Do you want a character who can basically do anything and everything? That's the bard. About the only area it really lacks in is melee combat, but there are creative ways to boost even that ability.
Good multiclasses for the Bard IMO are Sorcerer (shared CHA dependency, gives you metamagic), Warlock (CHA again, invocations and pact features), and Rogue - particularly Swashbuckler from the SCAG.
Edit: (Oh, and Paladin. I just always forget about Paladin.)
Do you want a character who can basically do anything and everything? That's the bard. About the only area it really lacks in is melee combat, but there are creative ways to boost even that ability.
Good multiclasses for the Bard IMO are Sorcerer (shared CHA dependency, gives you metamagic), Warlock (CHA again, invocations and pact features), and Rogue - particularly Swashbuckler from the SCAG.
Edit: (Oh, and Paladin. I just always forget about Paladin.)
Thank you for help. Do you have leveling guide for bard multiclasses. If want play D@D on forums I am at let' play D@D! IN THE TARRAQUE!!!!!! No player limit!
Depends what you want to do, but this class can really be game breaking; not as much as the smite-happy Paladin/Warlock, but still pretty broken.
Lore Bard gives you one of the best mid-level healers in the game: With your level 6 Additional Magical Secrets, take the Paladin exclusive 3rd level spell Aura of Vitality. Which is normally gained at 9th level and lets you do 2d6 healing as a bonus action each turn (lasts for a full minute). You can also grab other healing spells (like the Cleric exclusive "Mass" spells) with your other Magical Secret selections (giving you the widest range of healing spells). You can dip into Life Cleric for 1 level to get heavy armor proficiency and Disciple of Life for bonus healing. If you grab a second level, you can get Channel Divinity: Preserve Life for a pool of 10 hit points of healing (for 30ft radius AoE resurrections).
Alternatively you can be the best (de)buff bot in the game by using your magical secrets wisely. Crusader's Mantle, another 3rd level Paladin exclusive (with the exception of War Clerics), is a really good aura buff for melee heavy parties (+1d4 damage for each weapon attack). Elemental Weapon (3rd level Paladin): makes one weapon magical and gives it a bonus to attack and damage that varies by spell level used (which benefits you far better than it does paladin, what with your higher level slots) - though it's concentration, it can last an hour. Barkskin (2nd level Druid/Ranger exclusive) that sets the target's AC to 16 that lasts an hour (with concentration). Stoneskin (4th level Druid/Ranger/Sorcerer exclusive) that gives the target gains resistance to bludgeoning/slashing/piercing for an hour (with concentration). Spirit Guardian (3rd level Cleric exclusive) that protects you and any other targets within a 15ft. radius of you that lasts 10 minutes (with concentration). Etc...etc...etc...
“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.
Depends what you want to do, but this class can really be game breaking; not as much as the smite-happy Paladin/Warlock, but still pretty broken.
Lore Bard gives you one of the best mid-level healers in the game: With your level 6 Additional Magical Secrets, take the Paladin exclusive 3rd level spell Aura of Vitality. Which is normally gained at 9th level and lets you do 2d6 healing as a bonus action each turn (lasts for a full minute). You can also grab other healing spells (like the Cleric exclusive "Mass" spells) with your other Magical Secret selections (giving you the widest range of healing spells). You can dip into Life Cleric for 1 level to get heavy armor proficiency and Disciple of Life for bonus healing. If you grab a second level, you can get Channel Divinity: Preserve Life for a pool of 10 hit points of healing (for 30ft radius AoE resurrections).
Alternatively you can be the best (de)buff bot in the game by using your magical secrets wisely. Crusader's Mantle, another 3rd level Paladin exclusive (with the exception of War Clerics), is a really good aura buff for melee heavy parties (+1d4 damage for each weapon attack). Elemental Weapon (3rd level Paladin): makes one weapon magical and gives it a bonus to attack and damage that varies by spell level used (which benefits you far better than it does paladin, what with your higher level slots) - though it's concentration, it can last an hour. Barkskin (2nd level Druid/Ranger exclusive) that sets the target's AC to 16 that lasts an hour (with concentration). Stoneskin (4th level Druid/Ranger/Sorcerer exclusive) that gives the target gains resistance to bludgeoning/slashing/piercing for an hour (with concentration). Spirit Guardian (3rd level Cleric exclusive) that protects you and any other targets within a 15ft. radius of you that lasts 10 minutes (with concentration). Etc...etc...etc...
Apologies for the long delay on a response, I suppose everyone else missed it like I did.
I have a Bard/Ranger I'm playing right now which is pretty similar - whilst I'm no expert in min-maxing for the very best stats, I think some of what I've learned there can still apply to Bard/Fighter.
As a Bard and a Fighter you might think a Valor Bard would be the best way to go for the bard-side of things given the theme of it, but the truth is your Extra Attack from Valor will overlap with your Fighter class's Extra attack, so you may well be better served by going for the College of Lore if you're going to heavily invest in it.
Bard has some great uses of its Bonus Action, so ideally go ranged with the Archery style (though you could try for a one-handed weapon + shield combo (with the War Caster feat)). Besides using the Healing Words spell or Bardic Inspiration on your Bonus Action, both normally attainable from simply being a Bard, you can steal other Bonus Action spells through the College of Lore path at level 6, and again normally for any Bard at 10.
That's assuming you put at least 6 levels into Bard at the least. The first three Bard levels are all really useful, from giving you cantrips and Bardic Inspiration at 1, to Jack Of All Trades and Song of Rest at 2, to Expertise and your first Bard path bonus. I wouldn't go past Bard 5 as a Valor Bard if you've gone for Fighter 5+ as the aforementioned doubling of 'Extra Attacks' you get - they do not stack. With the College of Lore path you could go up to 6 for those sweet early spell steals - only then you miss out on the excellent level 15 bonuses on Fighter, assuming you play them up to max level.
As to the Fighter side, I don't know much about Eldritch Knight, but since that path uses Intelligence spellcasting, and your abilities are already going to be pretty split, I would perhaps avoid it. Champion and Battlemaster both give you good options. I would lean toward Battlemaster - the Maneuvers give you extra utility, and Champion's 'Remarkable Athlete' is largely covered by Bard's 'Jack of All Trades' assuming you've picked that up via the early levels. However, if managing Bardic Inspiration dice, Superiority Dice as well as your spells is a little daunting then Champion is still good for some more tasty crits.
If melee then obviously Finesse weapons will be your friends here if you can find them. Bard/Fighter will split you between a lot of abilities, you can leave Strength if you're focusing on Dex-based weaponry.
You could potentially start as Bard with this style, then go straight into Fighter at 2 until you unlock your second attack. It will be a level late, but you won't need Fighter's Con saving throw so much if you have taken the War Caster feat, since that gives you advantage on Concentration rolls. Otherwise I'd lean toward Fighter.
EDIT: The alternative is to go heavily into Bard (Valor) with 3-5 levels in Fighter - on reflection, this is arguably the best option in the long run. Valor Bard will (all the way at level 14) allow you cast a spell with your action then make a regular weapon attack with your bonus action, which is extremely nice. Fighter at level 1 will net you a Fighting Style and Second Wind, at level 2 Action Surge, and level 3 your martial archetype - with Battle Master, you can use some of the Maneuvers during your Bonus Action attacks after spell casting with this variant of Bard/Fighter. If you go for this then you could start with Fighter from levels 1-3 to get all your Superiority Dice faster, which will help bridge the gap when catching up with your delayed Valor Bard levels.
Yeah, I probably could have made one big post giving props to Erropheus and this Bard/Fighter theory, but I'm new to forums and still figuring out how these things work...
A Bard/Fighter makes an incredibly effective archer. By 11th level you get 2 attacks for your attack action (5th level Fighter), the Swift Quiver Ranger spell (Additional Magic Secrets, Lore Bard level 6) allows you an additional 2 attacks for your bonus action, with a +2 to your attacks from the Archery fighting style, AND crits at 19 & 20 from Champion!. Add in all the skill monkey goodness that comes from Lore Bard's earlier levels AND cutting words, on top of Action Surge and Second Wind...
Holy crap, I gotta go roll up a character!
EDIT: I got ahead of myself, Swift Quiver being a 5th level Ranger spell makes it just out of reach for a 6th level Lore Bard...
Yeah, I probably could have made one big post giving props to Erropheus and this Bard/Fighter theory, but I'm new to forums and still figuring out how these things work...
A Bard/Fighter makes an incredibly effective archer. By 11th level you get 2 attacks for your attack action (5th level Fighter), the Swift Quiver Ranger spell (Additional Magic Secrets, Lore Bard level 6) allows you an additional 2 attacks for your bonus action, with a +2 to your attacks from the Archery fighting style, AND crits at 19 & 20 from Champion!. Add in all the skill monkey goodness that comes from Lore Bard's earlier levels AND cutting words, on top of Action Surge and Second Wind...
Holy crap, I gotta go roll up a character!
EDIT: I got ahead of myself, Swift Quiver being a 5th level Ranger spell makes it just out of reach for a 6th level Lore Bard...
Bard is my all time favorite class, he can be anything even on his own.
He is not the best at anything but he is great at everything, he has enough surviveability skills to not be so self reliant and if youre more in the socializing part of a campaign like dialog or understanding lore he can be there. I like to make a bard filler and more of the 4th leg of a party than its core, so i like to give some cool benefits and make the party feel its worth taking risks (like with faerie fire or having word of healing on another person). I never tried a fighting multiclass bard, because i didn't really find it interesting a skaald like bard. But he can fight just as much and have that part of him with his melee bonus in finesse i found myself several times being talked into finishing off a monster with my rapier to save time or to fend a monster off, which bards can do well enough and with grace.
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my faerie fire has FABULOUSshades that will match your shoes and eyes~
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I have not played a bard before is the class good and what is a good multiclass fore bard.
Do you want a character who can basically do anything and everything? That's the bard. About the only area it really lacks in is melee combat, but there are creative ways to boost even that ability.
Good multiclasses for the Bard IMO are Sorcerer (shared CHA dependency, gives you metamagic), Warlock (CHA again, invocations and pact features), and Rogue - particularly Swashbuckler from the SCAG.
Edit: (Oh, and Paladin. I just always forget about Paladin.)
Not specifically, but this is a good general bard guide that I reference a lot: http://www.giantitp.com/forums/showthread.php?427508-Player-s-Gonna-Play-A-Bard-s-Guide
Do you play bard a lot .errorpheus
I'm playing one in my current campaign.
cool!!!!! Have fun in your campaign. I love see a bard in my campaign in the forum. Errorpheus
Depends what you want to do, but this class can really be game breaking; not as much as the smite-happy Paladin/Warlock, but still pretty broken.
Lore Bard gives you one of the best mid-level healers in the game: With your level 6 Additional Magical Secrets, take the Paladin exclusive 3rd level spell Aura of Vitality. Which is normally gained at 9th level and lets you do 2d6 healing as a bonus action each turn (lasts for a full minute). You can also grab other healing spells (like the Cleric exclusive "Mass" spells) with your other Magical Secret selections (giving you the widest range of healing spells). You can dip into Life Cleric for 1 level to get heavy armor proficiency and Disciple of Life for bonus healing. If you grab a second level, you can get Channel Divinity: Preserve Life for a pool of 10 hit points of healing (for 30ft radius AoE resurrections).
Alternatively you can be the best (de)buff bot in the game by using your magical secrets wisely. Crusader's Mantle, another 3rd level Paladin exclusive (with the exception of War Clerics), is a really good aura buff for melee heavy parties (+1d4 damage for each weapon attack). Elemental Weapon (3rd level Paladin): makes one weapon magical and gives it a bonus to attack and damage that varies by spell level used (which benefits you far better than it does paladin, what with your higher level slots) - though it's concentration, it can last an hour. Barkskin (2nd level Druid/Ranger exclusive) that sets the target's AC to 16 that lasts an hour (with concentration). Stoneskin (4th level Druid/Ranger/Sorcerer exclusive) that gives the target gains resistance to bludgeoning/slashing/piercing for an hour (with concentration). Spirit Guardian (3rd level Cleric exclusive) that protects you and any other targets within a 15ft. radius of you that lasts 10 minutes (with concentration). Etc...etc...etc...
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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.
Thank you for help. I am still new to D@D. I have a lot to learn as player and DM.
Tips on bard figher.
Apologies for the long delay on a response, I suppose everyone else missed it like I did.
I have a Bard/Ranger I'm playing right now which is pretty similar - whilst I'm no expert in min-maxing for the very best stats, I think some of what I've learned there can still apply to Bard/Fighter.
As a Bard and a Fighter you might think a Valor Bard would be the best way to go for the bard-side of things given the theme of it, but the truth is your Extra Attack from Valor will overlap with your Fighter class's Extra attack, so you may well be better served by going for the College of Lore if you're going to heavily invest in it.
Bard has some great uses of its Bonus Action, so ideally go ranged with the Archery style (though you could try for a one-handed weapon + shield combo (with the War Caster feat)). Besides using the Healing Words spell or Bardic Inspiration on your Bonus Action, both normally attainable from simply being a Bard, you can steal other Bonus Action spells through the College of Lore path at level 6, and again normally for any Bard at 10.
That's assuming you put at least 6 levels into Bard at the least. The first three Bard levels are all really useful, from giving you cantrips and Bardic Inspiration at 1, to Jack Of All Trades and Song of Rest at 2, to Expertise and your first Bard path bonus. I wouldn't go past Bard 5 as a Valor Bard if you've gone for Fighter 5+ as the aforementioned doubling of 'Extra Attacks' you get - they do not stack. With the College of Lore path you could go up to 6 for those sweet early spell steals - only then you miss out on the excellent level 15 bonuses on Fighter, assuming you play them up to max level.
As to the Fighter side, I don't know much about Eldritch Knight, but since that path uses Intelligence spellcasting, and your abilities are already going to be pretty split, I would perhaps avoid it. Champion and Battlemaster both give you good options. I would lean toward Battlemaster - the Maneuvers give you extra utility, and Champion's 'Remarkable Athlete' is largely covered by Bard's 'Jack of All Trades' assuming you've picked that up via the early levels. However, if managing Bardic Inspiration dice, Superiority Dice as well as your spells is a little daunting then Champion is still good for some more tasty crits.
If melee then obviously Finesse weapons will be your friends here if you can find them. Bard/Fighter will split you between a lot of abilities, you can leave Strength if you're focusing on Dex-based weaponry.
You could potentially start as Bard with this style, then go straight into Fighter at 2 until you unlock your second attack. It will be a level late, but you won't need Fighter's Con saving throw so much if you have taken the War Caster feat, since that gives you advantage on Concentration rolls. Otherwise I'd lean toward Fighter.
EDIT: The alternative is to go heavily into Bard (Valor) with 3-5 levels in Fighter - on reflection, this is arguably the best option in the long run. Valor Bard will (all the way at level 14) allow you cast a spell with your action then make a regular weapon attack with your bonus action, which is extremely nice. Fighter at level 1 will net you a Fighting Style and Second Wind, at level 2 Action Surge, and level 3 your martial archetype - with Battle Master, you can use some of the Maneuvers during your Bonus Action attacks after spell casting with this variant of Bard/Fighter. If you go for this then you could start with Fighter from levels 1-3 to get all your Superiority Dice faster, which will help bridge the gap when catching up with your delayed Valor Bard levels.
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Yeah, I probably could have made one big post giving props to Erropheus and this Bard/Fighter theory, but I'm new to forums and still figuring out how these things work...
A Bard/Fighter makes an incredibly effective archer. By 11th level you get 2 attacks for your attack action (5th level Fighter), the Swift Quiver Ranger spell (Additional Magic Secrets, Lore Bard level 6) allows you an additional 2 attacks for your bonus action, with a +2 to your attacks from the Archery fighting style, AND crits at 19 & 20 from Champion!. Add in all the skill monkey goodness that comes from Lore Bard's earlier levels AND cutting words, on top of Action Surge and Second Wind...
Holy crap, I gotta go roll up a character!
EDIT: I got ahead of myself, Swift Quiver being a 5th level Ranger spell makes it just out of reach for a 6th level Lore Bard...
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Bard is my all time favorite class, he can be anything even on his own.
He is not the best at anything but he is great at everything, he has enough surviveability skills to not be so self reliant and if youre more in the socializing part of a campaign like dialog or understanding lore he can be there. I like to make a bard filler and more of the 4th leg of a party than its core, so i like to give some cool benefits and make the party feel its worth taking risks (like with faerie fire or having word of healing on another person). I never tried a fighting multiclass bard, because i didn't really find it interesting a skaald like bard. But he can fight just as much and have that part of him with his melee bonus in finesse i found myself several times being talked into finishing off a monster with my rapier to save time or to fend a monster off, which bards can do well enough and with grace.
my faerie fire has FABULOUS shades that will match your shoes and eyes~