Would having both CW and HW be a good idea? My bard has both of them, in addition to Heroism and Unseen Servant. Should I swap out any of them?
I want to add my voice to the group recommending you not take both of these spells, and add that HW is probably the one you should get.
Cure Wounds (CW) heals more damage and scales better, but takes your action to cast so you can't do anything else in that turn that requires an action.
Healing Word (HW) heals a little less damage typically at first level, but only requires your bonus action, so you still can do something with your action other than cast a spell. So you can use your crossbow or rapier AND cast HW. During combat the most efficient choice (usually) is to heal PCs that have dropped to zero HP and fallen unconscious. After combat, your party should use a short rest in conjunction with your Song of Rest ability, a signature (2nd level) ability of the Class. Potions should be used occasionally but require someone's action to administer since the "interact with an object" only allows you to "retrieve" a potion. Note though that you may need to delay your turn in initiative order so you cast it immediately before that player's turn, otherwise they pop up with about 4HP only to be smacked down again before they can swing a sword.
Vicious Mockery (Cantrip) is helpful when you need to give a monster disadvantage and a small amount of damage, but takes your action. Therefore it can be paired with HW in the same round. Disadvantage and 1d4 psychic damage is probably better than a crossbow shot 1d8, and against most monsters is more likely to hit with the DC=13+ Wis save.
Dissonant Whispers (1st level) is a pretty good spell for damage with 3d6 psychic and half on save. If they miss their save and run away then you get the bonus damage, which at first level should be enough to kill most monsters that have already received 3d6 damage.
Bane is the third 1st level spell I recommend because it is good for helping the party in a large encounter as well as a fight with a single boss. removing 1d4 from their to-hit roll is the same as giving everyone in your party a shield+ when the three monsters you tag are swinging away. I would spread these out in most situations to help the whole front line, but if one of our weak characters were jumped, I might put all three on the monsters that jumped the weak character. It does allow the monster a DC=13+ Chr save, but that is usually a good one for your team. The only problem is if you cast it straight away it is a concentration spell (for 1 minute) so it might limit your choices during the rest of the battle. If you have another caster in your party, consider which of you will pick up this spell. My DM lets me cast it a second time (for another spell slot of course) to add another three "victims" since I am concentrating on the same spell, but that might need a conversation at your table.
If you take these three first level spells that only leaves one more. Charm Person is iconic, but I rarely use it because I don't want to 'charm a friend' and my party usually comes to blows with our enemies before I'd get it off anyway making me have to try with disadvantage. But I usually take Charm Person anyway so ...
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Unless it's a cantrip.
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
I want to add my voice to the group recommending you not take both of these spells, and add that HW is probably the one you should get.
Cure Wounds (CW) heals more damage and scales better, but takes your action to cast so you can't do anything else in that turn that requires an action.
Healing Word (HW) heals a little less damage typically at first level, but only requires your bonus action, so you still can do something with your action other than cast a spell. So you can use your crossbow or rapier AND cast HW. During combat the most efficient choice (usually) is to heal PCs that have dropped to zero HP and fallen unconscious. After combat, your party should use a short rest in conjunction with your Song of Rest ability, a signature (2nd level) ability of the Class. Potions should be used occasionally but require someone's action to administer since the "interact with an object" only allows you to "retrieve" a potion. Note though that you may need to delay your turn in initiative order so you cast it immediately before that player's turn, otherwise they pop up with about 4HP only to be smacked down again before they can swing a sword.
Vicious Mockery (Cantrip) is helpful when you need to give a monster disadvantage and a small amount of damage, but takes your action. Therefore it can be paired with HW in the same round. Disadvantage and 1d4 psychic damage is probably better than a crossbow shot 1d8, and against most monsters is more likely to hit with the DC=13+ Wis save.
Dissonant Whispers (1st level) is a pretty good spell for damage with 3d6 psychic and half on save. If they miss their save and run away then you get the bonus damage, which at first level should be enough to kill most monsters that have already received 3d6 damage.
Bane is the third 1st level spell I recommend because it is good for helping the party in a large encounter as well as a fight with a single boss. removing 1d4 from their to-hit roll is the same as giving everyone in your party a shield+ when the three monsters you tag are swinging away. I would spread these out in most situations to help the whole front line, but if one of our weak characters were jumped, I might put all three on the monsters that jumped the weak character. It does allow the monster a DC=13+ Chr save, but that is usually a good one for your team. The only problem is if you cast it straight away it is a concentration spell (for 1 minute) so it might limit your choices during the rest of the battle. If you have another caster in your party, consider which of you will pick up this spell. My DM lets me cast it a second time (for another spell slot of course) to add another three "victims" since I am concentrating on the same spell, but that might need a conversation at your table.
If you take these three first level spells that only leaves one more. Charm Person is iconic, but I rarely use it because I don't want to 'charm a friend' and my party usually comes to blows with our enemies before I'd get it off anyway making me have to try with disadvantage. But I usually take Charm Person anyway so ...
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt