Our situation: Trying to avoid a high CR monster we really irked, while having ways to maybe fight them if worst comes to worst. Our shadow monk is great for avoiding (pass without trace), so we're doing ok with that. The monster is immune to psychic damage and almost every condition in the book and has truesight, which renders a lot of my spells useless. However, I've recently received a necklace of fireballs, which should let me help some.
What are some good magical secrets spells, both for the situation and just in general?
Right off the bat... Wall of Force is an absolute beast of a spell. If this enemy you're facing is immune to most conditions, this is probably one of the only ways to shut them down. There's no saving throw, no means to break it if the target doesn't have access to disintegrate... it's a great spell.
Conjure Woodland Beings is one of those spells that's good enough that it's outright banned at a lot of tables.
Banishment is another solid choice. It's a Charisma save, which is fairly uncommon and a lot of creatures you would want to hit with this spell will have low Charisma. Depending on where a creature comes from, it could potentially just straight up eliminate a target from the game.
Right off the bat... Wall of Force is an absolute beast of a spell. If this enemy you're facing is immune to most conditions, this is probably one of the only ways to shut them down. There's no saving throw, no means to break it if the target doesn't have access to disintegrate... it's a great spell.
This is awesome. I'm definitely taking this! It's perfect because with the shadow monk's silence, even if they have disintegrate, they won't be able to use it!
Conjure Woodland Beings is one of those spells that's good enough that it's outright banned at a lot of tables.
Banishment is another solid choice. It's a Charisma save, which is fairly uncommon and a lot of creatures you would want to hit with this spell will have low Charisma. Depending on where a creature comes from, it could potentially just straight up eliminate a target from the game.
The "short list" I made a while back for any Bards I end up playing had Bigby's Hand, Contaigen, Reincatnate (if needed) Banishment, Find Greater Steed. The hand is situational and DM dependent, how much will they let you do with it? Contaigen is more interesting than it first appears. Find Greater Steed can land you an assistant in fights that is only components and time to replace. Serves as a nice mount when not killed in fights, too.
No dis to Wall of Force either, super useful and never a wrong choice. You have a good party symmetry already, as evident as working with the Monk's strengths, so keep on that line and your choices should work out well.
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Talk to your Players.Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
I think Find Greater Steed is also a really good choice and I almost suggested it as well, but it didn't really seem like it would help for the particular scenario Undaunted describd. Still, it's such a cool spell that really takes advantage of the Bard's ability to dip into other class's spell lists, since it's one of those things that's designed as an end-game feature for Paladins, but a bard can pick it up much earlier. The Paladin spell list is one of the better ones to look into... stuff like Aura of Vitality is crazy good for a class that gets more spell slots and reaches mid-level spells earlier.
Ranger has a few spells like that as well, but few things on par with what you can nab from Paladins. I know that if you plan for it, Swift Quiver can be an absolute game changer... but if you're not building a character specifically for that, you're not getting much out of it.
Antilife Shell might be useful if your party doesn't run into undead or constructs a lot (you could also swap it out after you've dealt with this enemy and you don't think it'll be useful after), if this creature you're up against doesn't have ranged attacks.
Circle of Power is another good buff spell that your party doesn't have access to.
Find greater stead is amazing. Some thing like a Griffin can fight and gives you flight without having to cast a spell adding allot of mobility options.
Wall of force or stone are really good choices but are also available to your elf wizard so you might want to check see what they are taking
Destructive wave is a good choice for offense. 30ft radious 5d6 Thunder 5d6 radiont damage and targets get knocked down (1/2 on save) big bonus is you choose who in the aria gets afected.
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My Tiefling Lore Bard, Harmony, just leveled up to 10th, and I need help deciding on her second round of magical secrets!
My current party: Gnome Beastmaster Ranger + Panther, Halfling Shadow Monk, Dwarven Forge Cleric, Elf Evocation Wizard, Sentient Portal-Intunded Penguin, and assorted bag of tricks animals.
My spells:
Other items/features:
Our situation: Trying to avoid a high CR monster we really irked, while having ways to maybe fight them if worst comes to worst. Our shadow monk is great for avoiding (pass without trace), so we're doing ok with that. The monster is immune to psychic damage and almost every condition in the book and has truesight, which renders a lot of my spells useless. However, I've recently received a necklace of fireballs, which should let me help some.
What are some good magical secrets spells, both for the situation and just in general?
Only spilt the party if you see something shiny.
Ariendela Sneakerson, Half-elf Rogue (8); Harmony Wolfsbane, Tiefling Bard (10); Agnomally, Gnomish Sorcerer (3); Breeze, Tabaxi Monk (8); Grace, Dragonborn Barbarian (7); DM, Homebrew- The Sequestered Lands/Underwater Explorers; Candlekeep
Right off the bat... Wall of Force is an absolute beast of a spell. If this enemy you're facing is immune to most conditions, this is probably one of the only ways to shut them down. There's no saving throw, no means to break it if the target doesn't have access to disintegrate... it's a great spell.
Conjure Woodland Beings is one of those spells that's good enough that it's outright banned at a lot of tables.
Banishment is another solid choice. It's a Charisma save, which is fairly uncommon and a lot of creatures you would want to hit with this spell will have low Charisma. Depending on where a creature comes from, it could potentially just straight up eliminate a target from the game.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
Have you considered Find Greater Steed?
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!
This is awesome. I'm definitely taking this! It's perfect because with the shadow monk's silence, even if they have disintegrate, they won't be able to use it!
Thanks! These look interesting.
Only spilt the party if you see something shiny.
Ariendela Sneakerson, Half-elf Rogue (8); Harmony Wolfsbane, Tiefling Bard (10); Agnomally, Gnomish Sorcerer (3); Breeze, Tabaxi Monk (8); Grace, Dragonborn Barbarian (7); DM, Homebrew- The Sequestered Lands/Underwater Explorers; Candlekeep
The "short list" I made a while back for any Bards I end up playing had Bigby's Hand, Contaigen, Reincatnate (if needed) Banishment, Find Greater Steed. The hand is situational and DM dependent, how much will they let you do with it? Contaigen is more interesting than it first appears. Find Greater Steed can land you an assistant in fights that is only components and time to replace. Serves as a nice mount when not killed in fights, too.
No dis to Wall of Force either, super useful and never a wrong choice. You have a good party symmetry already, as evident as working with the Monk's strengths, so keep on that line and your choices should work out well.
Talk to your Players. Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
I think Find Greater Steed is also a really good choice and I almost suggested it as well, but it didn't really seem like it would help for the particular scenario Undaunted describd. Still, it's such a cool spell that really takes advantage of the Bard's ability to dip into other class's spell lists, since it's one of those things that's designed as an end-game feature for Paladins, but a bard can pick it up much earlier. The Paladin spell list is one of the better ones to look into... stuff like Aura of Vitality is crazy good for a class that gets more spell slots and reaches mid-level spells earlier.
Ranger has a few spells like that as well, but few things on par with what you can nab from Paladins. I know that if you plan for it, Swift Quiver can be an absolute game changer... but if you're not building a character specifically for that, you're not getting much out of it.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
Antilife Shell might be useful if your party doesn't run into undead or constructs a lot (you could also swap it out after you've dealt with this enemy and you don't think it'll be useful after), if this creature you're up against doesn't have ranged attacks.
Circle of Power is another good buff spell that your party doesn't have access to.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
Find greater stead is amazing. Some thing like a Griffin can fight and gives you flight without having to cast a spell adding allot of mobility options.
Wall of force or stone are really good choices but are also available to your elf wizard so you might want to check see what they are taking
Destructive wave is a good choice for offense. 30ft radious 5d6 Thunder 5d6 radiont damage and targets get knocked down (1/2 on save) big bonus is you choose who in the aria gets afected.