I'm new to dnd, I started out with a dwarven paladin, that sacrificed himself for the group during our adventures on Chult (Tomb of Annihilation).
My second character is now a bard, just freshly turned lvl 6, so now I'm facing a hard decision. The group is consisting of a rogue, a mage and a cleric, very rarely a barbarian joins us (he's quite busy in RL, so he is with us only every 4th session more or less).
Have u got any ideas, on what magical secrets would be good to use? Right now, with my regular bard spells, I fell like I have focused a bit too much on utility, which is often quite useless in fights.
Revivify, Fireball, Haste, Lightning bolt, Fly, Counter spell and Dispel magic can all be solid choices, but you have a cleric and a wizard in the party already so they should be covered. Personally I would go something like 1 blasting spell and possibly conjure animals or a summon spell - Assuming your wizard can cover the counter spell / dispel magic.
My advice with magical secrets is to see what spells (of appropriate level) are available ONLY to classes not in your party, and see if any of those look particularly worth taking. You'll get mixed answers as to whether or not goodberry is useful enough to take, but it's 10 chances to get someone back up before you need to get out the diamonds, which your party might not have yet. [Tooltip Not Found] gets just you a mount, I'd hold off until you can get Find Greater Steed instead.
You can also go the other way and double up -- if you have proficiency in arcana, you can make scrolls of some of these spells that are only situationally useful (which might also be shareable with your wizard). Then when you get another use of magical secrets, swap out the spells.
Absorb elements is also worth taking for pretty much any caster who's going to be using their concentration a lot -- halving elemental damage will up your chances of maintaining your concentration. And it never hurts for more than one person to have counterspell, in case the other doesn't have line of sight or range.
I was leaning toward Fireball, but then I heard about Thunderstep. I don't have that book so I need to learn the spells from the other books that I may want.
Cantrips are interesting but I believe many folks and DMs would say they are not included in Magical Secrets because they are not "Spells." But if your DM allows Cantrips too, remember they don't take spell slots. As a bard in the background I could even see using something like Spiritual Weapon.
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Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
I was leaning toward Fireball, but then I heard about Thunderstep. I don't have that book so I need to learn the spells from the other books that I may want.
Cantrips are interesting but I believe many folks and DMs would say they are not included in Magical Secrets because they are not "Spells." But if your DM allows Cantrips too, remember they don't take spell slots. As a bard in the background I could even see using something like Spiritual Weapon.
Cantrips are definitely spells. The wording 5e uses to omit them from specific features mentions spell slots.
Lore bards gain 3 spells known too in case you missed it. 1 from the bard table and 2 secrets.
With a cleric and wizard in the party look at spells they aren't using. With the barbarian regularly absent conjure animals is a good choice.
Conjure animals requires concentration so counterspell or fireball don't conflict for that concentration.
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Hello all together,
I'm new to dnd, I started out with a dwarven paladin, that sacrificed himself for the group during our adventures on Chult (Tomb of Annihilation).
My second character is now a bard, just freshly turned lvl 6, so now I'm facing a hard decision. The group is consisting of a rogue, a mage and a cleric, very rarely a barbarian joins us (he's quite busy in RL, so he is with us only every 4th session more or less).
Have u got any ideas, on what magical secrets would be good to use? Right now, with my regular bard spells, I fell like I have focused a bit too much on utility, which is often quite useless in fights.
I'm thankful for any help and ideas.
Revivify, Fireball, Haste, Lightning bolt, Fly, Counter spell and Dispel magic can all be solid choices, but you have a cleric and a wizard in the party already so they should be covered. Personally I would go something like 1 blasting spell and possibly conjure animals or a summon spell - Assuming your wizard can cover the counter spell / dispel magic.
My advice with magical secrets is to see what spells (of appropriate level) are available ONLY to classes not in your party, and see if any of those look particularly worth taking. You'll get mixed answers as to whether or not goodberry is useful enough to take, but it's 10 chances to get someone back up before you need to get out the diamonds, which your party might not have yet. [Tooltip Not Found] gets just you a mount, I'd hold off until you can get Find Greater Steed instead.
You can also go the other way and double up -- if you have proficiency in arcana, you can make scrolls of some of these spells that are only situationally useful (which might also be shareable with your wizard). Then when you get another use of magical secrets, swap out the spells.
Absorb elements is also worth taking for pretty much any caster who's going to be using their concentration a lot -- halving elemental damage will up your chances of maintaining your concentration. And it never hurts for more than one person to have counterspell, in case the other doesn't have line of sight or range.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
Counterspell and something else.
I was leaning toward Fireball, but then I heard about Thunderstep. I don't have that book so I need to learn the spells from the other books that I may want.
Cantrips are interesting but I believe many folks and DMs would say they are not included in Magical Secrets because they are not "Spells." But if your DM allows Cantrips too, remember they don't take spell slots. As a bard in the background I could even see using something like Spiritual Weapon.
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
In a more melee-focused group I'd favor Crusader’s Mantle, otherwise Pass without Trace is a good choice in almost any group.
I am one with the Force. The Force is with me.
Cantrips are definitely spells. The wording 5e uses to omit them from specific features mentions spell slots.
Lore bards gain 3 spells known too in case you missed it. 1 from the bard table and 2 secrets.
With a cleric and wizard in the party look at spells they aren't using. With the barbarian regularly absent conjure animals is a good choice.
Conjure animals requires concentration so counterspell or fireball don't conflict for that concentration.