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Lore Bard Debuffer: Spell Selection and Choice of Dip
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<blockquote data-quote="Esker" data-source="post: 7477028" data-attributes="member: 6966824"><p>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).</p><p></p><p>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).</p><p></p><p>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 <em>vicious mockery</em> is starting to lose its luster against multi-attack enemies).</p><p></p><p><strong><span style="font-size: 12px">To Dip, or Not? If so, What Class?</span></strong></p><p></p><p>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.</p><p></p><p>What I keep coming back to, therefore, is a single level of Divine Soul (Chaotic) Sorcerer (probably at Level 7), which gives several goodies:</p><p></p><p></p><ul> <li data-xf-list-type="ul">Access to <em>shield</em>, freeing up a bard slot to take something other than bane, and either another defensive reaction like <em>absorb elements</em> or freeing up a second bard slot by taking <em>healing word</em> as a sorcerer spell. </li> <li data-xf-list-type="ul">The <em>Favored by the Gods</em> 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. </li> <li data-xf-list-type="ul">Keeping up spell slot progression (compared to Hexblade, though no short rest renewal) </li> </ul><p></p><p>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.</p><p></p><p><strong><span style="font-size: 12px">Spells, Spells, Spells</span></strong></p><p></p><p>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 <em>Spiritual Weapon</em> 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).</p><p></p><p><u><strong>Spells by function, level and save type</strong></u></p><p></p><p> <span style="color: #936">Sorcerer Spell</span></p><p><span style="color: #936"></span><span style="color: #396">Magical Secrets</span></p><p><span style="color: #396"></span><span style="color: #000"><em>Concentration</em></span></p><p><span style="color: #000">AoE = Area of Effect</span></p><p><span style="color: #000">Tgt = Can select multiple targets</span></p><p> <strong></strong></p><p><strong>Single Target Debuff/Control/Damage</strong>:</p><p></p><p> L0: Vicious Mockery (WIS), <span style="color: #936">Frostbite (CON)</span>, <span style="color: #936">Sacred Flame (DEX)</span>, <span style="color: #936">Ray of Frost (Attack)</span></p><p>L1: Dissonant Whispers (WIS)</p><p>L2: <em>Suggestion</em> (WIS), Blindness/Deafness (CON)</p><p>L3: <em>Enemies Abound</em> (INT)</p><p>L4: <span style="color: #396"><em>Banishmen</em>t</span> (CHA)</p><p>L5:</p><p>L6:</p><p>L7: <span style="color: #396">Plane Shift</span> (CHA)</p><p>L8: Power Word Stun (CON)</p><p></p><p><strong>AoE and Multi-Target Debuff/Control/Damage</strong>:</p><p> L0: </p><p>L1: <span style="color: #936"><em>Bane</em> (CHA, Tgt)</span>, <em>Faerie Fire</em> (DEX, AoE)</p><p>L2:</p><p>L3: <em>Hypnotic Pattern</em> (WIS, AoE)</p><p>L4:</p><p>L5: Synaptic Static (INT, AoE)</p><p>L6: Mass Suggestion (WIS, Tgt), <em><span style="color: #396">Sunbeam</span></em> <span style="color: #396">(CON, AoE)</span>, <span style="color: #396">Bones of the Earth</span> <span style="color: #396">(DEX, Tgt)</span></p><p>L7: Forcecage (~CHA)</p><p>L8:</p><p>L9: Psychic Scream (INT, Tgt)</p><p></p><p><strong>Other (Buff/Summon/Utility)</strong>:</p><p> L0: Minor Illusion, Mage Hand, <span style="color: #936">Guidance</span>, Prestidigitation</p><p>L1: <span style="color: #936">Healing Word</span>, <span style="color: #936">Shield</span></p><p>L2: <em>Invisibility</em>, <span style="color: #396">Spiritual Weapon</span></p><p>L3: Dispel Magic, <span style="color: #396">Counterspell</span></p><p>L4: <em>Greater Invisibility</em>, Dimension Door</p><p>L5: <em>Animate Objects</em>, <em><span style="color: #396">Circle of Power</span></em></p><p>L6:</p><p>L7:</p><p>L8:</p><p>L9: <span style="color: #396">Wish</span></p><p> </p><p></p><p>If I go Hexblade instead, sub in <em>Eldritch Blast</em> and maybe <em>Armor of Agathys</em>, remove <em>Ray of Frost</em>, <em>Guidance</em> and <em>Sacred Flame</em>, keep <em>Bane</em> and <em>Healing Word</em> as Bard spells and remove ... something... maybe regular <em>Invisibility</em> once I get <em>Greater Invisibility</em>, and <em>Suggestion</em> once I get <em>Mass Suggestion</em>.</p><p></p><p><strong><span style="font-size: 12px">Action Economy</span></strong></p><p><strong><span style="font-size: 12px"></span></strong></p><p>A typical sequence of combat turns would likely be:</p><p></p><p> <strong>Round 1:</strong></p><p>Action: Cast an appropriate concentration buff/debuff or Animate Objects</p><p>Bonus Action: Regular Bardic Inspiration or direct animated objects</p><p></p><p> <strong></strong></p><p><strong>Round 2: </strong></p><p><strong></strong>Action: Cantrip</p><p>Bonus Action: Cast Spiritual Weapon</p><p></p><p><strong>Subsequent Rounds:</strong></p><p><strong></strong>Action: Dissonant Whispers, Blindness/Deafness, or Cantrip</p><p>Bonus Action: Attack with Spiritual Weapon, or direct animated objects</p><p></p><p><strong>Reactions (all rounds):</strong></p><p><strong></strong>Cutting Words, Shield, or Counterspell</p><p></p><p></p><p><strong><span style="font-size: 12px">The Bottom Line</span></strong></p><p><strong><span style="font-size: 12px"></span></strong></p><p><strong><span style="font-size: 12px"></span></strong><span style="font-size: 10px">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?</span> Would love to get some wisdom from you wise folks on these fora!</p></blockquote><p></p>
[QUOTE="Esker, post: 7477028, member: 6966824"] 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 [I]vicious mockery[/I] is starting to lose its luster against multi-attack enemies). [B][SIZE=3]To Dip, or Not? If so, What Class?[/SIZE][/B] 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: [LIST] [*]Access to [I]shield[/I], freeing up a bard slot to take something other than bane, and either another defensive reaction like [I]absorb elements[/I] or freeing up a second bard slot by taking [I]healing word[/I] as a sorcerer spell. [*]The [I]Favored by the Gods[/I] 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) [/LIST] 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. [B][SIZE=3]Spells, Spells, Spells[/SIZE][/B] 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 [I]Spiritual Weapon[/I] 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). [U][B]Spells by function, level and save type[/B][/U] [COLOR=#936]Sorcerer Spell [/COLOR][COLOR=#396]Magical Secrets [/COLOR][COLOR=#000][I]Concentration[/I] AoE = Area of Effect Tgt = Can select multiple targets[/COLOR] [B] Single Target Debuff/Control/Damage[/B]: L0: Vicious Mockery (WIS), [COLOR=#936]Frostbite (CON)[/COLOR], [COLOR=#936]Sacred Flame (DEX)[/COLOR], [COLOR=#936]Ray of Frost (Attack)[/COLOR] L1: Dissonant Whispers (WIS) L2: [I]Suggestion[/I] (WIS), Blindness/Deafness (CON) L3: [I]Enemies Abound[/I] (INT) L4: [COLOR=#396][I]Banishmen[/I]t[/COLOR] (CHA) L5: L6: L7: [COLOR=#396]Plane Shift[/COLOR] (CHA) L8: Power Word Stun (CON) [B]AoE and Multi-Target Debuff/Control/Damage[/B]: L0: L1: [COLOR=#936][I]Bane[/I] (CHA, Tgt)[/COLOR], [I]Faerie Fire[/I] (DEX, AoE) L2: L3: [I]Hypnotic Pattern[/I] (WIS, AoE) L4: L5: Synaptic Static (INT, AoE) L6: Mass Suggestion (WIS, Tgt), [I][COLOR=#396]Sunbeam[/COLOR][/I] [COLOR=#396](CON, AoE)[/COLOR], [COLOR=#396]Bones of the Earth[/COLOR] [COLOR=#396](DEX, Tgt)[/COLOR] L7: Forcecage (~CHA) L8: L9: Psychic Scream (INT, Tgt) [B]Other (Buff/Summon/Utility)[/B]: L0: Minor Illusion, Mage Hand, [COLOR=#936]Guidance[/COLOR], Prestidigitation L1: [COLOR=#936]Healing Word[/COLOR], [COLOR=#936]Shield[/COLOR] L2: [I]Invisibility[/I], [COLOR=#396]Spiritual Weapon[/COLOR] L3: Dispel Magic, [COLOR=#396]Counterspell[/COLOR] L4: [I]Greater Invisibility[/I], Dimension Door L5: [I]Animate Objects[/I], [I][COLOR=#396]Circle of Power[/COLOR][/I] L6: L7: L8: L9: [COLOR=#396]Wish[/COLOR] If I go Hexblade instead, sub in [I]Eldritch Blast[/I] and maybe [I]Armor of Agathys[/I], remove [I]Ray of Frost[/I], [I]Guidance[/I] and [I]Sacred Flame[/I], keep [I]Bane[/I] and [I]Healing Word[/I] as Bard spells and remove ... something... maybe regular [I]Invisibility[/I] once I get [I]Greater Invisibility[/I], and [I]Suggestion[/I] once I get [I]Mass Suggestion[/I]. [B][SIZE=3]Action Economy [/SIZE][/B] A typical sequence of combat turns would likely be: [B]Round 1:[/B] Action: Cast an appropriate concentration buff/debuff or Animate Objects Bonus Action: Regular Bardic Inspiration or direct animated objects [B] Round 2: [/B]Action: Cantrip Bonus Action: Cast Spiritual Weapon [B]Subsequent Rounds: [/B]Action: Dissonant Whispers, Blindness/Deafness, or Cantrip Bonus Action: Attack with Spiritual Weapon, or direct animated objects [B]Reactions (all rounds): [/B]Cutting Words, Shield, or Counterspell [B][SIZE=3]The Bottom Line [/SIZE][/B][SIZE=2]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?[/SIZE] Would love to get some wisdom from you wise folks on these fora! [/QUOTE]
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