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Lore Bard Powerplay
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<blockquote data-quote="Blue" data-source="post: 7453476" data-attributes="member: 20564"><p>Welcome to ENWorld, have some XP.</p><p></p><p>I agree with you, a lore bard can definitely be a valued member of the group at those levels. Well, any 15th level caster who can poach spells from any other list with Magical Secrets is going to be a strong contender to start with.</p><p></p><p>You have good uses for bonus actions in handing out Inspiration abnd/or reaction in using Cutting Words. Need to be careful with Cutting Words - some foe to-hit bonuses are so large it won't make a big deal unless the character getting attacked has a really high AC. On the other hand, making ability checks fail is pretty easy, and a lot of spells take ability checks to get out of. Also initiative is an ability check, so if you're fighting a single creature that's like giving your entire party a boost.</p><p></p><p>The bard's default list has a lot of crowd control on it, make sure you can contribute both when there are many foes and when there are few or one. Use Magical Secrets to give yourself options you don't have elsewhere - like revivify to use on your main healer, or Contingency. Don't focus on damaging spells - that's other character's niche. But do have something to cast if you are Concentrating on something else.</p><p></p><p>One thing I would suggest picking up is Counterspell. Your Jack of All Trades AND Peerless Skill (if you use Bardic Inspiration) can add to your own counterspell and dispel checks. At 15th and higher you'll want those to succeed - while you can auto-succeed if you upcast, remember that the DM can always have more spell slots than you do. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Some good spells: Forcecage (no concentration, break a big fight into two smaller fights), Mass Suggestion (also no concentration), Regeneration, Otto's Irresistible Dance (works for 1 turn even against legendary saves), Animate Object (okay, this is just damage, but NICE damage and lots of creative uses), Hold Monster is a lousy spell - that gives auto-crits. So if everyone on your party will pile on a single important target, cast this first), Mass Cure Wounds (stand up several fallen party members), Greater Invisibility (on your rogue), Polymorph (!!), Hypnotic Pattern.</p><p></p><p>At 15th you should have a 20 CHR and another ASI or feat. While not glamourous, Inspiring Leader gives out 20 temp HPs to all your party (includign yourself) once per short rest. Not bad at all. Though Resilent (Con) and Warcaster can add to your concentration checks.</p><p></p><p>I'd suggest Half-Elf - +2 CHR, +1 to two other ability scores, and some good elven resistance to sleep and charm. Plus Darkvision and two extra skills. What's not to like?</p></blockquote><p></p>
[QUOTE="Blue, post: 7453476, member: 20564"] Welcome to ENWorld, have some XP. I agree with you, a lore bard can definitely be a valued member of the group at those levels. Well, any 15th level caster who can poach spells from any other list with Magical Secrets is going to be a strong contender to start with. You have good uses for bonus actions in handing out Inspiration abnd/or reaction in using Cutting Words. Need to be careful with Cutting Words - some foe to-hit bonuses are so large it won't make a big deal unless the character getting attacked has a really high AC. On the other hand, making ability checks fail is pretty easy, and a lot of spells take ability checks to get out of. Also initiative is an ability check, so if you're fighting a single creature that's like giving your entire party a boost. The bard's default list has a lot of crowd control on it, make sure you can contribute both when there are many foes and when there are few or one. Use Magical Secrets to give yourself options you don't have elsewhere - like revivify to use on your main healer, or Contingency. Don't focus on damaging spells - that's other character's niche. But do have something to cast if you are Concentrating on something else. One thing I would suggest picking up is Counterspell. Your Jack of All Trades AND Peerless Skill (if you use Bardic Inspiration) can add to your own counterspell and dispel checks. At 15th and higher you'll want those to succeed - while you can auto-succeed if you upcast, remember that the DM can always have more spell slots than you do. :) Some good spells: Forcecage (no concentration, break a big fight into two smaller fights), Mass Suggestion (also no concentration), Regeneration, Otto's Irresistible Dance (works for 1 turn even against legendary saves), Animate Object (okay, this is just damage, but NICE damage and lots of creative uses), Hold Monster is a lousy spell - that gives auto-crits. So if everyone on your party will pile on a single important target, cast this first), Mass Cure Wounds (stand up several fallen party members), Greater Invisibility (on your rogue), Polymorph (!!), Hypnotic Pattern. At 15th you should have a 20 CHR and another ASI or feat. While not glamourous, Inspiring Leader gives out 20 temp HPs to all your party (includign yourself) once per short rest. Not bad at all. Though Resilent (Con) and Warcaster can add to your concentration checks. I'd suggest Half-Elf - +2 CHR, +1 to two other ability scores, and some good elven resistance to sleep and charm. Plus Darkvision and two extra skills. What's not to like? [/QUOTE]
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