PCs should have a use for a reaction that involves a basic.
Mind Blank is sky-blue to gold because it lasts longer than a long rest. Right before going to sleep, if you have an 8th or 9th level spell slot remaining, you cast it.
Made Dissonant Whispers a bit more clear about how it loses steam past the first few levels.
I'll mention the durration, but Mind Blank is still pretty situational. Bards can only get 2-3 spells for each level.


Originally posted by Pelican12:

Aura of Vitality is a level 3 spell, you have it listed as 4th under the Magic Secrets entry.


Originally posted by Kurgag:

Thank you for this guide keep up the good work.
smile.gif


Superior Inspiration: A rather meh, capstone. Not because bardic insperation isn't nice, but because of the condition attached. Unless you can convince your DM to let you carry around a bag of rats, and challenge each to 1 on 1 dual.

I didn't get the ratbag part.


Originally posted by Siderealmotion:

Since bardic inspiration lasts for 10 minutes, you could fight a rat, buff a party member, fight another rat, buff another party member, etc. Repeat before every combat.

Originally posted by Ashrym:

Siderealmotion wrote:Since bardic inspiration lasts for 10 minutes, you could fight a rat, buff a party member, fight another rat, buff another party member, etc. Repeat before every combat.
You don't need rats for that. Challenge your party to a friendly wrestling match, roll initiative, inspire someone. Rather than pollute the session with cheesy ways to roll initiative it's easier to handwave an inspiration die all around and one available to the bard as long as the group knows they have a challenge coming up and have a moment to prepare.

Originally posted by mellored:

Feats are up. Comments welcome.

And yea, inititive cheese.


Originally posted by Ashrym:


General thoughts so far:

Confusion applies a lot of action denial regardless of the random nature and isn't as easy to break as hypnotic pattern.

Elemental adept works with magical secrets adding damage spells and could probably be up to purple from red. It's very specific in the that type of concept but not really a trap; just requires specific building to make use of it.

Blindness affects far more creature types than hold person and doesn't cost concentration; I find hold person is too situational in targets

In a first level slot healing word averages 2 hp less healing compared to keeping the action available so when healing is required in combat healing word tends to be the better choice, especially if the action that's still available prevents more healing than the difference between the two spells. Cure wounds scales much better in higher slots, but higher slots generally allow for better healing spells than either, including prayer of healing or aura of vitality. Out of combat healing options leaves cure wounds behind fast so it depends a lot on what magical secrets are available and taken. Really, we're talking about the difference between 7.5 hp plus range as a bonus action vs 9.5 hp touch and costing the action.


edited when away from my phone :)


Originally posted by mellored:

Ashrym wrote:General thousands so far: Confusion applies a lot of action denial regardless of the random nature and isn't as easy to break as hypnotic pattern.
I moved it up a notch.
Elemental adept works with magical secrets adding damage spells and could probably be up to purple from red.
That's still only going to affects a very few number of spells.

Blindness affects far more creature types than hold person and doesn't cost concentration; I find hold person is too situational in targets.
I didn't notice the lack of concentration. Will bump that.
And i will drop hold person down a notch as well.

In a first level slot healing word averages 2 hp less healing compared to keeping the action available so when healing is required in combat healing word tends to be the better choice, especially if the action that's still available prevents more healing than the difference between the two spells. Cure wounds scales much better in higher slots, but higher slots generally allow for better healing spells than either, including prayer of healing or aura of vitality. Out of combat healing options leaves cure wounds behind fast so it depends a lot on what magical secrets are available and taken. Really, we're talking about the difference between 7.5 hp plus range as a bonus action vs 9.5 hp touch and costing the action.
2 HP is a fair bit at low levels.

But i should mention trading up cure wounds.



Originally posted by GladiusLegis:

Should definitely mention Prayer of Healing in Magical Secrets. Its raw healing numbers are better than Aura of Vitality even at 2nd level, and it can be upcast unlike AoV. But AoV's healing can be distributed as it's needed, while PoH might heal some too few and others too much. Tough call which is better to poach.


Originally posted by Ashrym:

When I look at that 2 hp difference I see an action for vicious mockery to go with it and prevent more than 2 damage on average. When my bard was very low heroism for a concentration effect and viscious mockery almost all the time during combat for the disadvantage on attack roll. The bonus action I had left could be used to add an inspiration die to someone or to emergency heal someone in combat because either used a bonus action.

Heroism is also still a good spell for multiple targets through higher slots. In a 4th level slot at 8th level, I had 4 targets with 5 thp that renewed on each target's turn. I picked up mass cures as early as possible, though.


Originally posted by Squad:

Thanks for putting this together! I think that a lot of your ratings would apply equally well to the Warlock, since it's also Charisma based and there's a lot of overlap in spells (as well as the warlock dividing into ranged casters and melee gishes).


mellored wrote:Gold:
Forcecage: No save, no concentration, no consumed components, capture. The bar version gives you plenty of time to kill it anything that you have more range against. And the box version let's your party take a short rest or construct any sort of trap. Consider simply piling rocks on top.

Just one quibble - no consumed components? It's M component is ruby dust worth 1,500 gp. Or am I missing something?


mellored wrote:
Sky Blue:Moderately Armored: +4 AC for a lore bard. Valor get's this for free.
I wasn't sure quite how you came up with +4 AC, apart from +2 AC for the shield. It depends on the Dex of the bard, no? Also, should the rating be lowered if the bard stays at range?

Originally posted by mellored:

Squad wrote:
I wasn't sure quite how you came up with +4 AC, apart from +2 AC for the shield. It depends on the Dex of the bard, no? Also, should the rating be lowered if the bard stays at range?
Light is 12+DexMedium is 14+Dex (max 2)
Shield is +2.

(14+2+dex) - (12+2+dex) = 4
Unless you have 16 Dex, then it's +3.

And even at range it's +4 is alot of AC. If you have a strong front line, you could potentially skip it, but it's still very good.


Originally posted by AtomicPope:

Warcaster should be much higher on the list of feats. Valor Bards will be stuck in melee and will benefit much more from casting a spell as an Opportunity Attack than Lore Bards. I've used this to cast Heat Metal (drops weapon or shield) and Hold Person (basically dead). Drawing an Opportunity Attack from a Warcaster is a deadly mistake. The best feature isn't for Sword and Board, it's for maintaining buffs. Warscaster gives you Advantage on Concentration Checks. That's good for Buffs and Debuffs, reducing the need to recasts allowing you to focus on healing and attacking.


Originally posted by mellored:

AtomicPope wrote:Warcaster should be much higher on the list of feats. Valor Bards will be stuck in melee and will benefit much more from casting a spell as an Opportunity Attack than Lore Bards. I've used this to cast Heat Metal (drops weapon or shield) and Hold Person (basically dead). Drawing an Opportunity Attack from a Warcaster is a deadly mistake. The best feature isn't for Sword and Board, it's for maintaining buffs. Warscaster gives you Advantage on Concentration Checks. That's good for Buffs and Debuffs, reducing the need to recasts allowing you to focus on healing and attacking.
I thought i did have it higher.
It's paticularly nice when combo'd with disonant whispers.
And you should probably have a concentration check running before you get an OA's.


Originally posted by Zardnaar:

warcaster+faerie fire would be your basic combo. Faerie fire is a sky blue or gold spell for bards/land druids, blue for moon druids,Warlocks and light clerics


Originally posted by KippleSnacks:

I am really interested in running a Str based Bard, which means heavy armor. Would you recommend first level being Cleric(life/war)?


Originally posted by Zardnaar:

KippleSnacks wrote:I am really interested in running a Str based Bard, which means heavy armor. Would you recommend first level being Cleric(life/war)?
Medium armor is good enough and you can take the warcaster feat for the concentration rolls. Medium armor has more versatility outside combat downside is you may want to base oyour attacks off strength so you need a good str, dec and probably cha as well.


Originally posted by mellored:

KippleSnacks wrote:I am really interested in running a Str based Bard, which means heavy armor. Would you recommend first level being Cleric(life/war)?
You don't need it with valor, but it's a top choice for lore.
Bards 19 and 20 doesn't add any new spells. Even 18 could be skipped as well if you only plan on using forsight. Or true polymorph if you just want to be a dragon.
Of course, it slows you down. But many bard spells scale well without needing higher slots.


Originally posted by Mommy_was_an_Orc:

I think a lot of the MC advice needs to be in the category of "If you hit 17-18th, by all means, start picking up things from elsewhere. And that likely means Sorcerer 2-3 for Quickened Spell. But otherwise, stay away - if you really want what Cleric gives, just pick up Moderate Armor, because taking Cleric means paying for it at every odd level and occasionally some even ones.

Or in other words, just because Cleric is by far the best option at low levels, doesn't actually make it anything above Black and I think it is arguably Purple.

Anyway, some other secrets:
Swift Quiver
Find Steed
Circle of Power

Tongues is underrated - being able to land your Mass Suggestion spell on all your targets because they can all understand you goes a long way...


Originally posted by Pelican12:

Dipping Life Cleric 1 gives you more healing if you're trying to be more tanky. Getting 2+spell level extra each time you heal is pretty potent. Aura of Vitality turns into 2d6+5/round for an average of 12hp/round. Not shabby if you're looking to soak. Couple this with Valor Bard 14, and you can tank up pretty well.
 

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