I'm playing a bard in an ongoing campaign, and as our characters start to grow closer, one thing I've been wanting to try more of are synergistic tactics. Any strong team moves I can use alongside a monk, blood hunter, rogue, and/or a fighter?
A very significant percentage of the answer to that question is going to depend on specifics - your spell list, your subclass, the subclasses of everyone else involved, favored weapons and combat tactics, so on and so forth.
In general, however, the bard is a class that bolsters its allies. Specific allies will want to be bolstered in specific ways, but the bard is a set-up character. If your cohorts are all primarily ranged attackers, your task could fall to defense - hindering enemies and preventing them from getting close, providing cover and reducing an enemy's ability to shoot back. if your party are primarily melee combatants you'll want to focus on disabling specific enemies or amplifying your team's attacks, letting them chop through the hordes more effectively. In both cases you seem to be the party's only user of healing magic, so Healing Word is going to wear out your vocal cords.
You may want to consider asking them - potentially even in character. Have your bard ask "what can I do to keep you safer and make you more effective in battle?" Could be surprising, what they say.
I'm playing a bard in an ongoing campaign, and as our characters start to grow closer, one thing I've been wanting to try more of are synergistic tactics. Any strong team moves I can use alongside a monk, blood hunter, rogue, and/or a fighter?
Dissonant whispers could be a good spell for offense. Your team mates seem to be melee oriented, and if a number of them surround a primary target they would all get chances for opportunity attacks if your target fails the save.
I wouldn’t be able to offer much more than this without more information.
I'm playing a bard in an ongoing campaign, and as our characters start to grow closer, one thing I've been wanting to try more of are synergistic tactics. Any strong team moves I can use alongside a monk, blood hunter, rogue, and/or a fighter?
What comes to mind first is Hold Person/Monster, but the more general tactic would be spells that give your teammates Advantage on their attacks against the enemy. Where it's by locking the enemy down with spells like Hold Person/Monster, Entangle, etc. or lighting them up with Faerie Fire, giving the whole party Advantage is just awesome. For archers or heavy weapon fighters, making it easier for them to exploit the -5/+10 features of the Great Weapon Master and Sharpshooter feats. And even for characters who don't use them, upping their hit percentage is going to make them very happy :)
And if you've got party members who can nerf your targets' saving throws via things like Mind Sliver or Bane, even better.
Also, remember how your turn is built. Get a concentration spell going and then, Action, Bonus Action, Reaction. If you're low -level, just for example, you cast fairy fire to give everyone advantage. Or, maybe Tasha's if you're fighting a single target. Next turn, that spell stays up and you shoot an arrow or cast a spell at the enemy. Then you do healing word or bardic inspiration to hype up your team as a bonus action.
If the DM permits the spell, Silvery Barbs from the new Strixhaven book, you could use your reactions to force enemies to re-roll their critical hits against your party members, and use the advantage roll on your own Concentration checks to keep your buff spells up.
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I'm playing a bard in an ongoing campaign, and as our characters start to grow closer, one thing I've been wanting to try more of are synergistic tactics. Any strong team moves I can use alongside a monk, blood hunter, rogue, and/or a fighter?
Kieran McMillan
Buff spells, such as Aid.
A very significant percentage of the answer to that question is going to depend on specifics - your spell list, your subclass, the subclasses of everyone else involved, favored weapons and combat tactics, so on and so forth.
In general, however, the bard is a class that bolsters its allies. Specific allies will want to be bolstered in specific ways, but the bard is a set-up character. If your cohorts are all primarily ranged attackers, your task could fall to defense - hindering enemies and preventing them from getting close, providing cover and reducing an enemy's ability to shoot back. if your party are primarily melee combatants you'll want to focus on disabling specific enemies or amplifying your team's attacks, letting them chop through the hordes more effectively. In both cases you seem to be the party's only user of healing magic, so Healing Word is going to wear out your vocal cords.
You may want to consider asking them - potentially even in character. Have your bard ask "what can I do to keep you safer and make you more effective in battle?" Could be surprising, what they say.
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Dissonant whispers could be a good spell for offense. Your team mates seem to be melee oriented, and if a number of them surround a primary target they would all get chances for opportunity attacks if your target fails the save.
I wouldn’t be able to offer much more than this without more information.
Inspiration will likely be especially helpful for the rogue so that they hit on their sneak attacks.
Spells that reduce targets’ saving throws, like Mind Sliver, would help the monk’s stunning strike and some blood hunter features.
Buff and debuff!
What comes to mind first is Hold Person/Monster, but the more general tactic would be spells that give your teammates Advantage on their attacks against the enemy. Where it's by locking the enemy down with spells like Hold Person/Monster, Entangle, etc. or lighting them up with Faerie Fire, giving the whole party Advantage is just awesome. For archers or heavy weapon fighters, making it easier for them to exploit the -5/+10 features of the Great Weapon Master and Sharpshooter feats. And even for characters who don't use them, upping their hit percentage is going to make them very happy :)
And if you've got party members who can nerf your targets' saving throws via things like Mind Sliver or Bane, even better.
Also, remember how your turn is built. Get a concentration spell going and then, Action, Bonus Action, Reaction. If you're low -level, just for example, you cast fairy fire to give everyone advantage. Or, maybe Tasha's if you're fighting a single target. Next turn, that spell stays up and you shoot an arrow or cast a spell at the enemy. Then you do healing word or bardic inspiration to hype up your team as a bonus action.
If the DM permits the spell, Silvery Barbs from the new Strixhaven book, you could use your reactions to force enemies to re-roll their critical hits against your party members, and use the advantage roll on your own Concentration checks to keep your buff spells up.