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Character Builds & Optimization
Lore Bard Debuffer: Spell Selection and Choice of Dip
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<blockquote data-quote="smbakeresq" data-source="post: 7480138" data-attributes="member: 28301"><p>(a) Lore Magical Secrets gives you 2 extra spells but no extra spell slots, Armor is an always on bonus. I find that spell choice isn't so much problem, spell slots are. The spells will be third level or below. With an armor bonus you know will be coming you can put possibly emphasize CON more for more HP and better saves. You will need to take Warcaster to buff those saves and avoid having to switch items back and forth for Somatic components.</p><p></p><p>The extra skills from Lore are fine, but you will get the ones you need anyway being a half elf bard and Jack of All Trades gives you half to the rest. Your team has WIS skills covered (Cleric) INT skills covered (WIZ) and Monk will cover DEX, you just need to fill in. Don't forget JoAT covers initiative also.</p><p></p><p>The choice is really MC something to get armor and go Lore bard or something to get cantrips and spell versatility and go Valor Bard. I personally like Valor bard and then pick something that gives you good cantrips and useful first level spells. Cantrips use no spells slots, so can be used to stretch spell slots. For a spell secret at 6th level a usable attack cantrip isn't a bad idea, the ability to use it for "free" over and over balances out a 3rd level spell choice limited by slots in a lot of cases.</p><p></p><p>(b) I usually just start in the other class and then switch to Bard. Its a cheaper xp cost, and its easier for role playing and character building purposes. Your started out in something, realized you didn't like it, and switched to yours life's passion, expressing your talents through performance. For a half elf PC, its just natural to try out a few things as they glide between elf and human societies.</p><p></p><p>Starting save proficiencies is important as long as its CON for concentration checks on spells like Hypnotic Pattern, Polymorph and Animate Objects. </p><p></p><p>Delaying spell progression is a deal but not a big deal, you get a lot by MC a Bard. </p><p></p><p>I have yet to see a decent explanation on how you make a pact with mysterious beings in exchange for supernatural powers that then lets you branch out and do what you want. Seems to me that the mysterious being would put some conditions on that, the hexblade grantor must just like giving out free things.</p><p></p><p>For the reason above I just start Sorcerer, CON saves, attack cantrips and Shield spells going towards valor bard. Shield is impossible to waste. Shield is like TreantMonk says it is, but its better when you don't depend on it for your life it just there when you need it. It seems like you are organized yourself playing a support PC, that sounds Lawful to me so Divine Soul will get you bless. A monk can make good use of that spell with its attack options as can the war cleric.</p><p> </p><p>(c) wouldn't use a feat. Feats are strictly limited, XP you just earn. </p><p></p><p>Inspiring leader is the feat you will take right away to get max use out of it, the temp HP to your group of four +2 others who can understand you. Those NPCs your DM has taking hits for you are now NPCs inspired by your words to do so and do so better then ever before. At fourth level when you get it that's 7HP for 6 different people every rest, at 10th level its 14 HP for 6 people, or 88 hp of pre-healing. If variant human I would take this a first level.</p><p></p><p>If you go Lore Bard and get spells at level 6, then look at Spirit Guardians. Big area auto-damage (half on save,) half speed in that area (no save) means extra damage from behind your cleric and monk or just extra damage if you are on front line. This really pairs well if your monk is Open hand as he can push them into zone or prone them there. TreantMonk though is correct, its hard to use a 3rd level spell slot in combat on something that isn't Hypnotic Pattern. </p><p></p><p>The valor bard has the same spell selection as a lore bard, they just choose different things. I am finding out that a Sorcerer 1/Valor Bard can be useful in direct combat sometimes as the Bard has access to spells that don't require saves to be effective like Heat Metal, Polymorph, Animate Objects. They do not have staying power (AC or HP) but can rotate in to soak a few hits before being rotated out.</p></blockquote><p></p>
[QUOTE="smbakeresq, post: 7480138, member: 28301"] (a) Lore Magical Secrets gives you 2 extra spells but no extra spell slots, Armor is an always on bonus. I find that spell choice isn't so much problem, spell slots are. The spells will be third level or below. With an armor bonus you know will be coming you can put possibly emphasize CON more for more HP and better saves. You will need to take Warcaster to buff those saves and avoid having to switch items back and forth for Somatic components. The extra skills from Lore are fine, but you will get the ones you need anyway being a half elf bard and Jack of All Trades gives you half to the rest. Your team has WIS skills covered (Cleric) INT skills covered (WIZ) and Monk will cover DEX, you just need to fill in. Don't forget JoAT covers initiative also. The choice is really MC something to get armor and go Lore bard or something to get cantrips and spell versatility and go Valor Bard. I personally like Valor bard and then pick something that gives you good cantrips and useful first level spells. Cantrips use no spells slots, so can be used to stretch spell slots. For a spell secret at 6th level a usable attack cantrip isn't a bad idea, the ability to use it for "free" over and over balances out a 3rd level spell choice limited by slots in a lot of cases. (b) I usually just start in the other class and then switch to Bard. Its a cheaper xp cost, and its easier for role playing and character building purposes. Your started out in something, realized you didn't like it, and switched to yours life's passion, expressing your talents through performance. For a half elf PC, its just natural to try out a few things as they glide between elf and human societies. Starting save proficiencies is important as long as its CON for concentration checks on spells like Hypnotic Pattern, Polymorph and Animate Objects. Delaying spell progression is a deal but not a big deal, you get a lot by MC a Bard. I have yet to see a decent explanation on how you make a pact with mysterious beings in exchange for supernatural powers that then lets you branch out and do what you want. Seems to me that the mysterious being would put some conditions on that, the hexblade grantor must just like giving out free things. For the reason above I just start Sorcerer, CON saves, attack cantrips and Shield spells going towards valor bard. Shield is impossible to waste. Shield is like TreantMonk says it is, but its better when you don't depend on it for your life it just there when you need it. It seems like you are organized yourself playing a support PC, that sounds Lawful to me so Divine Soul will get you bless. A monk can make good use of that spell with its attack options as can the war cleric. (c) wouldn't use a feat. Feats are strictly limited, XP you just earn. Inspiring leader is the feat you will take right away to get max use out of it, the temp HP to your group of four +2 others who can understand you. Those NPCs your DM has taking hits for you are now NPCs inspired by your words to do so and do so better then ever before. At fourth level when you get it that's 7HP for 6 different people every rest, at 10th level its 14 HP for 6 people, or 88 hp of pre-healing. If variant human I would take this a first level. If you go Lore Bard and get spells at level 6, then look at Spirit Guardians. Big area auto-damage (half on save,) half speed in that area (no save) means extra damage from behind your cleric and monk or just extra damage if you are on front line. This really pairs well if your monk is Open hand as he can push them into zone or prone them there. TreantMonk though is correct, its hard to use a 3rd level spell slot in combat on something that isn't Hypnotic Pattern. The valor bard has the same spell selection as a lore bard, they just choose different things. I am finding out that a Sorcerer 1/Valor Bard can be useful in direct combat sometimes as the Bard has access to spells that don't require saves to be effective like Heat Metal, Polymorph, Animate Objects. They do not have staying power (AC or HP) but can rotate in to soak a few hits before being rotated out. [/QUOTE]
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