So my party is a little damage heavy, I'll outline our party below, and so I have decided to go for a more healer / control build with my Bard. So far it has gone great, enemy can't hurt your team if they're stuck laughing, but we are coming up on level 6 and so I am about to unlock my first set of Magical Secrets. I want to continue specializing in healing and control, but if there is a super solid damage option I can hijack, then it wouldn't hurt (My damage output is minimal at best).
Aura of Vitality: Hello constant heals. Revivify: I mean.... Someone has to bring people back from the dead Mass Healing Word: Incase of TPK emergency Counterspell: Self explanatory, but the Sorcerer and Warlock can take it
Any additional spells, or thoughts on spells, would be very appreciated. This is my first 5e game, and so I am hoping some of you have better knowledge on this subject than I do.
Without knowing the details of how each character is playing, it does seem like you should have damage covered. It really will come down to how you RP your character and what you need to help your party. Personally, Counterspell is fun. Shutting down enemy spellcasters is a favorite past-time of mine. Time to teleport away? Denied. Fireball your group? Not this time. Stopping the damage that could have been is generally a lot more useful than healing it after it happens. Also look at your actions available in combat. If you will be using your reactions fairly regularly in combats, Counterspell has less utility since it uses the same reaction option and you only get 1 per round. There are some fun flavor options out there too, but again, it depends on how you want to play. Tongues is a good option if your party runs into a lot of language barriers like mine does this campaign.
Appreciate the feedback. I use my reaction for Cutting Words a lot, it seems significantly more useful than Bardic Inspiration, plus Hellish Rebuke (Tiefling) and so I was thinking Counterspell would be better suited for the Sorcerer. My only thing with that is Jack of All Trades adding to the Counterspell check, making it just superior for me
The language thing isn't to rough of an issue, we have a fairly varied party languagewise.
For control spells, you might have a look at Slow. It's a WIS based save or suck for 6 creatures of your choice in a 40' cube which is great as AoE control spells go as you won't catch your friends with it. Your enemies get a reduction to AC and DEX saves (your Warlock and Sorcerer will thank you), and severe limitations on action economy. This is especially great for fighting things that typically get multiple attacks as they'll be limited to 1 melee or ranged attack per round. As if all that wasn't enough, you have a 50/50 chance of delaying most enemy spells by a full round.
Over Revivify, absolutely. This might depend a bit on your group and your DM, but to me death is just a good reason to roll up a new character to join the adventure.
Aura of Vitality - I guess it depends on how much you're playing dedicated healer since it will lock you down on other concentration options (I usually save this for control spells personally) and take your bonus action away from buffing your friends with Bardic Inspiration (not as important if you use cutting words). Also important is the typical length of your engagements. Keep in mind that for that level 3 spell slot, you can use Healing Word and heal 3d4+CHA, which is overall better healing if you only need one cast; but if you find yourself healing every round I can see the appeal of AoV. Then again, you could just make the Paladin take it ;)
Rather than burning one magical secret on revivify I would wait level 9 and pick up raise dead (raise dead and resurrection are in the bard spell list).
By level 9 the paladin is able to handle the occasional in-battle revivify too.
So my Bard was lucky enough to get the Black Dragon Mask which lets me add my CHA to my AC if I wear no armor, so taking Mage Armor with a magic secret was a no brainer, now my Bard rocks a pretty consistent 26 AC in tier 3 ;)
If you're truly looking to Min/Max this: Dip one level of Life Cleric and enjoy heavy armor (if you have the strength for it - I'm assuming you probably don't though) and bonus to healing spells. Dip two and you get a free 10 HP pool that can be used as an AoE emergency heals (which can be used instead of Mass Healing Word). The only thing you'll miss out on by dipping 2 levels is Superior Inspiration, which is MEH at best, considering you get them all back on a short rest.
Personally, if I were you I'd take Aura of Vitality and either Crusader's Mantle or Elemental Weapon, since you already have a sorcerer and a warlock to handle the spell damage.
Aura of Vitality = 2d6 heals as a bonus action each turn for 10 rounds is pretty stupid good
and
Crusader's Mantle = +1d4 radiant damage to all allies within a 30 foot radius of you (lasts 1 minute/concentration) OR Elemental Weapon = One non-magical weapon becomes magical, gets a +1 to attack rolls, and deals an extra 1d4 acid, cold, fire, lightning, or thunder damage (lasts 1 hour/concentration)
I'd probably pick Crusader's Mantle since you have 3 people (4 if you include yourself; 5 if the Chain Lock uses its familiar to attack) who can benefit from the extra damage.
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The biggest limit for a Bard are the concentration required spell. While Slow, Haste and other buffs are awesome those all requires you concentrating, thus limiting your ability to cast (almost all) your other spells when the need arises.
My choice of Magical Secrets would be:
Concentration Spells:
Spiritual Weapon: Low level slot, bonus action, force damage. Could be useful.
Spiritual Weapon is not a concentration spell. The cards have them marked down as one, but PHB278 does not have concentration listed.
Fair enough! With all respect, that seems like a little bit of a waste of the feature to me, but there's definitely no reason you couldn't take more Bard spells with it if that's what you want to do!
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Hey guys,
So my party is a little damage heavy, I'll outline our party below, and so I have decided to go for a more healer / control build with my Bard. So far it has gone great, enemy can't hurt your team if they're stuck laughing, but we are coming up on level 6 and so I am about to unlock my first set of Magical Secrets. I want to continue specializing in healing and control, but if there is a super solid damage option I can hijack, then it wouldn't hurt (My damage output is minimal at best).
Party composition:
Ranger (Revised Ranger BM)
Sorcerer (Fire Draconic)
Warlock (Pact of the Chain. Fiend)
Bard (Lore. Me!)
Monk (Four Elements)
Paladin (Devotion)
My current thoughts:
Aura of Vitality: Hello constant heals.
Revivify: I mean.... Someone has to bring people back from the dead
Mass Healing Word: Incase of TPK emergency
Counterspell: Self explanatory, but the Sorcerer and Warlock can take it
Any additional spells, or thoughts on spells, would be very appreciated. This is my first 5e game, and so I am hoping some of you have better knowledge on this subject than I do.
Without knowing the details of how each character is playing, it does seem like you should have damage covered. It really will come down to how you RP your character and what you need to help your party. Personally, Counterspell is fun. Shutting down enemy spellcasters is a favorite past-time of mine. Time to teleport away? Denied. Fireball your group? Not this time. Stopping the damage that could have been is generally a lot more useful than healing it after it happens. Also look at your actions available in combat. If you will be using your reactions fairly regularly in combats, Counterspell has less utility since it uses the same reaction option and you only get 1 per round. There are some fun flavor options out there too, but again, it depends on how you want to play. Tongues is a good option if your party runs into a lot of language barriers like mine does this campaign.
Hey,
Appreciate the feedback. I use my reaction for Cutting Words a lot, it seems significantly more useful than Bardic Inspiration, plus Hellish Rebuke (Tiefling) and so I was thinking Counterspell would be better suited for the Sorcerer. My only thing with that is Jack of All Trades adding to the Counterspell check, making it just superior for me
The language thing isn't to rough of an issue, we have a fairly varied party languagewise.
For control spells, you might have a look at Slow. It's a WIS based save or suck for 6 creatures of your choice in a 40' cube which is great as AoE control spells go as you won't catch your friends with it. Your enemies get a reduction to AC and DEX saves (your Warlock and Sorcerer will thank you), and severe limitations on action economy. This is especially great for fighting things that typically get multiple attacks as they'll be limited to 1 melee or ranged attack per round. As if all that wasn't enough, you have a 50/50 chance of delaying most enemy spells by a full round.
Slow and Haste are definitely two that were on my radar. Would you recommend them over Revivify and Aura of Vitality, though?
Over Revivify, absolutely. This might depend a bit on your group and your DM, but to me death is just a good reason to roll up a new character to join the adventure.
Aura of Vitality - I guess it depends on how much you're playing dedicated healer since it will lock you down on other concentration options (I usually save this for control spells personally) and take your bonus action away from buffing your friends with Bardic Inspiration (not as important if you use cutting words). Also important is the typical length of your engagements. Keep in mind that for that level 3 spell slot, you can use Healing Word and heal 3d4+CHA, which is overall better healing if you only need one cast; but if you find yourself healing every round I can see the appeal of AoV. Then again, you could just make the Paladin take it ;)
Rather than burning one magical secret on revivify I would wait level 9 and pick up raise dead (raise dead and resurrection are in the bard spell list).
By level 9 the paladin is able to handle the occasional in-battle revivify too.
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So my Bard was lucky enough to get the Black Dragon Mask which lets me add my CHA to my AC if I wear no armor, so taking Mage Armor with a magic secret was a no brainer, now my Bard rocks a pretty consistent 26 AC in tier 3 ;)
Handy Bardic Secrets for anyone however:
~Josh~
If you're truly looking to Min/Max this: Dip one level of Life Cleric and enjoy heavy armor (if you have the strength for it - I'm assuming you probably don't though) and bonus to healing spells. Dip two and you get a free 10 HP pool that can be used as an AoE emergency heals (which can be used instead of Mass Healing Word). The only thing you'll miss out on by dipping 2 levels is Superior Inspiration, which is MEH at best, considering you get them all back on a short rest.
Personally, if I were you I'd take Aura of Vitality and either Crusader's Mantle or Elemental Weapon, since you already have a sorcerer and a warlock to handle the spell damage.
Aura of Vitality = 2d6 heals as a bonus action each turn for 10 rounds is pretty stupid good
and
Crusader's Mantle = +1d4 radiant damage to all allies within a 30 foot radius of you (lasts 1 minute/concentration)
OR
Elemental Weapon = One non-magical weapon becomes magical, gets a +1 to attack rolls, and deals an extra 1d4 acid, cold, fire, lightning, or thunder damage (lasts 1 hour/concentration)
I'd probably pick Crusader's Mantle since you have 3 people (4 if you include yourself; 5 if the Chain Lock uses its familiar to attack) who can benefit from the extra damage.
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“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.
I found Enhance ability extremely useful.
Fair enough! With all respect, that seems like a little bit of a waste of the feature to me, but there's definitely no reason you couldn't take more Bard spells with it if that's what you want to do!