Playing as a bard, would it be a better tactic to have a higher spell save dc, higher AC (from Defensive Duelist), and more points in what you’re proficient in or have more points in your saving throws, ability checks, and initiative?
Are you invested in spells that force targets to make saves? What is your current AC, and what would it become? As a Bard, do you need more proficiency in the things you are already proficient with?
Have you had a difficult time with making Saving Throws? What about Ability Checks? Initiative is more of a puzzle, which will in part depend on your spell selection and your party make-up -- do you have control spells that should be used early to dictate the course of battle, or do you have more buff/debuff type spells that need to be in place before closing in melee, or are you the healer needing to manage positioning and timing?
I usually rely on spells that force saves, a few buff spells, and I always use my inspiration dice for my team for either normal inspiration or cutting words. Saving throws are a little rough sometimes since my rolled stats weren’t great from the start. AC is 16, 20 with duelist which would pop up to 21. I do have control spells but I typically rely on dissonant whispers, magical secret spells like call lightning and destructive wave, and polymorph. Ability checks aren’t really required for the campaign I’m in, they’re more for role play things rather than weighty story choices. I try to stay flexible since the group I’m fighting with could change day by day based on who’s available.
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Playing as a bard, would it be a better tactic to have a higher spell save dc, higher AC (from Defensive Duelist), and more points in what you’re proficient in or have more points in your saving throws, ability checks, and initiative?
Are you invested in spells that force targets to make saves? What is your current AC, and what would it become? As a Bard, do you need more proficiency in the things you are already proficient with?
Have you had a difficult time with making Saving Throws? What about Ability Checks? Initiative is more of a puzzle, which will in part depend on your spell selection and your party make-up -- do you have control spells that should be used early to dictate the course of battle, or do you have more buff/debuff type spells that need to be in place before closing in melee, or are you the healer needing to manage positioning and timing?
I usually rely on spells that force saves, a few buff spells, and I always use my inspiration dice for my team for either normal inspiration or cutting words. Saving throws are a little rough sometimes since my rolled stats weren’t great from the start. AC is 16, 20 with duelist which would pop up to 21. I do have control spells but I typically rely on dissonant whispers, magical secret spells like call lightning and destructive wave, and polymorph. Ability checks aren’t really required for the campaign I’m in, they’re more for role play things rather than weighty story choices. I try to stay flexible since the group I’m fighting with could change day by day based on who’s available.