Below I've compiled the lists of spells the Bard and Ranger have either lost or gained for each spell level. I've only included spells from the phb as those are the only spells included in the Playtest. If I've marked a spell with an asterisk (*) that spell has been added to the class' spell list in Tasha's Cauldron of Everything. Since these expanded spell lists remain optional I've decided to include them but mark them separately. Therefore a "lost" spell with an asterisk means you only lose it if you were using the expanded spell lists, while a marked spell that's been gained means you would've had it with Tasha's expanded spell lists anyway, but now it would be a base addition to the list instead of an optional expansion. Spells included in the Bard's "Songs of Restoration" feature are not included since this feature's very purpose is to add those spells to your list despite them missing otherwise. All five of them would've been considered lost otherwise (with an asterisk in case of Mass Healing Word). That said, you do get each of this spells a level later than normal access to their spell levels, so keep that in mind. Now without further ado, let's start with the Bard.
Bard cantrips:
Lost Blade Ward Light Mage Hand
Gained ---
1st level Bard spells:
Lost Animal Friendship Bane Cure Wounds Faerie Fire Heroism Speak With Animals Unseen Servant Command*
Gained Hex Jump Color Spray*
2nd level Bard spells:
Lost Animal Messenger Cloud of Daggers Enhance Ability Heat Metal Locate Animals or Plants Silence Zone of Truth Aid*
Lost Bestow Curse Dispel Magic Feign Death Glyph of Warding Leomund’s Tiny Hut Nondetection Plant Growth Speak with Dead Speak with Plants Stinking Cloud
Gained Blink Fly Gaseous Form Haste Phantom Steed Water Breathing Slow*
4th level Bard spells:
Lost Dimension Door
Gained Control Water Fabricate Stone Shape Stoneskin Phantasmal Killer*
5th level Bard spells:
Lost Awaken Mass Cure Wounds Planar Binding Raise Dead Teleportation Circle
Gained Contact Other Plane Creation Passwall Telekinesis Rary’s Telepathic Bond*
6th level Bard spells:
Lost Eyebite Find the Path Guards and Wards Heroes’ Feast*
Gained Disintegrate Flesh to Stone Move Earth
7th level Bard spells:
Lost Forcecage Mordenkainen’s Magnificent Mansion Mordenkainen’s Sword Regenerate Resurrection Symbol Teleport Prismatic Spray*
Gained Reverse Gravity Sequester Simulacrum
8th level Bard spells:
Lost Mind Blank
Gained Control Weather Telepathy Antipathy/Sympathy*
9th level Bard spells:
Lost Power Word Heal Prismatic Wall*
Gained Shapechange Time Stop Weird
And now for Rangers. For their cantrips I'll quickly mention that they can no longer pick Produce Flame, but in return cantrips are a base feature of the class now, so this seems a small price to pay. Also useful to note is that with the changes to ritual casting, rangers can also use rituals now, which can impact the value certain ritual spells would have.
1st level Ranger spells:
Lost Alarm Searing Smite*
Gained Create or Destroy Water Healing Word Purify Food and Drink Thunderwave Entangle*
2nd level Ranger spells:
Lost Aid* Gust of Wind* Magic Weapon*
Gained Augury Enlarge/Reduce Gentle Repose Heat Metal Enhance Ability*
3rd level Ranger spells:
Lost Daylight Wind Wall
Gained Call Lightning Dispel Magic Feign Death Mass Healing Word Sleet Storm Elemental Weapon* Meld Into Stone* Revivify*
4th level Ranger spells:
Lost ---
Gained Conjure Minor Elementals Control Water Giant Insect Polymorph Stone Shape Dominate Beast*
May these lists prove useful in your assessments of the changes. Feel free to use the thread to discuss the impact you foresee these changes will have on their respective classes. And if you find any spells I've missed, do let me know.
Ranger definitely got more out of play test, Bard is sort of re-balanced, slightly nerfed over all and seems it got slightly less spells because of it, at least early on. Faerie Fire is definitely a big one but then they now at least get haste and fly, so that is a thing. I can imagine some bards will use magic initiate to pickup either faerie fire or bless given how good they are for 1st level.
I guess we need to wait for the priest class but the way Bard is building up, it seems like sort of a "half" healer, some access to basic heal spells and the reactive healing of inspiration (which is cool). no resurrection type spells tho, so you're gunna need a priest class or a ranger for that. Magical secrets comes in at level 10 tho, and now magical secrets lets you change the spells on a long rest, so bard has far more customization with that feature.
While on paper it seems like Ranger's got alot. There's a distinct reliance on spell slots for features that use to be free.
Utility options, movement options, hints at skills use changes(animal handling, ect), nature's veil, Hunter's mark is a combat must. Costs add up, some adventurers have "balanced" long rests but not all.
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Below I've compiled the lists of spells the Bard and Ranger have either lost or gained for each spell level. I've only included spells from the phb as those are the only spells included in the Playtest. If I've marked a spell with an asterisk (*) that spell has been added to the class' spell list in Tasha's Cauldron of Everything. Since these expanded spell lists remain optional I've decided to include them but mark them separately. Therefore a "lost" spell with an asterisk means you only lose it if you were using the expanded spell lists, while a marked spell that's been gained means you would've had it with Tasha's expanded spell lists anyway, but now it would be a base addition to the list instead of an optional expansion.
Spells included in the Bard's "Songs of Restoration" feature are not included since this feature's very purpose is to add those spells to your list despite them missing otherwise. All five of them would've been considered lost otherwise (with an asterisk in case of Mass Healing Word). That said, you do get each of this spells a level later than normal access to their spell levels, so keep that in mind. Now without further ado, let's start with the Bard.
Bard cantrips:
Lost
Blade Ward
Light
Mage Hand
Gained
---
1st level Bard spells:
Lost
Animal Friendship
Bane
Cure Wounds
Faerie Fire
Heroism
Speak With Animals
Unseen Servant
Command*
Gained
Hex
Jump
Color Spray*
2nd level Bard spells:
Lost
Animal Messenger
Cloud of Daggers
Enhance Ability
Heat Metal
Locate Animals or Plants
Silence
Zone of Truth
Aid*
Gained
Alter Self
Blur
Darkvision
Levitate
Magic Aura
Magic Weapon
Rope Trick
Spider Climb
Enlarge/Reduce*
Mirror Image*
3rd level Bard spells:
Lost
Bestow Curse
Dispel Magic
Feign Death
Glyph of Warding
Leomund’s Tiny Hut
Nondetection
Plant Growth
Speak with Dead
Speak with Plants
Stinking Cloud
Gained
Blink
Fly
Gaseous Form
Haste
Phantom Steed
Water Breathing
Slow*
4th level Bard spells:
Lost
Dimension Door
Gained
Control Water
Fabricate
Stone Shape
Stoneskin
Phantasmal Killer*
5th level Bard spells:
Lost
Awaken
Mass Cure Wounds
Planar Binding
Raise Dead
Teleportation Circle
Gained
Contact Other Plane
Creation
Passwall
Telekinesis
Rary’s Telepathic Bond*
6th level Bard spells:
Lost
Eyebite
Find the Path
Guards and Wards
Heroes’ Feast*
Gained
Disintegrate
Flesh to Stone
Move Earth
7th level Bard spells:
Lost
Forcecage
Mordenkainen’s Magnificent Mansion
Mordenkainen’s Sword
Regenerate
Resurrection
Symbol
Teleport
Prismatic Spray*
Gained
Reverse Gravity
Sequester
Simulacrum
8th level Bard spells:
Lost
Mind Blank
Gained
Control Weather
Telepathy
Antipathy/Sympathy*
9th level Bard spells:
Lost
Power Word Heal
Prismatic Wall*
Gained
Shapechange
Time Stop
Weird
And now for Rangers. For their cantrips I'll quickly mention that they can no longer pick Produce Flame, but in return cantrips are a base feature of the class now, so this seems a small price to pay.
Also useful to note is that with the changes to ritual casting, rangers can also use rituals now, which can impact the value certain ritual spells would have.
1st level Ranger spells:
Lost
Alarm
Searing Smite*
Gained
Create or Destroy Water
Healing Word
Purify Food and Drink
Thunderwave
Entangle*
2nd level Ranger spells:
Lost
Aid*
Gust of Wind*
Magic Weapon*
Gained
Augury
Enlarge/Reduce
Gentle Repose
Heat Metal
Enhance Ability*
3rd level Ranger spells:
Lost
Daylight
Wind Wall
Gained
Call Lightning
Dispel Magic
Feign Death
Mass Healing Word
Sleet Storm
Elemental Weapon*
Meld Into Stone*
Revivify*
4th level Ranger spells:
Lost
---
Gained
Conjure Minor Elementals
Control Water
Giant Insect
Polymorph
Stone Shape
Dominate Beast*
5th level Ranger spells:
Lost
---
Gained
Antilife Shell
Awaken
Conjure Elemental
Insect Plague
Mass Cure Wounds
Reincarnate
Scrying
Greater Restoration*
May these lists prove useful in your assessments of the changes. Feel free to use the thread to discuss the impact you foresee these changes will have on their respective classes.
And if you find any spells I've missed, do let me know.
Ranger definitely got more out of play test, Bard is sort of re-balanced, slightly nerfed over all and seems it got slightly less spells because of it, at least early on. Faerie Fire is definitely a big one but then they now at least get haste and fly, so that is a thing. I can imagine some bards will use magic initiate to pickup either faerie fire or bless given how good they are for 1st level.
I guess we need to wait for the priest class but the way Bard is building up, it seems like sort of a "half" healer, some access to basic heal spells and the reactive healing of inspiration (which is cool). no resurrection type spells tho, so you're gunna need a priest class or a ranger for that. Magical secrets comes in at level 10 tho, and now magical secrets lets you change the spells on a long rest, so bard has far more customization with that feature.
While on paper it seems like Ranger's got alot. There's a distinct reliance on spell slots for features that use to be free.
Utility options, movement options, hints at skills use changes(animal handling, ect), nature's veil, Hunter's mark is a combat must. Costs add up, some adventurers have "balanced" long rests but not all.