A party without music is lame: A Bard Guide

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#1

mellored

Sep 26, 2014 12:55:46

 

Why be a bard?  Bard's main schtick is support.  Mostly offensive support by disabling enemies and letting your allies run rampant over them, but also by adding floating bonuses via your insperation. You have all the key healing spells as well, and can pick up any spell needed to fill in gaps in the party, making them rather versatile.

 

Color Code

Goldenrod: Something you pretty much always take.

Deepskyblue: Grade A, and usually the most optimal choice.

Blue: Grade B, solid, if not quite optimal.

Black: Grade C, it passes, but don't expect much wow from it.

Darkviolet: Sitational, most of the time you should pass on this, but there are corner cases that can really make this good.

Red: Grade F, avoid.  At best you just wasted your choice, but it might actually hurt you.

#2

mellored

Sep 04, 2015 5:51:02

Picking your spells.

Bards get a moderate number of known spells. About 2-3 spells per spell level. This includes magic secrets (lore get +2 more).

 

I ranked all the spells individually and as you would get them, and am weighting it towards combat. However that doesn't mean you should take all the sky blue spells. You should only take 2-3 single target disables, and 2-3 multi-target disable.  Particularly since many of them are concentration and thus can't stack.  While Wis is usually a good stat to target, you still want to pick up a few that target other defenses.  So there is room to pick up a few sitational spells to fill in any gaps in your party.  Like knock if you're missing a lockpicker.

 

Remember to take advantage of retraining spells. Upgrade Silent Image to Major Image, Cure Wounds to Mass Cure Wounds.   But don't be too hasty to trade up control spells like Tasha's Hidious Laughter, since it's just as effective on a storm giant as it is on a kobold chief (magic resist and legendary saves aside).

 

There is debate over weather you can retrain your magic secrets ("bard spell" vs "bard spell list"). Ask your DM before deciding.  I allow it at my table.

 

© = concentration

® = ritual

 

Cantrips

Minor Illusion:  So many uses for this spell with just a little creativity.

 

Mage Hand:  Always handy to have extra reach.

Prestidigitation : Not quite as versatile as minor illusion, but still lot's of fun things to do.

Vicious Mockery: The damage is pitiful, but the effect is pretty strong at low levels.  But multi-attack reduces the potency of it's effect at higher level.  At least you can insult people while tied up, and they damage type is virtually never resisted.

Thunder Clap: An AoE is nice for the valor who likes to wade into combat.  Though they still want a ranged option.  Just don't use it on stealth missions.

 

Mending: Lot's and lot's of unimportaint uses.

Light: Your "human" tax.  Lore bards should consider just carrying a torch.

 

Message: Most of the time you can simply whisper, or use hand signals.  Still could be pretty good for stealthy groups.

© Friends: Better for intimidation or goading someone into attacking you then actually doing anything friendly.  But if you want that, you should attack first.  Better with changeling/disguse self/disguse kit, and a lient DM.

© Dancing Lights: While fancier than normal light, it takes concentration.

Blade Ward: Much of the time you could simply dodge instead.  Valor 14 however let's you tank and attack.  Also useful when you know there's traps around.

 

© True Strike: The only time you would want to use this is if you where going to run up next turn and cast a big attack spell (contagion), when you know you'll have disavantage next round and only make 1 attack, or maybe possible while stealthed.  But for the vast majoirty of normal cases, you simply do less damage and lose concentraion.

#3

mellored

Sep 16, 2015 7:30:56

2nd Level

©Suggestion: "Help us kill your boss" not only disables someone, but adds to your allies as well.  Not to mention all the RP possibilities.  Though some DM's may not allow this, so check with them first.

 

©Heat Metal: While targeting is a bit limited, it's a no-save disvantage, with a little damage tacked on.

©®Silence: Nearly every spell requires a voice component.  Particularly fun with a valor grapple bard.  It also helps with stealth.

 

Blindness/Deafness: While generally weaker than other disables, it has no concentration, allowing you to disable more.  It's also a con save.

©Crown of Madness: This takes a bit of tactical finesse to utilize well, and often only lasts 1 turn, but you then get to deny an action while also dealing monster scaling damage.  Just wait until 2 enemies are adjacent and target the one who goes next in initive.  Goes up with good setup and/or teamwork, such as making an enemy wizard make a melee attack against your tank, while an ally rogue with sentinel stabs him in the back, making enemy's provoke OA's while fleeing their crazy friend.  You can also make it multi-turn by a friendly web, hold person, or grappler forcing enemy positions.  Note that the enemy can't attack you, since it's charmed.

©Enhance Ability:A versatile buff.  Note that Cat is advantage on initiative.

Shatter: Your next AoE damage spell.  Scales ok with slots.

©Hold Person: Somewhat target restricitve but a very powerful disable that let's your allies freely crit or freely land Dex spells.  Stays effective without new slots.

©Phantasmal Force: This has great potential, but can also be a waste depending on the player and DM.

 

©Calm Emotions: A very strong effect that can change a combat into a diplomatic encounter.  The issue is, if just 1 enemy makes his save, it can quickly devolve into combat again.  Dispelling fear and charm is helpful.

©Cloud of Daggers: Good auto-damage but small area, scales well with slots. This get's sky blue if combo with a way to immobilize (grappler, ensnaring shot).

©Invisibility: It's good utility for sneaking or scouting.

Lesser Restoration: A bit niche, but some diseases can be very nasty. Trade up to greater restoration later.

©Warding Wind: It has several niche uses.

 

®Animal Messenger

©Detect Thoughts

Knock

®Locate Animals or Plants

©Locate Object

Magic Mouth

See Invisibility: Fairy Fire can cover this for objects.

Zone of Truth

Pyrotechnics A non-concentraion AoE blind is certainly good.  But you need a well positioned fire in the first place.  Which doesn't happen without setup, and you can just use blindness more reliably.

 

Enthrall: A wisdom save to give disavantage to a wisdom check, just doesn't make sense. This should just be a skill (perform) check.

©®Skywriting: Animal messenger won't be seen by the enemy.

#4

mellored

Jul 06, 2015 6:21:02

4th Level

©Greater Invisibility: A rather strong battle buff, possibly gold if you're supporting a rogue, who can stab and hide.

©Polymorph: Generally you want to use this to add a massive amount of THP (Tyranosarurus Rex), to someone a friendly. You can also use it to disable an enemy, turning it into a sheep to keep it out of combat for a while.

 
#5

mellored

Jan 08, 2015 11:13:48

7th Level

Forcecage: No save, no concentration, no consumed components, capture.  The bar version gives you plenty of time to kill it anything that you have more range against.  And the box version let's your party take a short rest or construct any sort of trap.  Consider simply piling rocks on top.

 

Regenerate: A large amount of out-of-combat healing.  Also very strong in combat as anyone knocked unconscious will start of their turn, making them invulnerable unless your DM stops to attack them.

Teleport: Get you and your party out of any dangerous situation.  It can be used to get into a situation as well, but it's risky.  Still, casting teleport for 3-4 days in a row can still be quicker than walking.

 

Mirage Arcane: A Lot of uses for this, and with it's relatively short casting time and long duration.

Resurrection: Raise dead is usually enough.  But who knows what else you can bring back.

 

Etherealness: A scouting spell that doesn't require stealth.

 

Mordenkainen’s Magnificent Mansion: Most of the functionality can replicated with leomund's tiny hut. This is mostly for show.

©Project Image:
Symbol:
This would be a nice upgrade for glyph of warding, except for it's component cost.

 

©Mordenkainen’s Sword:  This is simply far too underpowered for the level.

#6

mellored

Sep 04, 2015 6:03:31

Magical Secrets:  I'm not going to list or rate every spell, just some good choices, and possibly some traps.  Mostly you should use these spells to fill in a gap of the party.  For instance if you have a paladin and life cleric on your team, you probably don't need any additional healing, but might need some extra blasting.  Conversly, if you have an evoker and sorcerer, you probably want more support.  Note the lore bards 2 extra do not count against the known spells.

 

Wish:(level 9): This is in its own category because it let's you cast most other spells, and is paticularly good for the expensive and long durration ones (Simulacrum, Teleport Circle).  This does come at a high slot cost, but it really opens up your options.

 

Warding Bond: This is it's own catagory as well. On it's surface +1 AC and Saves for 1 hours is it's a weaker buff.  However, it has interesting interactions with concentration checks.  If you cast it on yourself, you will  make 2 concentration checks at 1/2 the DC (min 10).  Thus if you have +9 to Con saves (including +1 from the buff), you automaticly pass every concentration check upto 41 damage.  Of course, if you have +2 to con saves, and take 20 damage, you now make 2 DC 10 checks instead of 1.  So it could definatly be a trap without good Con saves.  You can also share this feature, such as helping a sorcerer keep it's twinned haste up.

 

cantrips
Eldrich Blast: The best damage option for lore bards.  Can be combined with ©Hex for more damage, but likely you'll be using another concention spell.

Shillehlegh: Melee valor bards can smack things with a stick using Cha reducing their MAD.  Which then let's them take polearm master + sentinal or simply +2 Con.

Magic Stones: For the ranged valor bard, this allows you to use Cha with a sling.  It can eat up your bonus actions though, so it takes a bit of juggling.  Remember you can use bonus actions between attacks.  For instance, if you have 3 magic stones and multi-attack.  Next turn, you can make 1 attack, then magic stone, then the other attack.  Leaving your bonus action open for the third round.

#7

mellored

Dec 10, 2014 6:02:44

Feats and Ability Bumps.

 

Since there's so many of these, i'm stretching the normal ratings a bit.  Gold isn't mandatory and red isn't quite a trap.

Also, like spells, i am weighing the ratings towards combat.

 

+2 Cha:  You could potentially take a feat or 2 first, but many of your spells do nothing if they miss.

Inspiring Leader: Slightly less HP then healer, but proactive makes it more vaulbe.

Resilient (Con):  Your best spells are concentration spells.  This helps keep them running and keeps you alive in general. Warcaster is better for concentration till ~level 9.  Assuming an odd Con score.

Warcaster: For valor bards so they can cast "S" spells with their hands full, or insult people who run away from disonant whispers, and add to their concentration checks. Blue for lore bards who still like concentration.

 

Alert: Going first means you can disable enemies before they act, or get a AoE spell off before allies get in the mix.

Defensive Dualist: Valor doesnt have any competing reactions, so this is a strong AC boost.  Though wait till level 8+ for a higher bonus.

Moderately Armored: +4 AC for a lore bard.

Healer: This is right up your ally as support.  Slightly more than inspiring leader, but at the cost of a little money.

Tavern Brawler: An alternitive for the shield master for grapple bards. If you have an odd Str/Con. Otherwise shield master is better.

Shield Master: A key feat for the grapple bard.  Blue for other bards who want a bit more defense.

 

+2 Dex: Initiative is nice, and helps valor with your bow attacks, or lore with AC.

+2 Con: Being alive is nice, and it helps with your concentration checks.

+2 Str: For 2-handed bards.  Grapple bards don't necessarily need to max Str, since expertise adds more at cheaper cost, but it doesn't hurt.

Crossbow Expert adds a fair bit of damage when you have nothing else to do, even for lore.

Great Weapon Master: You have several spells (sleep, hold person) that grant advantage and crits.  Assuming you're a Str valor bard.

Polearm Master: The Str alternative to crossbow expertise.

Ritual Caster: This can cover a lot of those "nice to have" spells freeing up your prepared slots.  Suggest wizard's list.

Resilent (Wis): If you didn't take Con, Wis saves are pretty nice too.

 

Actor: A good option for bumping an odd Cha is good for you.

Dungeon Delver: With expertise and advantage, you can be the trap master.  Red for games without traps.

Heavy Armor Mastery: This is pretty good by itself, but the prerequisite is weighing it down.

Lucky: A good all around bonus, but doesn't help land your spells.

Medium Armor Mastery: If you happen to be at 16 Dex you get +2 AC.  Otherwise it's red.

Observant: For the scout in you.

Sharpshooter: Adds some damage for valor bards.  Usually with swift quiver and dipping for archery style.

 

+2 Int:

+2 Wis:

Athlete: If you have an odd stat.

Heavily Armored: If you have an odd stat.  Otherwise, medium + shield is enough.

Keen Mind: The odd bump for int, but that's likely your dump stat.

Linguist: The other odd bump for Int, but still likely your dump stat.

Mage Slayer: Even valor bards tend to stay back.  Better for grapple bards.

Magic Initiate: You're going to get your choice of spells anyways, so this loses value.

Martial Adept: If you have contagion as your magic secret, faint is a good choice.  Otherwise it's pretty weak with only 1 die.

Mobile: There's little reason to be faster than the rest of your party. Could be ok for scout bards.

Mounted Combat: Even valor bards don't make enough melee attacks to make good use of this. Black if you take find steed as a spell.

Sentinel: You are likely to be a target that others are trying to protect, not the other way around.

Skilled: This is weaker than usual since you have jack of all trades.

Skulker: While you can be a great scout, you don't have any way to get a damage bonus.  Better with sharpshooter.

 

Dual Wielder:  Valor has enough competing bonus actions, and lore doesn't have the weapons.

Durable: Only good if you have 19 Con.

Elemental Adept: Bards have very few damage spells, even with magic secrets.

Charger: This is bad for just about anyone past the first few levels.

Grappler: Bards can make good grapplers, but this feat isn't good.

Lightly Armored: You already have light armor.  Take athlete if you're looking for the bump.

Savage Attacker: Even 2-handed valor bard don't want this.

Spell Sniper: Maybe possibly for lore with some touch attacks (contaigion), but valor has longbows.

Though: The feat itself isn't bad, but you're better off taking +2 Con for the concentration checks.

Weapon Master: If your valor, you have weapon proficiency, if your lore, you don't have multi-attack.

#8

mellored

Jun 03, 2015 5:56:06

Example Builds:

 

General Stats: (both types)

Str: 8

Con: 14

Dex: 14

Int: 8

Wis: 12

Cha: 15

(+ racial bonuses)

 

General Feat: (both types)

4: Inspiring Leader

8: +2 Cha

12: Resilence (Con).

16: +2 Cha

19: +2 Dex.

 

Support: A lore bard who starts off with 1 level of life cleric for armor, Wis saves, and guidance.  And uses additional magic secrets for goodberry (+life domain = 40 HP per cast) and eldrich blast.   This is probably the most optimal bard, though it's still group dependant.

 

Polearm: A valor who takes shillelagh, polearm master, and sentinal, while wielding a quarter staff and shield and wading into the think of things.  Potentially adding a few buffs like mirror image, or elemental weapon.

 

DPR: A valor who starts with fighter 1 for archery style, and con saves, then get's swift quiver for lots of attacks.  Eventually adding in forsight.  Potentially a better ranger then ranger.

 

NovaA valor who gets 3 levels of assassins and lightning arrow.  Since lighting arrows can crit, and you can pre-load one, you can fire 2 off on a surprise round.  Burning your 9 and 8 slot, you can deal 59d8 +4d6 sneak attack (+2xdex possibly).  Though probably better to use your level 5 slots (32d8) and keep your 9th level for forsight.

 

Ultimate Skills: Get ALL the skills (and a lot of expertise) while still being compitent in battle.  Half-Elf Rogue 1, Warlock 2 (beguiling influence, agonizing blast), Knowlage cleric 1, lore bard 6+, and the skilled feat.   Eventually getting peerless skill to make you the ultimate skill master.  (rogue 10 with reliable talent is a close second).

 

Grappler: A valor bard who uses shield master and expertise in athletics to know people down and hold them.  Using Enchance Ability, or Enlarge/Reduce to keep up with the size, silence to make casters sad, animate dead or other summons to take advantage of the downed enemy, or positioning spells like cloud of daggers or crown of maddness to drag people into.

 

Greatsword:  Not optimal, but still viable to make an 20 Str,  8 Cha bard as a stealthy half-orc with good AC and Con swinging a maul.  Maul + Sleep + Half-orcs extra crit damage works early on, with buff spells like greater invisibility, polymorph, and forsight later.

#9

mellored

Mar 18, 2015 9:43:55

Multi-class:

As with most full caster classes, multiclassing isn't worth missing out on the high level spells.  However, the final few levels leave a bit to be desired.

 

Dipping out:  What you lose.

20 : Superior Inspiration, as mentioned above, is a pretty meh ability, even if your DM allows inititive cheeze.   You gain no new spells either.  You gain an extra level 7 slot, which is another cast of force cage.  Though if you MC a caster class you still have it.

 

19: Ability Score has diminishing returns (paticluarly at Cha 20), and so do feats since you took the best ones first, but there are a fair number of good choices paticularly for valor who tend to be a bit more feat hungry.   Again, no new spells, but another 6th level slot.

 

18: Magic Secrets This let's you get wish.  An extra 5th level slot isn't bad either.  This loses value if you can retrain your lower Magic Secrets.

 

17: Level 9 spell: Your level 9 spell.  Forsight is a massive boost to your best damage dealer.

#10

Zardnaar

Sep 26, 2014 13:54:51

Good luck Mellored, I have one in progeress as well. More work than I thought it would be.

 

http://www.enworld.org/forum/showthread.php?363601-Bardic-Lore-A-Basic-College-of-Lore-Bard-Guide

#11

IxidorRS

Sep 26, 2014 14:04:13

Bards are definitely more interesting in this edition than I can ever recall them being. I look forward to seeing this finished.

#12

mellored

Sep 26, 2014 21:21:13

Did cantrips and level 1-3 spells.

 

I'll add colors and what not later.

#13

GladiusLegis

Sep 27, 2014 0:07:52

I know Wish is gold for a Lv. 18 pick of Magical Secrets. Other than that, there's probably several sky blues for that feature in general (Haste, Fly, Contagion).

#14

Zardnaar

Sep 27, 2014 2:56:53

Problem with wisj is knowing it is cute but you still only get 1 level 9 slot per day and you have foresight which lasts 8 hours and gives you advantage all day long and disadvantage to your enemies. Wish would be great on your days off though I suppose. 

#15

mellored

Sep 27, 2014 7:24:22

Zardnaar wrote:
#16

Litania84it

Sep 27, 2014 7:34:56

I don't want to sound like a pedantic pain, but please please fix your spelling! There are mistakes every other line of text, and it's a pity because the guide is otherwise very informative and well made.

#17

spanglemaker

Sep 27, 2014 7:45:17

The Message cantrip is better than whispering and hand signals. 120 feet is pretty reasonable, especially as you can message round corners and in Darkness. Yes it is situational but quiet comms with your rogue or party can cause a world of pain for the enemy and save lives. My friends who served in military Signals would rate it Bluef not Sky Blue. A limited range comm is better than none.

 

I took it with Magical Initiate for my Warlock, whose invocations- Devils Sight gave 120 feet normal vision in magical and normal darkness. It meant that she could sneak after some dragon cultists and whisper to the party.

#18

Dark_Kain

Sep 27, 2014 8:44:50

Also message is pretty cool for valor bards that want to discuss tactics during a battle without the enemies noticing.

Unless you expect to be able to wisper in the ears of your ally while battling that orc horde, that vampire or that ancient red dragon.

 

As a side note Jack of all Trades also works on all the magical ability checks, this is kind of awesome for spells like dispel magic and/or counterspell (if you grab it with magical secrets).

#19

StuleBrown

Sep 27, 2014 8:55:00

Great start on the guide Mello! Can't wait to see the rest of it.

#20

mellored

Sep 27, 2014 11:24:27

Finished the bard spells.  Comments welcome.

 

Ran spell check.

#21

Mommy_was_an_Orc

Sep 27, 2014 11:39:35

A couple of notes:
Dissonant Whispers overstates the value of using up your reaction. Most weapon-using PCs should have a use for a reaction that involves a basic.
Mind Blank is sky-blue to gold because it lasts longer than a long rest. Right before going to sleep, if you have an 8th or 9th level spell slot remaining, you cast it.

#22

mellored

Sep 27, 2014 11:58:26

Mommy_was_an_Orc wrote:
#23

Pelican12

Sep 27, 2014 13:56:25

Aura of Vitality is a level 3 spell, you have it listed as 4th under the Magic Secrets entry.

#24

Kurgag

Sep 27, 2014 14:36:34

Thank you for this  guide keep up the good work.

 

Superior Inspiration: A rather meh, capstone.  Not because bardic insperation isn't nice, but because of the condition attached.  Unless you can convince your DM to let you carry around a bag of rats, and challenge each to 1 on 1 dual.
#25

Siderealmotion

Sep 27, 2014 15:20:30
Since bardic inspiration lasts for 10 minutes, you could fight a rat, buff a party member, fight another rat, buff another party member, etc. Repeat before every combat.
(Reply to #25)

Ashrym

Siderealmotion wrote:
#27

mellored

Sep 27, 2014 16:24:36

Feats are up.  Comments welcome.

 

And yea, inititive cheese.

#28

Ashrym

Sep 27, 2014 17:28:10

 

General thoughts so far:

 

Confusion applies a lot of action denial regardless of the random nature and isn't as easy to break as hypnotic pattern.

 

Elemental adept works with magical secrets adding damage spells and could probably be up to purple from red.  It's very specific in the that type of concept but not really a trap; just requires specific building to make use of it.

 

Blindness affects far more creature types than hold person and doesn't cost concentration; I find hold person is too situational in targets

 

In a first level slot healing word averages 2 hp less healing compared to keeping the action available so when healing is required in combat healing word tends to be the better choice, especially if the action that's still available prevents more healing than the difference between the two spells. Cure wounds scales much better in higher slots, but higher slots generally allow for better healing spells than either, including prayer of healing or aura of vitality. Out of combat healing options leaves cure wounds behind fast so it depends a lot on what magical secrets are available and taken. Really, we're talking about the difference between 7.5 hp plus range as a bonus action vs 9.5 hp touch and costing the action.

 

 

edited when away from my phone :-)

#29

mellored

Sep 27, 2014 17:01:38

Ashrym wrote:
#30

GladiusLegis

Sep 27, 2014 17:42:41

Should definitely mention Prayer of Healing in Magical Secrets. Its raw healing numbers are better than Aura of Vitality even at 2nd level, and it can be upcast unlike AoV. But AoV's healing can be distributed as it's needed, while PoH might heal some too few and others too much. Tough call which is better to poach.

#31

Ashrym

Sep 27, 2014 17:43:33

When I look at that 2 hp difference I see an action for vicious mockery to go with it and prevent more than 2 damage on average.  When my bard was very low heroism for a concentration effect and viscious mockery almost all the time during combat for the disadvantage on attack roll.  The bonus action I had left could be used to add an inspiration die to someone or to emergency heal someone in combat because either used a bonus action.

 

Heroism is also still a good spell for multiple targets through higher slots.  In a 4th level slot at 8th level, I had 4 targets with 5 thp that renewed on each target's turn.  I picked up mass cures as early as possible, though.

#32

Squad

Sep 27, 2014 20:21:34

Thanks for putting this together!  I think that a lot of your ratings would apply equally well to the Warlock, since it's also Charisma based and there's a lot of overlap in spells (as well as the warlock dividing into ranged casters and melee gishes).

 

mellored wrote:
#33

mellored

Sep 27, 2014 20:25:33

Squad wrote:
#34

AtomicPope

Sep 27, 2014 21:34:33

Warcaster should be much higher on the list of feats.  Valor Bards will be stuck in melee and will benefit much more from casting a spell as an Opportunity Attack than Lore Bards.  I've used this to cast Heat Metal (drops weapon or shield) and Hold Person (basically dead).  Drawing an Opportunity Attack from a Warcaster is a deadly mistake.  The best feature isn't for Sword and Board, it's for maintaining buffs.  Warscaster gives you Advantage on Concentration Checks.  That's good for Buffs and Debuffs, reducing the need to recasts allowing you to focus on healing and attacking.

#35

mellored

Sep 28, 2014 9:28:38

AtomicPope wrote:
#36

Zardnaar

Sep 28, 2014 12:08:10

warcaster+faerie fire would be your basic combo. Faerie fire is a sky blue or gold spell for bards/land druids, blue for  moon druids,Warlocks and light clerics

#37

KippleSnacks

Sep 28, 2014 12:34:51

I am really interested in running a Str based Bard, which means heavy armor.  Would you recommend first level being Cleric(life/war)? 

#38

Zardnaar

Sep 28, 2014 13:40:34

KippleSnacks wrote:
#39

mellored

Sep 28, 2014 15:15:39

KippleSnacks wrote:
#40

Mommy_was_an_Orc

Sep 28, 2014 16:14:39

I think a lot of the MC advice needs to be in the category of "If you hit 17-18th, by all means, start picking up things from elsewhere. And that likely means Sorcerer 2-3 for Quickened Spell. But otherwise, stay away - if you really want what Cleric gives, just pick up Moderate Armor, because taking Cleric means paying for it at every odd level and occasionally some even ones.

Or in other words, just because Cleric is by far the best option at low levels, doesn't actually make it anything above Black and I think it is arguably Purple.

Anyway, some other secrets:
Swift Quiver
Find Steed
Circle of Power

Tongues is underrated - being able to land your Mass Suggestion spell on all your targets because they can all understand you goes a long way...

#41

Pelican12

Sep 28, 2014 17:01:25

Dipping Life Cleric 1 gives you more healing if you're trying to be more tanky.  Getting 2+spell level extra each time you heal is pretty potent.  Aura of Vitality turns into 2d6+5/round for an average of 12hp/round.  Not shabby if you're looking to soak.  Couple this with Valor Bard 14, and you can tank up pretty well.

#42

ppaladin123

Sep 28, 2014 19:36:27

One level of knowledge cleric is also awesome for the additional expertise and always prepared identify...great for a lore bard.

#43

mister__joshua

Sep 29, 2014 3:01:27

Really nice analysis. I'm surprised that Charm Person was rated so low. For me it's a great spell. No concentration, lasts an hour, good in a level 1 slot no matter what level the game is at. It does only target humanoids, but I still think it's worthwhile. For me it's at least a Blue, but maybe I use it more than other people do.

#44

mellored

Sep 29, 2014 5:44:18

mister__joshua wrote:
#45

mellored

Sep 29, 2014 12:25:43

Finished part of the MC section.  For dipping anyways.

 

Comments still welcome.

#46

mellored

Sep 29, 2014 13:04:26

Races are up.

#47

Mommy_was_an_Orc

Sep 29, 2014 13:50:23

mellored wrote:
#48

mellored

Sep 29, 2014 16:28:47
the feats have a different definition of gold. Though i'm still tempted.:
#49

utktrumpet22

Sep 30, 2014 7:27:19

Now i'm tempted to take a dip level in Cleric of Life or 2 dip levels in Sorcerer with my Lore Bard...geez.

#50

mellored

Sep 30, 2014 9:06:18

Sub-classes are up.

#51

IxidorRS

Sep 30, 2014 9:37:31

mellored wrote:
#52

mellored

Sep 30, 2014 11:17:41

IxidorRS wrote:
#53

utktrumpet22

Sep 30, 2014 11:35:26

Lightning Arrow? Swift Quiver?

#54

Zardnaar

Sep 30, 2014 11:53:44

The healing feat is actually really good and I would look there for healing instead of dipping for life cleric as the life cleric is the only cleric that can heal worrth a damn.

 

 Consider 1d6+4+level for healing per person per short rest outstrips most of your healing options for spells anyway. Damage prevention in 5E is usually better than healing up afterwards and by damage prevention I mean kill thigs faster. I had the healer feat as a cleric of light and it freed up all my spells to burn and the DM let me swap it when we had a new player as a thief who wanted to take the healing feat to heal as a bonus action via cunning action. 

 

Mellored rated the healer feat sky blue and I agree with him. Most guides rate it purple or something like that. Most guides are wrong as everyone has DPS in their heads it seems and a bard will not be able to compete in that regard anyway espicially the lore bard.

#55

mellored

Sep 30, 2014 11:52:56

utktrumpet22 wrote:
#56

Zardnaar

Sep 30, 2014 11:57:07

Without Hex or something like that I am struggling to see the point of swift quiver. An extra two attacks looks good but you have to be a bow bard probably a valorious bard and 4 atacks for 1d8+ dex modifier doesn't really loook that impressive to me. Haste more or less does the same thing. It also requires concentration so you can't use Swift Quiver+ hex anyway or SQ+faerie fire and if you go down that path you probably want the warcaster feat so it also easts into your favailable feats and a human bard will only have 3 feats anyway by level 10 so trying to abuse it with the sharpshooter feats also seems difficult.

 

 

#57

mellored

Sep 30, 2014 13:49:25

Put up a bunch of magic secrets.

#58

mister__joshua

Oct 01, 2014 2:38:21

I disagree on Swift Quiver. While it's not for every build, in the right build it's ace.

 

Bards lack a consistend damage source and when I was looking for this it came down to 2 levels of Warlock or a level of Fighter with archery style and Sharp Shooter. You'll already have pretty good Dex as your secondary. With Sharpshooter a bow is potentially D8+15 with each attack, and note that Swift Quiver is a bonus action to cast and lasts for a minute (10 rounds) with concentration.

 

It still doesn't quite match the Warlock I don't think, but for a Valor Bard firing 4 arrows every turn of a combat it's a great ability, and also really cool looking :P

#59

mellored

Oct 01, 2014 10:08:08

Any other thoughts or suggestions before i start adding color?

#60

IxidorRS

Oct 01, 2014 11:03:21

Add Conjure Woodland Creatures to Magical Secrets for reasons we previously noted regarding Pixies.

 

Also, for a Bard, it could be amusing to use as a RP thing to conjure a bunch of Satyrs. INSTANT FLUTE SECTION! Not really an optimization bit, though.

#61

Dark_Kain

Oct 01, 2014 11:11:47

You mentioned dispel magic in the magical secret sections, though it is already a bard spell (you ranked it black).

Dispell/Counter Spell: You can add jack of all trades to the check, and lore bard's insperation dice.
#62

mellored

Oct 01, 2014 11:37:40

IxidorRS wrote:
#63

GladiusLegis

Oct 01, 2014 14:27:34

Lightning Arrow is Lv. 3, not Lv. 5.

 

I'd also definitely give Conjure Volley (Lv. 5) a mention for AoE damage. Radius is double that of Fireball (which means 4 times the area) along with the same height as Fireball, and 8d8 damage w/ DEX save for half actually averages out to be slightly better than an upcast Fireball (10d6) with the same slot. (8d8 = 36, 10d6 = 35)

#64

Ashrym

Oct 01, 2014 21:05:00


I was going over comments and wanted to point out peerless skill is also a bonus to an ability check and doesn't use any kind of action. It's another initiative bonus if desired, and a good one. Going first with status effects is nice. Combat initiative damage bonus is generally inferior to using the bonus for a low attack roll but 4 or 5 times (once each) can be a fast burst during surprise or against a held target, for some examples. A good time to use it as damage might be on a 20 for the crit.

 

 

#65

GladiusLegis

Oct 01, 2014 22:29:25

Oh, definitely add Reverse Gravity (Lv. 7) to Secrets for control spells. Thing doesn't even allow a save in many cases. Can also be a really high damage spell in the right settings.

 

Paladins and Blade Warlocks are really good to caste Haste on as well, by the way.

#66

IxidorRS

Oct 02, 2014 6:56:55

ppaladin123 wrote:
(Reply to #66)

Ashrym

IxidorRS wrote:
#68

mellored

Oct 02, 2014 11:31:29

Ashrym wrote:
#69

IxidorRS

Oct 02, 2014 11:47:36

mellored wrote:
#70

Mistwell

Oct 02, 2014 14:09:04

mellored wrote:
#71

kkuryliw

Oct 02, 2014 14:13:40

Mellored, what are your thoughts on 17 Lore Bard/2 Warlock/1 Cleric? I posted a write-up of this on a different thread ( http://community.wizards.com/forum/player-help/threads/4148666 ). While not optimized, I think this would provide a lot of well-rounded utility.

#72

Khan_the_Destroyer

Oct 02, 2014 14:42:43

Mello, this is probably my favorite title for a class guide. Nice work!

(Reply to #68)

Ashrym

mellored wrote:
(Reply to #62)

Ashrym

mellored wrote:
#75

superknud

Oct 02, 2014 23:55:04

I have a question about the warcaster/dissonant whispers combo you speak of. I thought if the player was forced or compelled to leave your range, and didn't leave it of his own free will, you dont get an OA on him. Am I mistaken?

#76

mellored

Oct 03, 2014 5:09:16

superknud wrote:
#77

mellored

Oct 03, 2014 6:19:36

Ashrym wrote:
(Reply to #77)

Ashrym

mellored wrote:
#79

mellored

Oct 03, 2014 12:46:37

Ashrym wrote:
#80

jwade80

Oct 05, 2014 19:19:53

ppaladin123 wrote:
#81

slaughterj

Oct 05, 2014 22:50:20

You need 13 wis to multiclass cleric right?

(Reply to #81)

Ashrym

slaughterj wrote:
#83

slaughterj

Oct 06, 2014 4:11:32

I believe the poster said he had a 10 wis.

#84

jwade80

Oct 06, 2014 5:09:44

Gah, completely forgot about the ability score requirements. 

Still though, the grappler route may still be an option.

#85

mellored

Oct 06, 2014 6:07:02

jwade80 wrote:
(Reply to #85)

whitishknight

mellored wrote:
(Reply to #80)

whitishknight

jwade80 wrote:
#88

mellored

Oct 06, 2014 11:18:23

whitishknight wrote:
#89

jwade80

Oct 06, 2014 13:55:12

Yea, I'm only lvl 4 currently, I think the next session I'll try and get some grapples in and decide afterwards whether or not it's a regular tactic that I want to really invest in. Sounds like a lot of fun though!


 

#90

mellored

Oct 09, 2014 9:02:12

Colored.

 

Comments, suggestions and grammer nazis welcome.

(Reply to #90)

Rancid_Rogue

mellored wrote:
#92

Rancid_Rogue

Oct 09, 2014 9:52:55

 

You may want to mention that Spiritual Weapon is a trap for picking up with Magical Secrets. A Cha-based ranged weapon attack as a bonus action sounds sweet ... until you realize that you're a Bard and your bonus actions already should be booked for the first three to five rounds of every fight.

#93

mellored

Oct 09, 2014 9:58:55

Rancid_Rogue wrote:
(Reply to #90)

Ashrym

mellored wrote:
#95

mellored

Oct 09, 2014 10:46:10

Ashrym wrote:
#96

IxidorRS

Oct 09, 2014 20:47:03

mellored wrote:
(Reply to #96)

Rancid_Rogue

IxidorRS wrote:
#98

ppaladin123

Oct 09, 2014 16:40:26

Grammar Nazi time:

 

Please go through the document and replace "your" with "you're" when appropriate. There are numerous instances of this error and each one is a dagger in my eye.

#99

IxidorRS

Oct 09, 2014 20:47:32

Rancid_Rogue wrote:
(Reply to #99)

Rancid_Rogue

IxidorRS wrote:
#101

mellored

Oct 10, 2014 6:19:50

ppaladin123 wrote:
#102

Siderealmotion

Oct 10, 2014 23:47:39

You may want to take another look at Plant Growth.  Considering the Bard's focus on control and support, it's a subtly awesome spell.  I wouldn't take it over Hypnotic pattern, but it gives you all sorts of battlefield manipulation in a non-concentration form.  Nobody who can't fly will ever escape from you or catch you ever again, and you can essentially wall off entire areas of the battlefield to prevent people from flanking your squishies.

(Reply to #87)

jwade80

whitishknight wrote:
#104

mellored

Oct 11, 2014 9:40:31

Siderealmotion wrote:
(Reply to #104)

Siderealmotion

mellored wrote:
#106

Ashrym

Oct 11, 2014 23:32:33

 

I noticed you added paladin smite spells to magical secrets. It is worth pointing out that are concentration spells and there is some heavy consideration in spell selection if adding them.

#107

Mommy_was_an_Orc

Oct 12, 2014 6:48:29

Siderealmotion wrote:
#108

mellored

Oct 12, 2014 6:54:54
that's what i get for posting tired. i will move it upto black.
#109

mellored

Oct 13, 2014 7:53:20

updated the colors, hopefully that's a bit more readable.

#110

whitishknight

Oct 23, 2014 22:57:02

I understand that bards, especially Lore bards, seem to suffer from low at-will damage options. Besides muticlassing to warlock, is there any other options? Would the Magic Initiate feat be of help at level 12 for a competitive cantrip?

(Reply to #110)

Ashrym

whitishknight wrote:
#112

mellored

Oct 24, 2014 5:32:10

whitishknight wrote:
#113

Gruff_Ironfist

Nov 08, 2014 11:03:46

Ashrym wrote:
#114

awaken_D_M_golem

Nov 08, 2014 13:14:57

Rancid_Rogue wrote:
#115

mellored

Nov 08, 2014 14:04:55

Gruff_Ironfist wrote:
#116

Zardnaar

Nov 08, 2014 15:18:47

My 2gp feedback. Currently playing a valor bard at level 9, my other half she played a lore bard so I can draw some comparisons.

 

Bardic damge overall is goign to be low. I suppose the valor bard could upgrade to a two handed weapon. Splashing 2 levels of warlock will deal more damge.

 

 My bard still deals a moderate amount of damage via the shield bash feat thogugh around 20 per round. The bard is excellent with the shield bash feat as you can take expertise in athletics, cast enhance ability on yourself and you are proficient in dex saves to avoid being nuked by AoE spells.

 

 

 The way my bard deals a lot of damage is indirectly via the others. I have a rogue and a great weapon fighter in the party so knocking people prone is a great way to deal ore damage indirectly as the GWM fighter swoops and and sucks up the -5 penalty to hit. I normally give inspiration dice to that fighter to enable her to do that as well.

 

 Another trick is using dissonent whispers the spell deals 3d6 damage and if they flunk the save you trigger an attack of opportunity which enables more damage with the rogue and fighter. Dissonent whispers can also trigger an attack from you and with the war caster feat that can be a spell like hold person/monser or whatever.

 

 Spell selection als matters as bards can take thunbderwave and shatter which are not brilliant at damage it is the best they have. Lore bards can take fireball and other spells mlike that at level 6 my valor bard at level 10 will likely take destructive wave and maybe haste.

 

 An archer valor bard can take swift quiver and combine it with the sharp shooter feat.

 

 Also you can enable more damage via spells like Faerie Fire, greater invisability on someone who deals lots of damage and even destructive wave can deal 10d6 damge and knock them prone enabling damage from great weapon fighter types.

 

 You kind of need the warcaster feat though for the valor bard at least (I have that+ shield bash feat). Valor bard inspiraiton dice are best yosed to add a bonus to an attack roll, a bonus to a saving throw or as a reaction to increase your AC and cause an attack to miss (treat them as a shield spell in effect).

 

 I have not tried it but a valor bard using spells like faerie fire or invisability, greater invisability etc to enable advanatage using the reat weapon master feat could actually do decent damage. Spell selection will have to revolve around enabling yourself though- faerie fire, dissonent whispers, invisability, greater invisability, haste, etc.

 

 I have not seen a high damage bard in action though and it is only theory crafting at that point. My bard usually deals around 1d8+5 damage with advnaatge on 2 attacks via the shield bash feat (+12). I lucked out though and got the gauntlets of ogre p[ower from the LMOP otherwise try ands get 16 strength/cha at level 1 or buff strength to 18 and make do with 14 or 16 cha.

 

Also chang ethe way you think about damage. If an inspiration dice enables a hit that would have otherwise missed count that as the bards damage. If you grant advanatge and enable other treat some of that as your damage as well at least in your head and you will notice the bard is actually doing a lot of damge indirectly. Party composition also makes a huge difference and by that I mean a rogue, great weapon maste ror a sharpshooter type PC. 

 

 

(Reply to #113)

Ashrym

Gruff_Ironfist wrote:
#118

mellored

Nov 23, 2014 18:13:43

Ashrym wrote:
#119

Aldarc

Dec 06, 2014 15:37:07

Is it just me or does this guide read less as a guide for all bards and more as a guide for just valor bards? Even the advice for lore bards in the guide seems to presume that lore bards should aspire to be valor bards. 

(Reply to #119)

Ashrym

Aldarc wrote:
#121

Aldarc

Dec 06, 2014 22:35:02

Ashrym wrote:
#122

mellored

Dec 07, 2014 6:46:40

you play it like a valor bard with no armor, but more skills and cutting word. I.e. stand in the back.
But i'll put up a sample build.

#123

Zardnaar

Dec 07, 2014 8:21:01

Lore bard is warcaster at level 1 if human followed by stat boosts to 20 charisma ASAP. After that it is really resilient feat and then you have the option of any feat. At least if you want to be optimized.

 

If you are not human your feats are selected for you until level 16.

 

IMHO of course.

 

#124

ppaladin123

Dec 07, 2014 20:52:47

Zardnaar wrote:
(Reply to #121)

Ashrym

Aldarc wrote:
#126

mellored

Dec 09, 2014 7:29:33

Added a sample lore bard, and yea, he dipped life cleric 1.

 

Reworded the valor and lore parts a bit.  Hopfully that's more clear.

 

 

Feedback is still welcome.

#127

Ashrym

Dec 09, 2014 14:00:31

I always have bard feedback.  :D

 

Tasha's Hideous Laughter annoys me.  I find it ends quickly because the target makes a new save with advantage every time it takes damage so it's best use is removing something from combat and not attacking it until other targets are dealt with.

 

Defensive duelist does have competing reactions if the bard is planning on adding his or her own opportunity attack to dissonant whispers or other similar effects.  It's a bit of a double edged tool with lore bards in particular because cutting words also uses reactions so it can replace cutting words in some cases to make it last longer or after inspiration dice are all gone, but using it means cutting words is also not going to be available.

 

The paladin 2 splash is a good splash because it has a similar effect to cleric 1 in the armor and additional spells available but it also adds a fighting style, can be used with the few offensive paladin spells because of a shared casting ability score, and opens up smite burst damage for the bard regardless of subclass.

#128

mellored

Dec 10, 2014 7:17:10

Ashrym wrote:
#129

OfficerRando

Dec 22, 2014 16:58:52

What's the consensus on multiclassing into Wizard for 2 levels? I've read this guide, and the guides on Cleric and Wizard, and there's little in the way of Bard/Wizard multiclassing. 

 

I see the benefits of having Spellbook and Wizard Ritual Casting, which are both superior to the "spells known" format of the Bard. I also think Portend is good enough for a Multiclass.

 

I guess it depends on whether your DM thinks you can use Bard spell slots for Wizard spells, and how often the DM drops scrolls/tomes/whatever. Is there an official ruling on this via Twitter?

 

Relevant Spellbook text below (emphasis mine):

 

"Copying a Spell into the Book. When you find a wizard spell

of 1st level or higher, you can add it to your spellbook if it is 

of a level for which you have spell slots and if you can spare 

the time to decipher and copy it."

 

I currently have a Knowledge Cleric 1/Lore Bard 6 I've been playing, and Spellbook, Wizard style Ritual Casting and Portend look really, really great in addition to being thematic for this character. 

 

I'm not giving up the 9th level spell slot at Bard 17, and I'm not too hard up for another Feat or ABI, since we rolled stats and we're all on the high end of abilities. 

 

Thoughts?

#130

mellored

Dec 22, 2014 17:26:29

OfficerRando wrote:
#131

OfficerRando

Dec 22, 2014 17:51:16

mellored wrote:
#132

mellored

Dec 22, 2014 17:55:04

OfficerRando wrote:
#133

OfficerRando

Dec 22, 2014 18:42:02

mellored wrote:
#134

mellored

Dec 22, 2014 18:48:49

EDIT: Or is it that, because you prepare spells by class individually, and a level 1 wizard can only prepare two 1st level spells, that "learning" (copying from a scroll) a 3rd level wizard spell is pointless? (Except for that grey area with rituals since they're not prepared, like you pointed out). I think I just figured out why none of this works?
(Reply to #133)

Ashrym

OfficerRando wrote:
#136

OfficerRando

Dec 22, 2014 23:07:13

Thanks Ash!

 

It's not as great a I initially thought, but, you can't turn down basically "free" access to more rituals!

 

EDIT: Wrote up a thread asking this question in the Rules Forum, here: http://community.wizards.com/forum/rules-questions/threads/4172131

 

Looks like the "tummy feels" of the community at large says no, you cannot do this, with no rules support as to why not. 

 

EDIT 2: Just cleared it up via a leaked 5e FAQ and Errata. 

IMAGE(http://i.imgur.com/bvtHYoq.jpg)

(Reply to #136)

Ashrym

OfficerRando wrote:
#138

Mommy_was_an_Orc

Jan 05, 2015 10:15:47

Aldarc wrote:
#139

mellored

Jan 05, 2015 11:39:27

Mommy_was_an_Orc wrote:
(Reply to #138)

Ashrym

Mommy_was_an_Orc wrote:
#141

faria27

Jan 06, 2015 14:57:48

Ashrym wrote:
#142

mellored

Jan 06, 2015 16:06:12
it's a tough choice, do you have any other odd scores?
#143

faria27

Jan 06, 2015 17:02:19

mellored wrote:
#144

mellored

Jan 06, 2015 17:25:53
Because you can take resilient now, then +1Con/+1 Wis later. What's the rest of your party like? I'll mention longstrider.
(Reply to #144)

faria27

mellored wrote:
#146

mellored

Jan 06, 2015 18:53:57
Then I recommend insperational leader.
(Reply to #146)

OfficerRando

Need an opinion from you fine folks.

 

A friend is running a One-Shot for 10th level characters, and since I have no idea what everyone else is going to bring, I'll bring a Bard, favoring Lore over Valor due to personal taste. 

 

Straight Lore Bard 10 is obviously an option, but it's missing a few things I want

- Medium Armor and Shields

- Guidance

- Eldritch Blast

 

So I figure my options are:

- Go Lore Bard 10 and use Additional Magical Secrets to snag Guidance and Eldrith Blast

- Play a variant Human and take Moderately Armored

- Have 5th level spells

 

Or:

- Take one level in Cleric

- Take two levels in Warlock

- Have more versatility, but not 5th level spells. (Only 5th level slots)

 

There's some other pro's and cons (Having Wisdom save proficiency over Dexterity save proficiency), but really it boils down to having 5th level spells (Contagion, Conjur Volley, etc.) or not expending Magical Secrets on cantrips. 

 

What do you guys think?

#148

Ashrym

Jan 07, 2015 21:47:25

 

I don't think any of those options is particularly poor, but missing spells known, bigger inspiration dice, expertise in 2 skills, and 1 ASI from MC rules is a pretty big drawback when you give up higher level spells known for almost the same number of lower level spells added. The cantrips are still restricted to 2 dice and guidance is pretty much overkill on skills with the bard. Guidance also requires concentration so would interfere with longer duration spells. I would just go human lore bard 10 with medium armor from the bonus feat, forget guidance because it's not worth it, and maybe take eldritch blast using secrets but at 2 bolts a magical weapon can still work well enough, and then have room for a 20 CHA instead of 18.

(Reply to #148)

OfficerRando

Ashrym wrote:
(Reply to #149)

Ashrym

OfficerRando wrote:
#151

mellored

Jan 08, 2015 5:42:15

What's the rest of your party?

 

If you got a good front line, constituion saves are less needed.  But so is armor.

 

 

Also, you can go a straight 10 lore bard, and still grab medium armor, guidance, and eldrich strike.

#152

mellored

Jan 08, 2015 11:21:38

Added concentraion and ritual tags.

(Reply to #147)

Deedlit11

OfficerRando wrote:
#154

Yunru

Jan 20, 2015 12:54:27

No mention of Elemental Weapon for Magical Secrets?

#155

mellored

Jan 20, 2015 13:22:50

Yunru wrote:
#156

Yunru

Jan 20, 2015 13:27:27

It's situational but yes, in some cases. Very tasty when paired with Elemental Affinity, but by itself I guess it depends on how magic item heavy a game you're playing.

(Reply to #155)

Ashrym

mellored wrote:
#158

mellored

Jan 20, 2015 15:38:20

Ashrym wrote:
#159

mellored

Jan 20, 2015 15:39:37

Edit: I'll mention it in the multi-class sorcerer section.

#160

Yunru

Jan 25, 2015 3:03:42
Something to consider: Half casters tend to have Extra Attack and 5th level capstone spells. A Valor Bard can have that by level 10.
#161

ScuroNotte

Feb 09, 2015 17:50:22

Two comments 

1. For Lore Bard magical secrets,  it says in description that spells gained don not count against spells known. Unlike Magical secrets gained at higher levels.

 

2.  If planning to multiclass from Wild Sorcerer to Bard for 3 levels only to gain more spells (main reason)  and some armor, which route would be better, Valor or Lore and why? I was thinking Valor for medium armor, but cutting words keeps drawing my attention. But Sorcerer does get a similiar ability with Bend Luck which costs 2 sorcery points. I would like medium armor and would already lose a feat with dipping into Bard.

 

I am currently a 6th level Wild Sorcerer with feats Ritual Caster (human variant) and Alert. 

#162

mellored

Feb 10, 2015 5:07:32

ScuroNotte wrote:
(Reply to #162)

ScuroNotte

mellored wrote:
#164

mellored

Feb 10, 2015 8:49:09

ScuroNotte wrote:
#165

Eggnogfool

Feb 10, 2015 13:20:34

I'm curious what bard spells would be the driving force behind a sorc dipping 3 into bard.  But from an armor + spells perspective, yeah, valor.

(Reply to #165)

ScuroNotte

 

Eggnogfool wrote:
(Reply to #165)

ScuroNotte

 

Eggnogfool wrote:
#168

mellored

Feb 10, 2015 14:13:55

ScuroNotte wrote:
(Reply to #168)

ScuroNotte

mellored wrote:
(Reply to #168)

ScuroNotte

you made valid points and Valor Bard is the right choice.

Thank you for your help/insight

Much appreciated

#171

mellored

Feb 10, 2015 15:32:50

ScuroNotte wrote:
(Reply to #139)

DaveDash

mellored wrote:
(Reply to #171)

ScuroNotte

General question. I understand that you can add 1/2 proficiency to any non proficient skill/ability like initiative. Does it also work for weapons you are not proficient in (if any)?

#174

ShinQuickMan

Feb 10, 2015 19:58:39

Nope. Attack rolls are not ability checks.

(Reply to #172)

Ashrym

DaveDash wrote:
(Reply to #175)

DaveDash

Ashrym wrote:
#177

mellored

Feb 11, 2015 6:05:06

DaveDash wrote:
#178

mellored

Feb 11, 2015 6:23:52

Though i guess i should say, IMO: Life Cleric 1/Lore bard 19 is probably the most optimal build.

Picking up goodberry and eldrich blast as your additional magic secrets.

 

Of course, it depends on the party.

#179

Yunru

Feb 11, 2015 10:24:13
A Valor Bard 10 can put out the same damage as a Beastmaster 20. Can a Lore Bard 10?
#180

mellored

Feb 11, 2015 10:32:31

Yunru wrote:
#181

ScuroNotte

Feb 11, 2015 18:51:41

Regarding cutting words used against damage rolls, does it decrease damage by the roll or total damage dice?

(Reply to #176)

Ashrym

DaveDash wrote:
(Reply to #178)

Ashrym

mellored wrote:
#184

mellored

Feb 12, 2015 5:13:22

[quote="Ashrym"]Bard subclass is almost irrelevant as far as swift quiver goes.[/quite]Valor get's martial weapons.

Though if you dip for archery style, then lore potentially comes out ahead since you also get armor.

 

If you don't dip archery style, then a 4d8+cha spiritual weapon (23 vs 19) will do more damage without being MAD.

(without concentration. shorter range, even more with crits).

 

The bard could push that a bit further by taking shillelagh
#185

OfficerRando

Feb 12, 2015 16:41:43

mellored wrote:
#186

mellored

Feb 13, 2015 5:06:53

OfficerRando wrote:
#187

ScuroNotte

Feb 16, 2015 13:49:51

Does Jack of All Trades affect the Spell Casting ability number? And if so, does it increase your Spell save DC and Attack modifier?

#188

ShinQuickMan

Feb 16, 2015 15:52:49

Nopr. They're not ability checks.

(Reply to #182)

ScuroNotte

Ashrym wrote:
(Reply to #187)

AaronOfBarbaria

ScuroNotte wrote:
(Reply to #189)

Ashrym

ScuroNotte wrote:
#192

mellored

Feb 17, 2015 5:11:52

ScuroNotte wrote:
#193

HermanTheWize

Mar 03, 2015 10:09:49

+4.5   >.<

#194

FunkySpunk

Mar 03, 2015 18:54:46

LOL. 

IMHO, a Lore Bard with a single level dip into Cleric (Life) is a great start to a build. 

You get heavy armor, and you get a bonus to all your Cure spells. Pretty sweet!

#195

kkuryliw

Mar 05, 2015 9:37:57

I'm currently loving playing my 7th level Human Lore Bard (4), GOO Warlock (2), Life Cleric (1). I have an excellent array of trained skills, a few bonus languages, and medium armor and shield proficiencies. He could certainly be more optimized, but he has a ton of utility.

 

Feats: Actor and War Caster

 

AC: 18 - Breastplate w/ +2 Dex mod and Shield

 

Eldritch Invocations: Agonizing Blast (Cha to Eldritch) and Mask of Many Faces (Disguise Self as Cantrip)

 

Spells - with mix of classes, have a good bit of extra cantrips:

 

0 - Warlock: Eldritch Blast, Minor Illusion, Hex, (Disguise Self)

0 - Cleric: Guidance, Mending, Spare the Dying

0 - Bard: Mage Hand, Prestigitation, Vicious Mockery

1 - Warlock: Dissonant Whispers, Tasha's Hideous Laiughter

1 - Cleric: Command (Domain), Identify (Domain), Detect Magic, Sanctuary

1 - Bard: Healing Word, Faerie Fire

2 - Bard: Hold Person, Invisibility, Silence, Suggestion, Detect Thoughts

 

Eldritch Blast does 2x 1d10+5. Lots of controlling and utility spells, can disguise myself very well both magically and naturally, and communicate telepathically via Warlock patron. I can perform well solo or in a group. I picked up Thieves Tools so that I can also serve as a trapmonkey. 

 

Next level I'll recoup all Inspiration points upon a short rest. Progression is certainly behind that of a pure Bard, but the only thing I'm really losing out on is the last Magical Secrets - arguably a fair trade off with the added spells from Cleric and Warlock - and a feat/attribute bump. 

#196

mellored

Mar 06, 2015 6:21:19

Found a very nice nova for bards.

 

Valor bard 18/Fighter 2, with archery style, lighting arrow, and wish (simulacrum), disintigrate, and foresight.

Pre-cast simualrcum, foresight, lighting arrow, and use an insperation die on/for your simulacrum.

 

 

1: Attack 16d8 

2: Bonus action charge another arrow.

3: Multi-Attack 14d8

4: action surge scorching ray 14d6.

 

And then your simulacrum does the same (though without foresight, so probably disinitrate instead of sorcing ray).

#197

HermanTheWize

Mar 06, 2015 8:14:03

@mellored Read my character Backstory I wrote the other day. Tell me what you think.

 

http://community.wizards.com/forum/player-help/threads/4191446

 

Noctaem helped with some revisions.

#198

mellored

Mar 06, 2015 8:16:10

HermanTheWize wrote:
(Reply to #198)

HermanTheWize

mellored wrote:
#200

mellored

Mar 06, 2015 8:28:53

HermanTheWize wrote:
(Reply to #200)

HermanTheWize

One day the world will know of 4.5 and the great battle that continues to this very day. 

 

Note: Saw this and liked it.  >.< 

#202

mellored

Mar 06, 2015 8:31:42

HermanTheWize wrote:
(Reply to #202)

Dark_Kain

Lately I'm loving a lot Fire Shield (picked with magical secrets) on my valorous bard (level 13 currently), way more than what I suspected at the begininng.

As a precastable no-concentration spell is fantastic since it gives one free resistence to common damage types (and scorcing rays, fireballs and cone of colds are tossed a lot during this level range).

 

And the damage is much more useful to me than a wizard or a sorcerer since as a valorous Bard I have more staying power than the other arcane spellcasters, thus dropping me in melee become more problematic for the enemy: I keep casting my control spells and if the enemies reach me in melee I often go the offtanking route with Blade Ward to keep my current concentration spell up.

It's working great.

#204

diplomancer

Mar 11, 2015 3:28:52

Any spell worthy of magical secrets in the new supplement? Some of them look pretty strong.

#205

Dark_Kain

Mar 11, 2015 4:59:52

Magic Stone + Eldritch Blast for valorous bards that want to be a CHA-powered machinegun full-time.

Can't say the other spells strike me as magical-secret worty.

Investiture of stone, maybe, if you want to play an off-tank (at least you would use it better than the other arcanes)? The at-will prone effect could also help grabbing builds, maybe?

 

As a side note Thunderclap (now on bard list) is a nice addition for melee valorous.

#206

mellored

Mar 11, 2015 7:03:11

diplomancer wrote:
#207

mellored

Mar 11, 2015 7:40:10

Updated.

 

Also tossed in vitrolic sphere, since that's decent AoE damage.

#208

Dark_Kain

Mar 11, 2015 8:42:00

I still believe that magic stone is worth mentioning.

If Shillellagh is an interesting option for melee Valorous, then Magic Stone is just as good for ranged Valorous.

#209

mellored

Mar 11, 2015 8:55:54

Dark_Kain wrote:
#210

Dark_Kain

Mar 11, 2015 8:59:00

It's still one every 3 rounds and you can start battle with the spell precasted. It is manageable.

I mean if it is precasted you probably need to expend one bonus action on the spell in the entire battle.

#211

mellored

Mar 11, 2015 9:00:59

Dark_Kain wrote:
#212

mellored

Mar 11, 2015 9:01:59

Any other spells people think i missed?

#213

Dark_Kain

Mar 11, 2015 9:18:25

mellored wrote:
#214

mellored

Mar 11, 2015 10:57:03

added bones of the earth to magic secrets as well.

 

non-concentraion restrain aganist 6 targets is pretty solid.  assuming you have a ceiling.

#215

Kalani

Mar 11, 2015 11:05:03

Dark_Kain wrote:
#216

mellored

Mar 11, 2015 11:07:18

Kalani wrote:
#217

Kalani

Mar 11, 2015 11:21:39

Sadly true. It is still a fun spell, and I love the imagery.

#218

mellored

Mar 11, 2015 11:23:33

Kalani wrote:
#219

Yunru

Mar 11, 2015 11:32:45
Littleby's Bad Touch? :P
#220

IxidorRS

Mar 11, 2015 15:39:54

mellored wrote:
(Reply to #215)

Dark_Kain

Kalani wrote:
#222

Kalani

Mar 11, 2015 20:59:58

Dark_Kain wrote:
#223

diplomancer

Mar 13, 2015 6:57:15
Does anyone else feel that Str based valor bards are a bit of a trap, specially if starting at 1st level? Not all the time, but almost. They don't get heavy armor unless they multi-class (in which case it is probably better to be lore), at early levels they don't get even medium armor, they have lowish HPs and no easy way to get out of combat like rogues and monks do, and they are probably the most MAD combo (needing good charisma, str, con and above average dex and being generally a good idea to not totally dump wis). It just seems better for a valor bard to use a bow most of the time. Grappling and shield master might make a difference, but again I feel a d8 hit dice and not too good an AC is too squishy for the frontlines.
#224

mellored

Mar 13, 2015 7:09:18

diplomancer wrote:
#225

diplomancer

Mar 13, 2015 7:48:11

I know, I wasn't disagreeing, just putting my thoughts out there to see if they made sense. I've seen some people talking about a Melle Str Valor Bard (not necessarily in this thread), and it just didn't see a good idea to me. As I am still new to this edition (last edition I played was 2nd), I wanted to know if there was anything I was missing.

 

It is good to know that the foremost Bard expert agrees with me on that (I mean that sincerely, I loved your guide, even if I still feel Lore Bards are better) :p

#226

mellored

Mar 13, 2015 8:15:16

diplomancer wrote:
#227

diplomancer

Mar 13, 2015 8:37:39

For most classes Dex > Str.  Unless you grapple
#228

mellored

Mar 13, 2015 8:46:19

diplomancer wrote:
#229

Matau99

Mar 20, 2015 15:24:06

I just wanted to add in, in my opinion, the best Level 10 MS option is Circle of Power. It is legitimately terrifying. A Paladin-only spell, it gives all friendly creatures within 30 feet advantage on all saves against spells and magical effects.

But it gets even better. It also functions as Party-wide Evasion, but not just for Dex saves--for ALL saves. Failed save = 1/2 damage, successful save = no damage.

 

Seriously, did the designers realize Bards got this 7 levels before Paladins?!

#230

mellored

Mar 23, 2015 7:14:22

Matau99 wrote:
(Reply to #225)

Ashrym

diplomancer wrote:
#232

Hephalumph

Apr 09, 2015 15:29:21

Drow Elf: For lore bards.  Darkvision, +Cha, and a few extra spells per day.  The sunlight sensitivity doesn't hurt spell casting but will hinder valor bards too much.


The sunlight sensitivity hurts spellcasting, if the spell has an attack roll.

#233

ORC_Cricket

Apr 29, 2015 23:09:17

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#234

mellored

Apr 30, 2015 5:23:35

Hephalumph wrote:
#235

Ashrym

Jun 02, 2015 18:46:22

©Crown of Madness: A powerful effect, but you need to watch initiative order to get any use from this, and even then it's usually only good for 1 round before the enemies spread out.  There's potential with good setup, and possibly a web spell.

 

 

I'm finding this spell to be more useful than I first anticipated.  I took it as a "trap option" on my trap build bard experiment and it's surprisingly similar to dissonant whispers and compulsion as a tactical spell because it either denies actions for damage or it forces the enemies to move and trigger opportunity attacks.

 

It also applies some soft control to prevent the target from moving towards enemies, and if you continue to select an enemy for him to attack it can keep him away from a PC fighting that target, in the attempt to save that particular PC some hit point damage.

 

The charmed condition means the target cannot attack the spellcaster either (without a save at advantage), and in the case of a lore bard who does poor damage to start with it's not much of a loss (possibly an improvement) to have the target do more damage than the bard would have.

 

From what I find, the bard picks the most likely target, preferably where there is good concentration for opportunity attacks, the target loses it's next action and inflicts damage on one of it's allies, movement either happens or it doesn't (it doesn't matter which), and opportunity attacks ensue.  If the movements took place then the bard simply drops the spell on his next turn or determines some niche reason why it's worth maintaining but typically drops it and continues.  The spell has been effective up to that point regardless of whether the bard maintains it or not.  If the target is still within range of one of it's allies then maintaining the spell costs that creature another action and inflicts damage again exactly as before but without the need to spend another spell slot. 

 

It's deceptively better than it first looks playing the opportunity attacks angle and knowning when to cast it, and when to drop it.  Now I realize I usually want the enemies to move and spread out, so that's the reason to cast it, and if they fail to comply the consolation effect is still pretty good.

#236

mellored

Jun 03, 2015 5:40:12

Ashrym wrote:
#237

mellored

Jun 03, 2015 5:52:42

Haha....

 

 

grapple bard + crown of maddness.  Grab the enemy, and drag him around after his allies.

(Reply to #237)

Ashrym

mellored wrote:
#239

mellored

Jun 03, 2015 11:23:42

Moved it back down to blue.

(Reply to #239)

Ashrym

mellored wrote:
#241

Treantmonklvl20

Jun 05, 2015 4:31:08

I apologize if this has been mentioned before, but I didn't see it mentioned in the guide.

 

The Paladin ultimate smite spell (Banishing Smite) doesn't seem to have the "melee" requirement that other "Smite" spells have, meaning it might be a pretty good option for a Bow using Valor Bard to take at 10th level.  It's a pretty nasty spell, adding 5d10 damage and a no-save "maze" style effect.

#242

KaptainKrunch

Jun 05, 2015 7:06:27

Treantmonklvl20 wrote:
#243

Ashrym

Jun 05, 2015 14:09:59

 

I would have a hard time spending a 5th-level spell slot on most paladin or ranger spells given alternatives from the bard and other lists. Destructive wave or circle of power, maybe, but when spells like animate objects or hold monster came up at 9th level access to more 5th-level spells is variety over potency at 10th level. Just putting that out there for a bit of perspective. ;)

#244

KaptainKrunch

Jun 05, 2015 17:27:22

Ashrym wrote:
#245

jaappleton

Aug 17, 2015 7:19:29
I didn't see them on the front page. So I'm sorry if it's discussed somewhere else, but how do Aasimar compare to Half Elves and other sky blue races? About the same as Tiefling?
#246

mellored

Aug 17, 2015 7:33:21

jaappleton wrote:
#247

jaappleton

Aug 17, 2015 8:11:37
Wondering if anything else developed in the time that's passed: Best way to shore up a Lore Bard's AC is still by starting off as Life Cleric 1?
#248

mellored

Aug 17, 2015 8:37:08

jaappleton wrote:
#249

Numenero

Aug 29, 2015 0:20:37

I guys, I choose to roll a bard in my group cause we had a ranger, a cleric and a fighter; due to the lack of rogue and wizard I rolled an half elf dexterity base lore bard to be able to disarm trap, scouting stealth and so on. I really like the character I'm the face and the skillmonkey of the group and the support I give in combat is extraordinary good thanks also to the fact that I made very good rolls to create it , al 4 level in bard I maxed out the Cha to 20, dex 18, con 16, wis 14, int 12 and bumbed str to 10.

Now I'm Bard 4/Warlock 2, I went warlock cause the other characters were not so optimized and I really need some decent damage output; at this point the others characters are decently optimized thanks to my suggestion too and I can explore my full role of support.

I suppose the campaign will end at 11-14 level and I've a doubt: is it worth to go warlock 3 to take pact of the tome and book of ancient secrets and then full bard for all the other levels?

In this way I could take Guidance, a couple of other cantrips (shocking grasp and mending), the 2nd level slot and potentially ALL ritual spells of 1st and 2nd level to best support my group out of combat too and I can increase my scouting role with find familiar.

Obviously I'll slow down my casting progression of another level.

#250

mellored

Aug 29, 2015 8:45:11

Numenero wrote:
(Reply to #250)

Numenero

Well, I was in doubt that Warlock 3 could slow too much my progression in the spellcasting, but Warlock 5 will kill it completely If the campaign will end at 14 I will have the 4th level of spells, maybe the 5th.

#252

mellored

Aug 29, 2015 16:40:38

what 4th and 5th level bard spells do you want?

#253

Treantmonklvl20

Aug 30, 2015 12:22:53

mellored wrote:
#254

Yunru

Sep 07, 2015 0:22:22
Which would make a better general support + necromancer: Lore Bard or Necromancy Wizard?
#255

mellored

Sep 07, 2015 18:05:38

Yunru wrote:
#256

Treantmonklvl20

Sep 07, 2015 19:26:07

Yunru wrote:
#257

mellored

Sep 08, 2015 5:46:41

Treantmonklvl20 wrote:
#258

Yunru

Sep 08, 2015 7:28:28
Yes my thoughts were to get some undead, give them bows and them buff them/the party. Wizard obviously has the undead buffing feature but other than that... does it have much that Magical Secrets can't nick?
#259

Treantmonklvl20

Sep 08, 2015 8:07:14

Yunru wrote:
#260

Treantmonklvl20

Sep 08, 2015 8:19:33

mellored wrote:
#261

Yunru

Sep 08, 2015 8:43:07
How do Animate Dead and Polymorph interact?

Edit: Badly, given the CR restrictions.

#262

mellored

Sep 08, 2015 14:08:44

Treantmonklvl20 wrote:
(Reply to #260)

Ashrym

Treantmonklvl20 wrote:
#264

Treantmonklvl20

Sep 08, 2015 16:14:15

Ashrym wrote:
#265

Treantmonklvl20

Sep 08, 2015 16:25:36

mellored wrote:
#266

Moardie

Sep 15, 2015 17:44:30

For Adventure’s Leage, a purely healing/utility bard that assumes at least 2-3 melee in the party. I could use some help choosing spells and some tweaking with the build. I am still thinking about the half elf instead. 

Race: Human (Variant)
Background: Entertainer 
Alignment: LN
Life Cleric 1 Lore Bard 19 (Start with Cleric for Wis saves)
Armor: Chain mail (Lv. 1) -> Plate (as soon as can afford it)+Shield

Point buy array: 15, 15, 15, 8, 8, 8

Attributes and feats:
Lv. 1: STR 8, DEX 8, CON 15, INT 8, WIS 16, CHA 16, Inspiring Leader
Lv. 4: STR 8, DEX 8, CON 15, INT 8, WIS 16, CHA 18, Inspiring Leader 
Lv. 8: STR 8, DEX 8, CON 15, INT 8, WIS 16, CHA 20, Inspiring Leader
Lv. 12: STR 8, DEX 8, CON 16, INT 8, WIS 10, CHA 16, Inspiring Leader, Resilient (CON)
Lv. 16: STR 8, DEX 8, CON 16, INT 8, WIS 18, CHA 20, Inspiring Leader, Resilient (CON)
Lv. 19: STR 8, DEX 8, CON 16, INT 8, WIS 20, CHA 20, Shield Master, Resilient (CON) (I was thinking of a feat instead of the 20 WIS)


Magical Secrets is where I need help choosing my last 2. 
So far I have 
1 Goodberry 
2 Aura of Vitality 
3 Counterspell
4 Circle of Power (which requires a concentration, I don’t know why it says in the guide that it doesn’t. Was there an errata?)
5 Magic Jar 
6 Foresight
7 Wish

Wis save spells are really great with this build. 

Thoughts? Ideas? Anything is appreciated.

(Reply to #266)

bid

Moardie wrote:
#268

ZenWatuchie

Sep 15, 2015 21:56:29

I absolutely adore your guide. I've learned a lot of you, Treantmonk, and Professor Q!

While I absolutely love your guide, I have one point I would like you to consider.

The fact that technically speaking you CANNOT re-train your Bardic secrets. With that in mind, it really adds a lot more weight to the spells you choose. It's pretty clear in the PHB (I wouldn't say absolutely clear) and it didn't come up in the errata. It's just something I really think you should consider.

I was wondering if I could get some feedback on my spell list! however, before we get started. A couple of things I want you to know about how I'm running him, and how I play overall.

I've taken the Actor Feat, Mask of Many Faces, and Tongues, and I know how to rollplay my ass off. "MY NAME IS JAK, OF HOUSE BAENRE. I WILL NOT STAND FOR THIS INSURRECTION, LEST IT BE THE DEATH OF YOUR HOUSE. SO IT SHALL BE, A DUEL THEN. SWORD? OR SONG?"

I'm aiming for Bard 17, Warlock 3 GOO. (Realistically, Bard 12, Warlock 3)

This is my current spell list, and I'll explain some of my choices.
 

  • Cantrips: Eldritch Blast (Reppeling Blast), Frostbite, Minor Illusion, Prestidigitation, Vicious Mockery
     
  • Lv. 1: Bane, Charm Person, Disguise Self (as an Invocation), Dissonant Whispers (Warlock), Healing Word, Hex

Bane is one of my absolute favorite spells. It's my go to "we're starting our adventure spell". Pop a Bane, wait and see what comes out of the wood work. Either blind the biggest threat if I'm playing with a lot of melee, or Dissonant Whisper him if he gets to close to me and the backline.

 

  • Lv. 2: Blindness/Deafness, Phantasmal Force, Suggestion

Phantasmal Force sees a lot of contention at different tables, so my go-to is to "place" the creature inside an Iron Maiden, and slam the door shut. If the DM lets me restrain and blind him? Hizzle yizzle! If I can only pick one condition, I'd prefer restrain, but I'll settle for Blindness too.
 

  • Lv. 3 Counter Spell, Hunger of Hadar (both with Magical Secrets), Hyonotic Pattern, Leomund's Tiny Hit, Plant Growth, Tongues

Hunger of Hadar is my go to spell if I'm grouped up with a lot of Fireballs. It's beautiful to vanquish your foes in a wave of Darkness and Fire. Hypnotic Pattern is my go to in a melee oriented party. What also seems to work out great, is how Hunger of Hadar works well when I'm with Mages, but it's also great at controlling mages! Same goes with how Hypnotic Pattern helps enable my melee buddies, while also shutting down their melee. Plant growth is just so goddamn sexy when you can get it off. "Every enemy within the 100ft radius? Yeh 15-20ft radius plant growth around them please, (repelling blast anyone?)

At Character Lv. 9 I'm going to take Bard 7, swap out Phantasmal Force for Confusion, and take Polymorph.
Confusion is primarily going to be used as an alternative to Hypnotic Pattern, when I'm against enemies who can't be charmed/ are difficult to charm. Polymorph? Turn that BSF into a t-rex, and do everything I can to make his day oh os fun.

At Character Lv. 10 I'm going to take Warlock 3, taking, Chill Touch, Guideance, and Ray of Frost as my Tome cantrips. I'll be swapping out Charm Person with Phantasmal Force, and be taking Mirror Image

My cantrip list now is so versatile that for whatever the situation or enemy, I have a go to cantrip, while I'm concetration (and popping healing words)

From here on out, it's Bard all the way.

So Character Lv. 11/ Bard 8 I'm going to take Freedom of Movement, and that's when my Charisma will be 20.
Freedumb of movement is for my MVP BSFs who want to wade into Plant Growth.

At Bard 9, I'm taking Geas, and swapping out Leomund's Hut for Mass Cure Wounds.

Bard 10, I'm taking Ice Storm, and Transmute Rock
Between Transmute Rock, Plant growth, and Reppeling Blast enemies will NEVER HAVE A CHANCE TO MOVE. It's also why I'm taking freedom of movement, throw it onto my MVP melee buddies I play with. Also, throwing Hunger of Hadar ON TOP OF PLANT GROWTH/TRANSMUTE ROCK? YESSSSSSSSSSSSSSSSSSSSSSSSSS.

At Bard 11, I'm taking swapping Suggestion with Mass Suggestion, and taking Otto's Irresistible Dance.
At this point, I honestly don't know how things are at this tier of play.

Finally at 12, I'm going to take the Alert feat. For a sexy +11 initiative, slam bam thank you 'mam. I will (ALMOST) ALWAYS get my major CC off before anyone even blinks!

I would absolutely love to hear your input. Thanks so much for your time, and your lovely guide.

#269

Moardie

Sep 15, 2015 21:33:55

bid wrote:
#270

mellored

Sep 16, 2015 7:14:12

Moardie wrote:
#271

mellored

Sep 16, 2015 7:36:15

ZenWatuchie wrote:
(Reply to #270)

bid

mellored wrote:
#273

Yggrathor

Sep 16, 2015 8:28:23

Quite enjoyed the guide and found it to be very illuminating for a newcomer to the 5E system. Many thanks!

#274

mellored

Sep 16, 2015 8:36:44

bid wrote:
#275

Moardie

Sep 16, 2015 15:59:29

mellored wrote: