Disintegrate or Chain Lighting?

Post/Author/DateTimePost
#1

SuperKrusher

May 21, 2015 1:16:51

So I am making a Bard and am trying to pick spells. He has the pick any spell from any class kinda deal so I was wondering for a level 6 spell should I choose Disintegrate or Chain Lighting? 

Disintegrate does more Damage but Chain Lightning can effect more creatures. 

#2

Ashrym

May 21, 2015 1:53:14

 

Circle of death for the area, delayed blast fireball or reverse gravity could be useful. Why the 2 spells in the OP to start with? Magical secrets opens up 7th level spells when it opens up 6th level spells so there are a lot of choices. Given only those options I would go with disintegrate for non-combat uses.

#3

SuperKrusher

May 21, 2015 2:03:56

I checked those spells out but I think Chain lighting beats circle of death damage wise so I donno about it. Delayed blast fireball is nice but it does not fit my playing style. I attack quick, no delay. As for why those two spells, well I just like them. I mean I do have plenty of spells besides them... actually here is my spell list.

 

Spells: Cantrips known (4 + 2), Spells known (22 + 2), Level 1 (4), Level 2 (3), Level 3 (3), Level 4 (3), Level 5 (3), Level 6 (2), Level 7 (2), Level 8 (1), Level 9 (1) 

Cantrips:
Blade Ward - Action, Self, gain resistance from bludgeon pierce and slash
Prestidigation - Action, 10 ft, Up to 1 hour, create harmless effect like odor or spark or music, more on page 246 
True Strike - Action, 30 ft, Concentration, next turn gain advantage on HIT against the target 
Vicious Mockery - Action, 60 ft, Wisdom save, 4d4 psychic DMG and disadvantage on next attack roll
Eldritch Blast - Action, 120 ft, ranged spell attack, 1d20 force DMG, four beams 
Minor Illusion - Action, 30 ft, 1 minute, create image or sound within range 
 

Level 1:  
Charm Person - Action, 30 ft, 1 Hour, Wisdom save, charmed if fails, for each level above 1 you may target additional creature 
Disguise Self - Action, Self, 1 Hour, disguises self, to discern that you are disguised the creature must make an investigation check
Sleep - Action, 90 ft, 1 minute, Roll 5d8, 20ft within point of choice, for each level above 1 add additional 2d8 
Thunderwave - Action, Self, 15 ft cube, Constitution save, 2d8 thunder DMG and pushes 10 ft, for every level above 1 add 1d8 DMG
Shield of Faith - Bonus Action, 60 ft, Concentration 10 minutes, AC +2
Shield - Reaction when hit by attack, Self, until end of next turn gain AC +5 and take no DMG from magic missile
Comprehend Language - Action, Self, 1 hour, gain ability to understand all languages and read all languages, 1 use before long rest required 
 

Level 2:
Heat Metal - Action, 60 ft, Concentration 1 minute, 2d8 fire DMG to target wearing metal, may use bonus action to deal 2d8 DMG again, Disadvantange on attack rolls if can't drop metal item, for every level above 2 add additional 1d8 DMG  
Phantasmal Force - Action, 60 ft, Concentration 1 minute, Intelligence save, Sharingan, if something attacks it may only do 1d6 psychic DMG 

 

Level 3:
Fear - Action, Self (30-ft cone), Concentration 1 minute, Wisdom save, drop all that creature is holding and become afraid, may only run away 
Haste - Action, 30 ft, Concentration 1 minute, creatures speed doubles, AC increases by two, gains advantage on Dexterity saves, gains additional action each turn, when spell ends creature cant move or act for one turn 

 

Level 4:
Polymorph - Action, 60 ft, Concentration 1 hour, Wisdom save, transform creature to a creature of a low challenge rating 
Greater Invisibility - Action, Touch, Concentration 1 minute, become invisible 
Phantasmal Killer - Action, 120 ft, Concentration 1 minute, Wisdom save, target is frightened and takes 4d10 psychic DMG each turn, for every level above 4 add additional 1d10 DMG 

 

Level 5:
Raise Dead - 1 hour casting time, 500 gp cost, Touch, dead for no longer than 10 days ressurects, target has -4 to attacks rolls saves and ability checks, after each long rest regain 1 to that 
Seeming - Action, 30 ft, 8 hours, target any number of creature and may change physical appearance as well as outfit, to tell it is a disguise creature must make an investigation check 

 

Level 6:
Mass Suggestion - Action, 60 ft, 24 hours, 12 creatures, make creatures do something unless it is harmful to themselves, as a next level duration 10 days then 30 then year
Otto's Irresistible Dance - Action, 30 ft, Concentration 1 minute, creature starts dancing, has disadvantage on attack rolls and creatures attacking it have advantage, target must use action to try to stop 
Chain Lightning - Action, 150 ft, three bolts may hit three creatures each within 30 ft of first, Dexterity save, 10d8 lightning DMG, for every level above 6 you fire an additional bolt

 

Level 7:
Finger of Death - Action, 60 ft, Constitution save, 7d8 +30 necrotic DMG, if a humanoid is killed by this it rises and acts a zombie under your command

 

Level 8:
Dominate Monster - Action, 60 ft, Concentration up to 1 hour, Wisdom save or be charmed, as a level 9 spell concentration may go up to 8 hours
Sunburst - Action, 150 ft, 60 ft radius, Constitution save for every creature in zone, 12d6 radiant DMG and blinded for a minute, can dispell any darkness 
 
Level 9:
True Polymorph - Action, 30 ft, concentration up to 1 hour, Wisdom save, can transform creature to creature or object to creature or creature to object 
Meteor Swarm - Action, 1 mile, 40 ft radius, Dex save, 20d6 fire and 20d6 bludgeon DMG 
Wish - Action, Self, may cast any spell of level 8 or lower without any cost, more on page 266 

#4

Ashrym

May 21, 2015 2:47:26

 

You already seem to have a lot of damage spells. I would be inclined to look at contingency or a summon type spell, or animate objects. Given only the 2 choices in the OP it would still be disintegrate.

#5

SuperKrusher

May 21, 2015 2:54:01

Do you have any good ones in mind? 

#6

mellored

May 21, 2015 5:15:21

My suggestions for bard spells are here.

(Reply to #6)

SuperKrusher

mellored wrote:
#8

QwertyAzerty

May 21, 2015 7:42:31

I would go with contagion (from the druid spell list)
rot flesh give vulnerability to any target (not immune to diseases) for minimum of 3 rounds
Slimy doom give perma stun and disavantage on con save (to heal from the diseases) also for minimum 3 rounds (even legendary creature using 3 legendary save will still be affected for 3 rounds)

 

and 4 other option for different ocassion.

#9

Kentor_Slowhand_02

May 21, 2015 7:58:07
Why does everyone focus on combat spells? I don't know how many times comprehend languages or read script came in handy.
#10

KaptainKrunch

May 21, 2015 12:00:21

I'm actually playing a Lore Bard right now.

 

Here are my top picks for each magical secrets gain:

 

Level 6

Counterspell - This spell is really really good, and Bard's even get to add Jack of All trades to the ability check.

 

Misty Step - Bonus action movement ensures that my squishy bard can get away without worrying about wasting actions on Disengage.

 

Runner-Ups

If you're playing straight Lore Bard (which I am - because Multiclassing isn't available in the campaign I'm playing in) you might consider picking up another cantrip to fall back on when you're concentrating or have nothing better to do, since after all any action is better than no action. For the most part Viscious Mockery and Minor Image will let you contribute to combat just fine, but VM requires the target can hear you, and Minor Image might find an occasion or two where it's ineffective. I recommend Thorn Whip or Ray of Frost, since both of those have gauranteed control effects on a hit. Some people would recommend Eldritch Blast, but I'm not really sold on that without Agonizing Blast. In general, if multiclassing is available in your campaign, picking up a couple of levels of Warlock as a Lore Bard isn't a bad idea. 

Spirit weapon is also worth considering as something to throw down your bonus actions on.

 

Level 10

Bigby's Hand - My favorite spell, and I like that it gives my Lore Bard something to do with his Bonus Actions. Best of all, since the Hand uses skill checks vs an enemy's skill check, both Cutting Words and Bardic Inspiration makes this a very effective bard option. As a fun bonus you can put Expertise in Athletics so your Bard is a grappler too.

 

Wall of Force - Bards lack environmental control beyond Animate Objects, so picking up Wall of Force is also a very optimal choice.

 

Runner-Ups

Conjure Woodland Beings is worth mentioning for how OP it is, but I personally wouldn't ever take it for exactly that reason. Banish is also a great pick being a Charisma save - you only have one other Cha save and that's Bane (Which is also an awesome spell.)

 

Level 14

Bones of the Earth (EE) - Love this Druid exclusive. It seems weak for a 6th level spell until you realize there's no concentration involved (And you need more "no concentration" spells.) Six 5' pillars can equate to a 30' wall if used contiguously, and it has some other versatile uses besides that.

 

Whirlwind (EE) - I'm personally a fan. It's got Damage, It's got a restrain effect, and it targets saving throws you don't have too many options for. The main downside is it consumes your action.

 

Runner-Ups

Honestly, I'd strongly consider picking up lower level options at this level. Banish, Watery Sphere, or anything else are good picks. Just try not to fill up a single level slot too much.

 

Level 18

Wish - for obvious reasons.

 

Maze - Straight up the best single target control in the game.

 

Runner-Ups

Prismatic Wall is a great competitor, it's just a shame you only get one level 9 slot to cast each day.

 

#11

ORC_Animus

May 21, 2015 12:16:31

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(Reply to #9)

SuperKrusher

Kentor_Slowhand_02 wrote:
#13

Dark_Kain

May 22, 2015 3:11:23

KaptainKrunch wrote:
#14

KaptainKrunch

May 22, 2015 4:48:01

Dark_Kain wrote:
(Reply to #9)

OnionDruid

Kentor_Slowhand_02 wrote:
(Reply to #15)

Ashrym

OnionDruid wrote:
#17

RulesJD

May 28, 2015 17:55:27

KaptainKrunch wrote: