I've read through many threads on this board and a few others about what the best spells to take for the Lore Bards level 6 "Additional Magical Secrets" class feature. And it's basically always comes down to Counterspell and Fireball. But my Bard that I've built wouldn't take Fireball. As he isn't really a damage dealer. He's all about debuffing the enemy and let the rest of the party cut them down. So I've been having quite the dilemma about what spell to take that isn't Fireball (I am still taking Counterspell) that would be a good Control or debuff spell. Or at least a fun and useful utility spell. Right now I've got Slow picked, but I have until Saturday when we play our next game to decide.
So any suggestions / ideas would be amazingly helpful. Thank you.
I plan to choose Fireball so that I have a damage dealing option since so many other spells are the buff/debuff sort. But, if you don't wish to have a damage dealing spell that is scalable for higher levels, Slow looks like a great choice. Good luck. I hope you enjoy playing your Bard as much as I have enjoyed playing mine.
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Counterspell is a great choice because of the jack of all trades skill. You can add half your proficiency to the check.
Healing spirit is great for a lore bard that wants to drop a really good bonus action spell. Mass healing word can also fill that slot if you want to use your concentration for something else like hypnotic pattern.
Spirit guardians is good for control and damage. Spike growth is also a nasty one to lock enemies down in an area.
Haste is pretty good as a support spell for any class.
Shadowblade scales very well if you're the kind of lore bard who wants to add something to melee.
Thanks for the suggestions so far guys. Great stuff. I think I'm going to go with Counterspell and Slow, at least I think so ?However I now have an unknown amount of time to think about it since my group cancelled our game last Saturday because of this damn COVID-19 virus going around. And we have called off all of our D&D sessions until this whole thing gets under control. Oh well.... better safe than sorry, and more time to think about this very serious decision! haha!
I've read through many threads on this board and a few others about what the best spells to take for the Lore Bards level 6 "Additional Magical Secrets" class feature. And it's basically always comes down to Counterspell and Fireball. But my Bard that I've built wouldn't take Fireball. As he isn't really a damage dealer. He's all about debuffing the enemy and let the rest of the party cut them down. So I've been having quite the dilemma about what spell to take that isn't Fireball (I am still taking Counterspell) that would be a good Control or debuff spell. Or at least a fun and useful utility spell. Right now I've got Slow picked, but I have until Saturday when we play our next game to decide.
So any suggestions / ideas would be amazingly helpful. Thank you.
"Hunger of Hadar" offers wonderful crowd control AND debuffs...and damage.
Taken from the warlock spell list, you blind enemies in the area and subject them to otherworldly damage. Not too shabby.
Failing that, you cannot beat the perpetual usefulness of the wizard spell, "Slow"!
In terms of early-level debuffs, there is no comparison...break the action economy of a group of enemies while your team rallies against them.
I plan to choose Fireball so that I have a damage dealing option since so many other spells are the buff/debuff sort. But, if you don't wish to have a damage dealing spell that is scalable for higher levels, Slow looks like a great choice. Good luck. I hope you enjoy playing your Bard as much as I have enjoyed playing mine.
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
Counterspell is a great choice because of the jack of all trades skill. You can add half your proficiency to the check.
Healing spirit is great for a lore bard that wants to drop a really good bonus action spell. Mass healing word can also fill that slot if you want to use your concentration for something else like hypnotic pattern.
Spirit guardians is good for control and damage. Spike growth is also a nasty one to lock enemies down in an area.
Haste is pretty good as a support spell for any class.
Shadowblade scales very well if you're the kind of lore bard who wants to add something to melee.
Thanks for the suggestions so far guys. Great stuff. I think I'm going to go with Counterspell and Slow, at least I think so ? However I now have an unknown amount of time to think about it since my group cancelled our game last Saturday because of this damn COVID-19 virus going around. And we have called off all of our D&D sessions until this whole thing gets under control. Oh well.... better safe than sorry, and more time to think about this very serious decision! haha!
I picked Thunderstep for mine to add some mobility.
Plant Growth can be a good control spell and doesn't get used often. Has effectiveness outside of battle too.