Author: Esker
The HexElo (and the DSSElo)
This Flagship Bard build has much in common with the Bard from our Basic Build Series, sharing a subclass, many spells and feat picks. This spellbinding sophist also adopts a generally similar “control caster” playstyle in combat, and is especially good at single target debuffs due to the College of Eloquence Unsettling Words ability. Out of combat, it is a classic Bard-style social interaction maven.
Compared to the Basic Bard, however, this version has significantly greater durability, as well as a choice between two variant options. One progression boosts its at-will damage and battlefield control capabilities from a 2 level dip in Hexblade Warlock, and the alternate achieves even greater defensive prowess and support via a 1 level dip in Divine Soul Sorcerer.
Race: Custom Lineage
Ability Score Increases – +2 Cha. Custom Lineage allows us to pick a half-feat at character creation, providing us with the only way to start with an 18 in our primary ability score with point buy.
Size – Medium. Custom Lineage lets us choose between Small or Medium size. Small size has its benefits, such as being able to ride Medium size mounts, which are easier to come across, being able to fit into smaller spaces without squeezing, and being able to move through the spaces of Large size hostile creatures. However, we will learn dimension door, which only lets us bring a willing creature of our size or smaller, so unless your entire party is also Small, Medium is likely preferable.
Feat – Fey Touched (+1 Cha). Fey Touched puts our main ability score, Charisma, at 18 at level 1, which is great. Two spells known is also a great benefit, we will be taking gift of alacrity, in addition to getting misty step. Gift of alacrity is a fantastic spell for its level, especially when used with rest casting. Adding 1d8 to four PCs’ initiative rolls is roughly equivalent to the party having one extra turn in the critical first round of combat, which means dangerous enemies are disposed of earlier, giving them fewer chances to hurt you and your allies.
Variable Trait – Darkvision. It’s usually more useful to have Darkvision than to have proficiency in another skill, and with Jack of All Trades coming into play at level 3, the gap between non-proficient and proficient ability checks is cut in half, making this an even more clear-cut decision.
Languages – Common, Undercommon. Languages are mostly flavor picks, with little mechanical impact except when using spells that require the target to understand you, such as with the spell command. If your DM isn’t amenable to your character memorizing a handful of one-word commands in a variety of languages, consider your campaign and select a language commonly spoken by enemies that are least likely to also speak Common. Alternatively, sharing a rare language amongst all members of your party can allow you to speak freely amongst NPCs without your plans being divulged.
So before we move on, which version of the build would you like to see?
Hexblade / College of Eloquence (Default)
One of the primary weaknesses of the Bard class is its poor defenses. This progression opts for 2 levels in Hexblade to address that weakness by gaining medium armor and shield proficiency, as well as the shield spell. Eldritch blast also provides nice at-will damage and control from the Agonizing Blast and Repelling Blast invocations, respectively. As such, the build ramps AC quickly and always has a respectable damage option on hand, even in the early levels.
In exchange, this sacrifices spellcasting progression, both in spells known, being two levels behind on learning new Bard spells (including the powerful Magical Secrets picks), and in high level spell slots, because Warlock levels are not added to other caster levels for the purpose of determining spell slots by level. In general you can consider the tradeoff here as gaining Tier 1 sturdiness in exchange for Tier 3 and 4 power. If your campaign is going to spend significant time below level 5, the main version of this build will provide a smoother, safer, and more comfortable experience. The main progression also has a higher Constitution score and a lower Wisdom score.
Taking our first level in Warlock, and in Hexblade in particular, gives us proficiency in medium armor and shields right off the bat, as well as access to the shield spell. Wisdom saving throw proficiency is typically more valuable than Dexterity saving throw proficiency.
Together these features dramatically improve our survivability. Once we get 3rd level Bard spells, we will take one more level of Warlock to get Agonizing and Repelling Blast, boosting our at-will damage and battlefield control significantly.
Divine Soul / College of Eloquence (Variant)
The Divine Soul variant exchanges the at-will damage and control capability provided by eldritch blast for even more defensive insurance in the form of the absorb elements spell and the Divine Soul subclass feature Favored by the Gods, which provides a big boost to a critical saving throw once per short rest. Since the variant takes only a single level dip, it also gains access to higher level spells (from 4th level spells up) a level earlier than the main version, which is particularly significant at levels 11, 15 and 19 (Bard Levels 10, 14 and 18, when we get Magical Secrets), as well as levels 14 and 18 (Bard Levels 13 and 17, when we get 7th and 9th level spells, respectively). Moreover, the variant maintains full caster spell slot progression and has more high level spell slots. From level 11 on, this variant is likely more powerful than the main build.
That said, prior to level 5, it is significantly more vulnerable than the main build: although it also gets the shield spell, it does not get armor proficiency from its dip, and does not satisfy the prerequisite for the Moderately Armored feat at Level 1, as Sorcerer does not provide proficiency in light armor. If your campaign starts at level 5 or above and is expected to reach high levels, the variant may be the better choice, though we view the two versions as being on par with each other in Tier 2.
Starting out as a Sorcerer provides a number of benefits that Bard does not. Chief among these are proficiency in Constitution saves, which helps our ability to maintain concentration as well as offering protection from some nasty effects, and access to the shield and absorb elements spells, staple defensive reactions not available to Bards without spending a precious Magical Secrets pick. We will only take a single level here before switching to the Bard train, which we will stay on for the rest of our adventuring career.
Class: Warlock (Hexblade)
Skills – Arcana, Deception. Arcana proficiency will allow us to scribe scrolls during downtime. This is especially useful if there’s a Wizard in the party who can learn spells from those scrolls, but even if not, it’s nice to have extra spells on hand. You can read more about this here. If you play with the spell identification variant rule from Xanathar’s Guide to Everything, proficiency in Arcana becomes even more important. We take Deception because convincing people of things is our job if it’s anyone’s (Intimidation is also a Charisma check, but isn’t part of our level 3 feature, Unsettling Words). When we take our first Bard level we get another skill proficiency, and we will pick up Persuasion then, to round out our ability to be a “face.”
Otherworldly Patron – The Hexblade. The main draw here is access to the shield spell and access to medium armor and shield proficiency, boosting our AC to a solid level.
Expanded Spell List (Hexblade Feature) – Warlocks get two known spells at level 1 and we will be picking both of the spells from our expanded spell list. We will only keep wrathful smite for a few levels, but shield will be useful throughout our adventuring career.
Hex Warrior (Hexblade feature) – Charisma to weapon attacks doesn’t benefit us much since we will very seldom be using a weapon apart from supporting the occasional use of wrathful smite. The payoff we care about from this feature is medium armor and shield proficiency, which gives us a solid resting AC of 18-19, a dramatic improvement over the 14 AC we’d have in studded leather. For our Hex weapon, we’ll use an arcane focus staff that doubles as a quarterstaff, which can be used with a shield. Since spells like shield, which have somatic but not material components, cannot be cast with your hands full by RAW without the War Caster feat even if you are holding a focus, you’ll want to keep your staff stowed unless you’re using it, which should only be when applying wrathful smite.
Hexblade’s Curse (Hexblade feature) – We are never going to be a big damage-dealer, but as eldritch blast scales to additional beams and our proficiency bonus increases, this will eventually add 15 or so expected damage per round against the cursed target.
Pact Magic – Our spell slot progression is unique and recharges on a short rest. We are not taking more than 2 Warlock levels for this build, but you will use plenty of 1st level spells throughout the adventuring day, so getting 1-2 of those slots back on a short rest is nice. Ideally, your party should be amenable to short resting at least once, preferably twice on an adventuring day. Always use your Pact Magic spell slots first!
Class: Sorcerer (Divine Soul)
Skills – Arcana, Deception. Arcana proficiency will allow us to scribe scrolls during downtime. This is especially useful if there’s a Wizard in the party who can learn spells from those scrolls, but even if not, it’s nice to have extra spells on hand. You can read more about this here. If you play with the spell identification variant rule from Xanathar’s Guide to Everything, proficiency in Arcana becomes even more important. We take Deception because convincing people of things is our job if it’s anyone’s. When we take our first Bard level we will pick up Persuasion, though these could go in either order.
Sorcerous Origin – Divine Soul. The main draw here is the excellent Favored by the Gods ability, which will help us avoid failed saves throughout our entire adventuring career. No other origin offers as powerful a feature at 1st level, and we are only taking one level of Sorcerer. We also get an additional spell known, and will be taking bless, which also remains useful well into high levels.
Spellcasting – This version of the build gets the standard Spellcasting feature, rather than the Pact Magic feature. Unlike the Hexblade version, we don’t get any spell slots back on a short rest, but we get the same progression of spell slots as if we had not multiclassed, giving us extra high level slots at several levels (note that at later levels Bardic Inspiration die return on a short rest, so you’ll still want to be taking those!). This is especially beneficial at levels 3, 5 and 9, when we gain multiple spell slots that can be used on our highest level spells known.
Divine Magic (Divine Soul feature) – Our best option here is to take the Law option, which grants us the bless spell.
Favored by the Gods (Divine Soul feature) – Use this on saves, not attack rolls. Adding 2d4 means you have over an 80% chance of converting a failed save into a successful one if you missed by 4, over a 60% chance if you missed by 5, but less than a 40% chance if you missed by 6, and less than a 20% chance if you missed by 7. Keep these numbers in your head when assessing whether it might be worth using this. If the stakes are high enough, it might be worth using even with somewhat poor odds of success, but the worse the odds the higher the stakes should be to justify spending this resource, which you can use once per short rest.
Cantrips: eldritch blast, magic stone.
1st Level: gift of alacrity, shield, wrathful smite.
2nd Level: misty step.
Misty step FT – This is your spell to escape enemy reach, break out of grapples, and get past inaccessible terrain with just a bonus action and without having to Disengage to fully retreat. This mobility is an important insurance policy, as being stuck in dangerous territory or in a grapple can be extremely hazardous to an adventurer’s health. This is also one of the few ways to escape a wall of force. Remember that until you get 2nd level spell slots, you can’t cast this more than the one casting per long rest granted by the Fey Touched feat.
Gift of alacrity FT – +1d8 to initiative (average +4.5) is an excellent buff. Going first means likely superior positioning for maximal AoE outcomes, and generally means having extra turns compared to your enemies, and we shouldn’t need to explain why having more actions than your enemies is good. One of the best options for rest casting, the more people you can cover with this spell the better.
Shield – This is a must-have spell for any optimized build. +5 AC for a whole round is huge, and is often the difference between taking the full brunt of a monster’s attacks and going unscathed, taking no damage at all. Do not be afraid to use this, but when you do, think about what you could’ve done differently to avoid spending the valuable slot, especially at these lower levels.
Wrathful smite – Making melee weapon attacks should not be something you are seeking to do, but sometimes a monster gets up in your face and it can’t be avoided. In such cases, it can be useful to cast this spell, swing your staff, and hopefully frighten the creature. To get the full effect from it, you’ll want to then back away (you’ll subject yourself to an opportunity attack, but if the creature is frightened it will be at disadvantage). Frightened enemies cannot get closer to you, so with smart positioning you may be able to keep it away from not only you but your allies as well. Furthermore, since the condition to break the spell is succeeding on a Wisdom check (not save) as an action, and since frightened imposes disadvantage on ability checks, it becomes extremely difficult for most enemies to break the condition. If the enemy is dependent on being in melee, you have effectively removed them from the fight. Not bad for the cost of a 1st level spell and eating one opportunity attack.
Eldritch blast – The staple cantrip of Warlocks. The damage type is rarely resisted, it has great range, and it’s enhanced by Eldritch Invocations. This will be your bread and butter when you are not casting leveled spells starting at level 5. Until we get our second ray, however, magic stone is better for damage.
Magic stone – For now, this does slightly more damage than eldritch blast, and you can even hand out the extra pebbles to your allies, who can throw them using your Charisma modifier for attack and damage— it’s more than possible that throwing your magic-imbued pebble is a better attack than what your allies can do on their turn if they don’t have good ranged options of their own, and/or if they cannot do magical damage.
Ability Scores
8 Str, 14 Dex, 15 Con, 8 Int, 10 Wis, 15+2+1 Cha
Charisma is our spellcasting stat and our highest priority, so by buying a 15, spending our racial ASI to bump that to 17, and taking another +1 along with the Fey Touched feat gets us to an 18 here. This means a higher Spell DC and more uses of Bardic Inspiration. We buy 15 Constitution in order to get 16 when we take Resilient (Con) at Level 5. Our next priority is 14 Dexterity, the highest value that we get an AC benefit from when wearing medium armor. With two points left over, we get Wisdom to 10, since this is the ability score that supports our Perception skill, as well as the most common save of the remaining three scores.
Cantrips: fire bolt, mind sliver, guidance, ray of frost.
1st Level: absorb elements, bless, gift of alacrity, shield.
2nd Level: misty step.
Misty step FT – This is your spell to escape enemy reach, break out of grapples, and get past inaccessible terrain with just a bonus action and without having to Disengage to fully retreat. This mobility is an important insurance policy, as being stuck in dangerous territory or in a grapple can be extremely hazardous to an adventurer’s health. This is also one of the few ways to escape a wall of force. Remember that until you get 2nd level spell slots, you can’t cast this more than the one casting per long rest granted by the Fey Touched feat.
Absorb elements – Access to this spell is one of the advantages of the Sorcerer dip over the Warlock one. We likely won’t use it much at low levels, but we will definitely be happy to have it at higher levels when enemies start to have damaging area of effect spells or breath weapons that do elemental damage. The buff to melee attacks is a distraction; this spell is here for the damage resistance and pays for the spell slot and then some if we use it when caught in a fireball or the breath of a chromatic dragon. You can’t use this and shield in the same round, as both use your reaction, but if you are likely to suffer a big source of elemental damage later in the round, there’s a good chance it’s worth skipping shield so you have your reaction available for this.
Bless – One of the best 1st level spells in the game. Adding 1d4 to attacks and saves may not sound like much, but if three people’s attack rolls go from having a 65% chance of hitting to having a 77.5% chance of hitting, that’s like adding over half a turn of attacks to your side every round; more against high AC enemies. For a concentrating caster with 14 Constitution who isn’t proficient in Constitution saves, this spell cuts the chance of failing a DC 10 save by about a third (from about 35% to about 23%). For a caster (like you) who is proficient in Constitution saves, the chance you fail a DC 10 roll is cut in half. If you like kobolds, as you should, a particularly bright one spoke about bless here.
Gift of alacrity FT – +1d8 to initiative (average +4.5) is an excellent buff. Going first means likely superior positioning for maximal AoE outcomes, and generally means having extra turns compared to your enemies, and we shouldn’t need to explain why having more actions than your enemies is good. One of the best options for rest casting, the more people you can cover with this spell the better.
Shield – This is a must-have spell for any optimized build. +5 AC for a whole round is huge, and is often the difference between taking the full brunt of a monster’s attacks and going unscathed, taking no damage at all. Do not be afraid to use this, but when you do, think about what you could’ve done differently to avoid spending the valuable slot, especially at these lower levels.
Fire bolt – Of the Sorcerer cantrips available, this has the highest raw damage output by a small margin (1d10 vs the 1d8 from several others). This difference is probably not large enough on its own to justify taking both this and ray of frost, which has an element of battlefield control. The reason we pick it here is because it, unlike ray of frost or mind sliver can damage objects, giving it an out of combat use case that we may not otherwise be able to fill (some objects cannot be damaged by arrows, for example). If someone else in your party has this, or your DM doesn’t run object targeting as strictly, you might want to pick up a pure utility cantrip which won’t be available from the Bard list in this slot, such as shape water.
Mind sliver – The damage of this cantrip starts out small and gets worse as we level, scaling too slowly to keep pace with monsters’ hit point totals. But we’re not using it for the damage, we’re using it for the rider effect. Most level-appropriate monsters should have about a 70-80% chance or so of failing the Intelligence save and subtracting 1d4 from their next saving throw. On average, this is like increasing the DC of the following save by about 2. If that save is likely to come against a big spell from one of your allies, that can have a significant impact on a fight, especially if (starting at Level 4) you also use a bonus action to stack an Unsettling Words die on top of the d4 from this.
Guidance – This is another great Cleric spell we can get through our Divine Magic feature. One of the most useful and versatile cantrips in the game. Concentrate on it whenever you’re not concentrating on anything else, as the bonus also applies to initiative.
Ray of frost – Slightly less damage than fire bolt, but slowing down an approaching enemy can occasionally be the difference between them getting a melee (multi)attack off on their turn and not doing that, either spending their action to dash or making a less damaging ranged attack instead.
Ability Scores
9 Str, 13 Dex, 14 Con, 8 Int, 13 Wis, 15+2+1 Cha
Charisma is our spellcasting stat and our highest priority, so by buying a 15, spending our racial ASI to bump that to 17, and taking another +1 along with the Fey Touched feat gets us to an 18 here. This means a higher Spell DC and more uses of Bardic Inspiration. We buy 14 Constitution for hit points and concentration saves. Our next priority is 14 Dexterity, the highest value that we get an AC benefit from wearing medium armor. If we’re going to spend significant play time in Tier 1, we might want to get this to 14 right away; otherwise our starting 13 will be bumped to 14 at Level 5 when we pick up the Moderately Armored feat. We put our remaining points into Wisdom, since this is the ability score that supports our Perception skill, as well as the most common save of the remaining three scores. If we start with 13 Dexterity we can afford 13 Wisdom as well, setting us up for an eventual 14 when we take Resilient (Wis), and leaving a stray point which we put into Strength for a bit of extra carrying capacity. If we started with 14 Dex, then make this a 12, leaving Strength at 8.
Background (Custom)
Skills – Perception, Stealth. Perception is typically the most commonly used and thus important skill in the game for any character. Stealth will help us sneak up enemies for surprise rounds.
Languages – Giant, Draconic. See the comment on languages above. You could opt to pick up a tool proficiency in one or both of these slots instead of a language. If nobody else is proficient in thieves’ tools for instance, that might be worth more than an extra language. We have a complete guide to tools you can refer to to guide this choice.
Feature – False Identity (Charlatan background feature). The features granted by backgrounds are generally minor, and this can be swapped out with anything else that fits your character concept. As a smooth talker and perhaps sometimes snake oil salesman, it seems fitting that we might have an alter ego that we can slip into from time to time.
Creator’s Note – Making a custom background is RAW: “The sample backgrounds in this chapter provide both concrete benefits (features, proficiencies, and languages) and role playing suggestions. To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of two tool proficiencies or languages from the sample backgrounds.” (Player’s Handbook, pg 125).
Equipment
Warlock Starting Equipment
- Light crossbow with 20 bolts. You can’t use this with a shield, and magic stone does more damage, eldritch blast has a better range, while both have a better damage type. You could sell this immediately, or give it to an ally that might actually have a reason to use it.
- Component pouch. The only downside of a component pouch compared to an arcane focus is the price, and since you get this for free, that doesn’t matter. And when we become a Bard, we can still use a component pouch, but wouldn’t be able to use an arcane focus for our Bard spells, so the choice is even clearer here than for most arcane caster builds.
- Scholar’s pack. We have a choice between this or a dungeoneer’s pack. The dungeoneer’s pack is likely more useful, but this has more than twice the gold value, so we could sell this for half price, buy a dungeoneer’s pack, and end up with gold to spare.
- Leather armor, a quarterstaff, and two daggers.
Sorcerer Starting Equipment
- Light crossbow with 20 bolts. Slightly more damage than our cantrips until level 5. Since we don’t yet have proficiency in shields, there’s no reason not to have a crossbow in hand in circumstances where you don’t need the rider effects of your cantrips, but we won’t use this past level 4 at the latest, and possibly not even that long, as often times taking the Dodge action has greater value than doing a few points of damage, especially if you’re concentrating on a spell.
- Component pouch. The only downside of a component pouch compared to an arcane focus is the price, and since you get this for free, that doesn’t matter. And when we become a Bard, we can still use a component pouch, but wouldn’t be able to use an arcane focus for our Bard spells, so the choice is even clearer here than for most arcane caster builds.
- Dungeoneer’s pack.
- Two daggers.
Background Starting Equipment (Charlatan)
- A set of fine clothes
- A disguise kit
- A signet ring
- A pouch containing 15 gp
Purchasing Goals
Ask if you can sell off some of your starting gear for half its listed cost before the campaign begins. If so, you can keep the component pouch and quarterstaff and sell pretty much everything else. The list value of your crossbow and bolts (26 gp), scholar’s pack (40 gp), leather armor (10 gp), fine clothes (15 gp), disguise kit (25 gp), and signet ring (5 gp) is 121 gp in total, which should net you 60gp in resale, on top of the 15 gp from your background. That’s enough for scale mail (50 gp) and a shield (10 gp), with a few gold left for miscellaneous items like, rope, healers’ kit, ball bearings, etc. You could even just buy that dungeoneer’s pack you turned down before. If you can start with the average gold for your class (100 gp for Warlock) that amounts to about the same thing; but if your DM will make you actually roll for gold, you’re better off selling starting gear instead, because the downside risk of rolling low could mean you can’t start with a good armor class, whereas the benefit of rolling higher than average is minimal.
The following is a list of priority purchases (if you can’t get them during character creation) when you get the chance to shop.
- A shield, scale mail, half-plate.
- Healer’s kit, potions of healing.
Level 1 Strategy
In combat at this level, we’ll mostly be using magic stone (unless you need the superior range of eldritch blast) and staying at range. Rest cast gift of alacrity on anyone who has sleep, which can end entire combats all by itself at this level, and cast it on someone else who doesn’t have it any time you have your spell slot available going into a short rest, as it lasts 8 hours. Your one spell slot per short rest should be kept in reserve in case you need shield: with the hit points and spell slots of a level 1 character, wrathful smite is a gamble, because if you miss or the target succeeds on its Wisdom save, you’re left with little defense, and even if you hit and they fail, even one opportunity attack can down you, ending the spell. Caution is the name of the game at level 1.
Ask if you can sell off some of your starting gear for half its listed cost before the campaign begins. If so, you can keep the component pouch and dungeoneer’s pack and sell pretty much everything else. The list value of your crossbow and bolts (26 gp), fine clothes (15 gp), disguise kit (25 gp), and signet ring (5 gp) is 71 gp in total, which should net you 35gp in resale, on top of the 15 gp from your background. That’s enough for studded leather armor (45 gp), with a few gold left for miscellaneous items like a healer’s kit. If you can start with the average gold for your class (75 gp for Sorcerer) that amounts to about the same thing (since you’ll need to buy a component pouch); but if your DM will make you actually roll for gold, you’re better off selling starting gear instead, because the downside risk of rolling low could cost you 2 AC and/or the ability to cast spells with material components, whereas the benefit of rolling higher than average is minimal.
Look to be saving up for half plate armor (750 gp), which you will be able to wear starting at Level 5 (you will also want a shield by then).
Level 1 Strategy
Our big combat play at level 1 is casting bless. No sleep for us for the moment, as we won’t be able to replace it with another spell, and we will want to do so fairly quickly. The ideal targets are allies that do a lot of attack roll damage, particularly anyone with the Polearm Master or Crossbow Expert feat. Although your attacks aren’t particularly effective, don’t be afraid to include yourself as one of the targets for the boost to saves, as protecting our concentration on bless itself is valuable. The rest of the time your default option should probably be your light crossbow if you have one, your cantrips if you don’t, or the Dodge or Disengage action if there’s a meaningful risk of you getting attacked—you only have 12-17 AC for now, and don’t want to spend spell slots on shield if you don’t have to, so let those with better armor take the hits if the party can’t avoid getting attacked entirely (which should always be Plan A).
Level 2: Bard (Warlock 1/Bard 1)
Level 2: Bard (Sorcerer 1/Bard 1)
Additional Proficiencies – Persuasion, Pan Flute (or another wind instrument of your choice). For most builds, proficiency in the contested grapple check skill of choice would be preferable, but College of Eloquence Bards are so useful for social checks that it behooves us to select Persuasion here. Wind instrument proficiency is the best tool proficiency as it is a requirement to use pipes of haunting, one of the best uncommon magic items in the game and one a friendly Artificer can produce with their Infuse Item feature.
Bardic Inspiration (d6) – Thanks to starting with 18 Charisma, you have four uses of Bardic Inspiration per day, but that’s still not a ton, so use them judiciously. Hand them out to allies when you’re in (or, ideally, about to get in) a big fight will let them boost an important attack roll or saving throw.
Spellcasting – The best feature in the game by far. For Bards in 5E, this is what it’s all about.
Spell Changes: +command, +healing word, +sleep, +unseen servant, +mage hand, +minor illusion.
Cantrips: mage hand, minor illusion.
1st Level: command, healing word, sleep, unseen servant.
Cantrips: eldritch blast, magic stone.
1st Level: gift of alacrity, shield, wrathful smite.
2nd Level: misty step.
Cantrips: fire bolt, mind sliver, guidance, ray of frost.
1st Level: absorb elements, bless, gift of alacrity, shield.
2nd Level: misty step.
Command – A nice non-concentration option that can disable a creature (later we will be able to upcast it to affect more than one) for a round, and potentially generate opportunity attacks from our melee allies in the process if we use the “flee” option.
Healing word – Emergency use for picking someone back up from 0 hit points. Aim to leverage your Arcana proficiency to scribe scrolls of this during down time— since it’s a spell that we use reactively rather than proactively, having a stockpile of scrolls on hand will alleviate the need to always keep a spell slot in reserve for an emergency. If you have a person in the party that can consistently scribe them for you, or you can accumulate a sufficiently large stockpile, you could eventually swap this for something else (or swap this instead of something else) at higher levels.
Sleep – This is our most powerful combat-winning spell at this level, though it won’t be for long.
Unseen servant – This ritual can be used for out of combat utility, and can also be directed to deliver potions of healing or do things like drop caltrops or ball bearings in combat. For more info on uses you can check out our familiar guide, as many things they can do can be done using this spell as well.
Mage hand – Utility cantrips are always nice, and the ability to fiddle with things that may be trapped without having to be close enough to be affected by the trap is convenient.
Minor illusion – Create a minor visual or auditory illusion. Very versatile utility cantrip.
Level 2 Strategy
We have sleep for a level when it’s still likely to be quite potent, so that is our big combat play against groups of enemies with few hit points. Provided we don’t need shield or healing word as well, we get the slot right back on a short rest. It’s a good idea to try to have an unseen servant up as much as possible, since we can ritual cast it, so the only cost is the 10 minute casting time. Against enemies too beefy for sleep, you can consider using command to deny them a turn early in the fight, which if your team is focusing fire as they should be, could be the difference between them getting to act before dying and not doing that.
Level 2 Strategy
We have sleep for a level when it’s still likely to be quite potent, so that is our big combat play against groups of enemies with few hit points. It’s a good idea to try to have an unseen servant up as much as possible, since we can ritual cast it, so the only cost is the 10 minute casting time. Against enemies too beefy for sleep, you can consider using command to deny them a turn early in the fight, which if your team is focusing fire as they should be, could be the difference between them getting to act before dying and not doing that. Or, if it looks like a longer encounter, you might opt for bless to simply boost your team’s damage output and saves.
Level 3: Bard (Warlock 1/Bard 2)
Level 3: Bard (Sorcerer 1/Bard 2)
Song of Rest – Recharging pseudo-hit die for the whole party.
Jack of All Trades – This feature gives us a half proficiency bonus to all of our ability checks that don’t already benefit from proficiency. This includes non-proficient skills, and, importantly, initiative rolls. Later it will also apply to spells like dispel magic that sometimes require spellcasting ability checks.
Spell Changes: +silvery barbs, +Tasha’s hideous laughter, –sleep.
Cantrips: mage hand, minor illusion.
1st Level: command, healing word, silvery barbs,
Cantrips: eldritch blast, magic stone.
1st Level: gift of alacrity, shield, wrathful smite.
2nd Level: misty step.
Cantrips: fire bolt, mind sliver, guidance, ray of frost.
1st Level: absorb elements, bless, gift of alacrity, shield.
2nd Level: misty step.
Silvery barbs – This is a brand new spell that is both potent and flexible. With this spell you primarily inflict a debuff on a target without an attached saving throw, and then if that wasn’t good enough for a first level spell, you simultaneously buff an ally as well. We will mostly be using this to make spells that are reliant on enemies failing their saving throw land more. The advantage you grant to an ally is less important, but it’s nice regardless. This is a must pick for anyone that can get it. If your game doesn’t allow Strixhaven content, pick up faerie fire instead, and when you get your 4th Bard level, drop faerie fire instead of unseen servant.
Tasha’s hideous laughter – This spell is for taking a single tough enemy out of the fight until they pass a Wisdom save. Make sure your allies know not to attack the affected enemy, however, as despite the prone condition giving advantage on attacks made within 5 feet, the target gets a save at advantage to break the spell every time they take damage, and assuming you used this against a tough enemy, having them lose turns is usually more valuable than doing a bit of extra damage when your allies could use those attacks to instead try to remove still active enemies from the battlefield. If your target for Tasha’s hideous laughter is concentrating, they will automatically stop concentrating if they fail their saving throw because of the rules for the incapacitated condition. If the target for this spell is the last enemy left to clean up, you should have someone grapple them, as they will automatically fail the grapple.
Level 3 Strategy
Sleep loses its luster very quickly, and we replace it with a long-term staple for us: silvery barbs. We don’t have a lot of great area of effect spells currently, a notable shortcoming of the early level Bard spell list. With two high value targets, casting Tasha’s hideous laughter on one of them to keep them off your back while the team dispenses with the other one is a good play. If there’s only one target, Tasha’s hideous laughter and command likely have a similar impact, as command only affects one turn (and can cause them to drop prone if your allies are melee-oriented), whereas Tasha’s drops them prone immediately on a fail save, and is all but guaranteed to end once everyone has hit them.
For enemies with high Wisdom saves, bless likely has more value, particularly if your teammates have a good damage output.
Level 4: Bard (Warlock 1/Bard 3)
Level 4: Bard (Sorcerer 1/Bard 3)
Bard College – College of Eloquence.
Expertise – Perception, Persuasion. The best skill in the game and our specialty, respectively.
Silver Tongue (College of Eloquence feature) – Puts a floor of 10 on our d20 rolls for Persuasion and Deception checks. Combined with Expertise in Persuasion, this means that our total roll cannot be below a 18 on these checks, a floor which will increase to 20 when our proficiency bonus scales at level 5. If your DM uses the guidelines for social check DCs in Chapter 8 of the DMG, 20 is the number needed to convince a friendly creature to take significant risk on your behalf, an indifferent creature to take on a minor risk, or a hostile creature to do things that you ask of them that don’t require risk or sacrifice on their part.
Unsettling Words (College of Eloquence feature) – Unsettling Words allows us to use our Bardic Inspiration as a bonus action to penalize the next saving throw an enemy makes before the start of our next turn. With our d6 inspiration die, we can effectively increase our spell DC by 3-4. For now, it can be used with command or phantasmal force to great effect, or on an enemy who is in the area of a web and hasn’t yet rolled their Dex save.
Spell Changes: +phantasmal force, +shatter, –Tasha’s hideous laughter.
Cantrips: mage hand, minor illusion.
1st Level: command, healing word, silvery barbs,
2nd Level: phantasmal force, shatter.
Cantrips: eldritch blast, magic stone.
1st Level: gift of alacrity, shield, wrathful smite.
2nd Level: misty step.
Cantrips: fire bolt, mind sliver, guidance, ray of frost.
1st Level: absorb elements, bless, gift of alacrity, shield.
2nd Level: misty step.
Phantasmal force – This is a very strong effect that can severely impair a single enemy. A classic use is something covering the target—a bucket on their head, a cloaker, a swarm of biting insects—that blocks their vision and subjects them to heavy obscurement while potentially also dealing damage, but the sky’s the limit on other potential uses. It initially targets an Intelligence save, usually the weakest for monster stat blocks, and on subsequent turns, it is an Investigation check, something only 17 monsters throughout all official published material have proficiency in (if you look at just the Monster Manual and Volo’s Guide to Monsters, that number drops to 2!), making the spell as a whole very hard to stop. Note illusion-based spells tend to have fairly high amounts of variance in how they are run table to table, so make sure to have a chat with your DM on how monsters will react to this spell first.
Shatter – This isn’t a spell we’ll hang on to for long, but it’s a decent area of effect damage option at this level, and damage is something we don’t otherwise have much of as a Bard.
Level 4 Strategy
At this level, shatter is still the best area-of-effect damage spell, and can be worth using if there’s a group of 3, but preferably 4 or more relatively low hit point enemies positioned in a 10 feet radius sphere (equivalent to a 20 feet cube on the grid). We upgrade our “high value target” option from Tasha’s hideous laughter to phantasmal force. Unlike its predecessor, this spell does not offer extra saves when the creature takes damage, and, DM-willing, can be used to grant one-way obscurement with a single failed Intelligence save, granting attacks advantage against the target and imposing disadvantage on their attacks. Or, you could use it to effectively immobilize an enemy by making them think they’re in a cage or have a leg iron around their ankle. They might choose to spend their actions making Investigation checks to break the spell, but even if they do, few monsters are proficient in them, and most don’t have particularly high Intelligence.
Command remains a useful tool in our kit.
Command and bless remain useful tools in our kit.
Level 5: Bard (Warlock 1/Bard 4)
Ability Score Improvement (Feat) – Resilient (Con). Adding proficiency to concentration saves is the big draw for us, but other Constitution saves are quite common too, including most saves vs poison, paralysis, and effects that do necrotic or cold damage. We also get +1 to Constitution, giving us 16 and bumping up our modifier to +3. That means that overall this feat increases our bonus to Constitution saves from +2 to +6, decreasing the chance that we’ll fail a DC 10 save from 35% to 15%. We’ll get additional increases when our proficiency bonus goes up. The Constitution increase also gives us a few more hit points.
Spell Changes: +aid, +locate object, +mending, –unseen servant.
Level 5: Bard (Sorcerer 1/Bard 4)
Ability Score Improvement (Feat) – Moderately Armored (+1 Dex). The most painful thing about this build is the low AC you have for four levels. This addresses that, bumping you from the 14 resting AC you have in studded leather with no shield to 19 resting AC in half plate and a shield (or at least 18 in scale mail for now if your DM is on the stingier side with gold). That’s a massive boost, and more valuable than an ASI or any other feat choice at this stage of the game.
Spell Changes: +aid, +locate object, +mending, –unseen servant.
Cantrips: mage hand, mending, minor illusion.
1st Level: command, healing word, silvery barbs,
2nd Level: aid, locate object, phantasmal force, shatter.
Cantrips: eldritch blast, magic stone.
1st Level: gift of alacrity, shield, wrathful smite.
2nd Level: misty step.
Cantrips: fire bolt, mind sliver, guidance, ray of frost.
1st Level: absorb elements, bless, gift of alacrity, shield.
2nd Level: misty step.
Aid – We should be looking to rest cast this with the highest level slot we have left near the end of a long rest, more than once if needed to cover the whole party as well as any companion creatures (such as familiars). It’s also usable in combat as a multi-target heal: since it increases current as well as maximum hit points it can bring up downed allies.
Locate object – Does what it says on the tin. One of the most versatile divinations in the game. Check out our Spell Spotlight article on locate object to get an idea of its potency and how to use it. Knowing where to go helps keep the game moving.
Mending – Or whatever utility cantrip you would like.
Level 5 Strategy
The only significant change to our combat game plan at this level is that our cantrips scale, and so now eldritch blast has higher average damage than magic stone. We don’t have Eldritch Invocations to enhance it yet, but we will soon. We still might cast magic stone regularly though if we have allies (or allies’ summons) who could do more ranged damage with it than using their own features. We drop unseen servant here, as despite its usefulness we need to make some space. If you have a read on whether unseen servant will be more useful than locate object, take it instead.
The only significant change to our combat game plan at this level is that we get 3rd level spell slots, though we don’t yet have 3rd level spells to use them with. We should now be looking to rest cast aid using a 3rd level slot if we have one at the end of a long rest, and we can afford to be slightly more liberal with command, upcasting bless, or occasionally shatter. We drop unseen servant here, as despite its usefulness we need to make some space. If you have a read on whether unseen servant will be more useful than locate object, take it instead.
Level 6: Bard (Warlock 1/Bard 5)
Level 6: Bard (Sorcerer 1/Bard 5)
Bardic Inspiration (d8) – Inspiration dice were good when they were d6s; they’re even better as d8s.
Font of Inspiration – We get our Bardic Inspiration dice back on a short rest now, which often doubles, and sometimes triples the number of uses we get on the day. Excellent. We are now a “short rest class,” and we should be aiming for one, preferable two short rests per adventuring day, which is a more than reasonable request unless your party is under extreme time crunch.
Spell Changes: +hypnotic pattern, +plant growth, –shatter.
Cantrips: mage hand, mending, minor illusion.
1st Level: command, healing word, silvery barbs.
2nd Level: aid, locate object, phantasmal force,
3rd Level: hypnotic pattern, plant growth.
Cantrips: eldritch blast, magic stone.
1st Level: gift of alacrity, shield, wrathful smite.
2nd Level: misty step.
Cantrips: fire bolt, mind sliver, guidance, ray of frost.
1st Level: absorb elements, bless, gift of alacrity, shield.
2nd Level: misty step.
Hypnotic pattern – This is one of the best spells for its level in the game, becoming our biggest play in hard fights. It incapacitates and immobilizes creatures in a 30 foot cube who fail a Wisdom save, and they don’t get any additional saves in subsequent turns. Their allies can use an action to break them out of it, but even if they do, that’s more creatures doing things with their turns that aren’t attacking you. The biggest limitation of this spell is that it doesn’t work on creatures immune to being charmed. It is likely worth using an Unsettling Words on a high priority target just before casting it to increase the chances that the spell sticks.
Plant growth – If your DM rules that plant growth only affects squares that have pre-existing plants, then it’s probably not worth taking, and there are several other options to choose from. Leomund’s tiny hut (if no one else has it) or dispel magic are probably the best options here.
Level 6 Strategy
Most people with any optimization experience know that hypnotic pattern is one of the best control spells for its level in the game, and nearly everyone who has access to it should take it. And in a tough combat worthy of a spell slot of our highest level, it is capable of winning fights single-handedly. Make sure of course that your allies know not to do damage to any affected targets until everyone else in the fight is dealt with, and then to make use of readied actions and focused fire to take out the affected targets one at a time.
Less widely appreciated, however, is plant growth, which may be even better than hypnotic pattern if its effect and usage requirements are interpreted favorably. We discuss the various interpretations at greater length here, but even without the most favorable interpretation, as long as the spell is ruled to affect the ground in the 100 feet radius (an absolutely massive area), it all but removes melee-bound enemies (a large proportion of published monsters in the game) from the fight. Unlike hypnotic pattern, enemies in a zone of plant growth can still move and act, but if they are any significant distance from you when you cast this, they may as well be incapacitated for as long as it will take them to cover the distance at, effectively, a quarter of their normal speed. Moreover, unlike hypnotic pattern, you don’t need to avoid doing damage to them, their allies can’t shake them out of it without dispelling the whole effect, it can potentially affect far more enemies, and it doesn’t even require concentration. Don’t think just because plant growth isn’t a concentration spell that that means it is only for casting after you have another spell up. In a circumstance where it can prevent several enemies from getting to you for multiple rounds, this should absolutely be your first choice.
If you have spell slots to spare or want to do some rest casting, aid is a good spell to upcast.
Now that Unsettling Words dice refresh on a short rest, you should be making use of the feature liberally. If you can aim for two to three combats per short rest, that’s two uses of Unsettling Words per combat. -4.5 on average to enemy saves is like increasing your save DC by 4.5, which is 50% stronger than a +3 foci. This is your strongest class feature and it’s readily available to you in most combats now, so it’s time to start using it.
Level 7: Warlock (Warlock 2/Bard 5)
Eldritch Invocations – Agonizing Blast, Repelling Blast.
Agonizing Blast – Our eldritch blast has two beams, and we get to our Charisma modifier to the damage of both of them. This nearly doubles our at-will damage output.
Repelling Blast – Forced movement without a saving throw is huge, and doubly so for this one because it can be applied twice if both your beams hit. The combat utility of this cannot be overstated. Blast an enemy over a bridge or a ledge. Blast an enemy into an environmental hazard such as a web spell. Blast a ghoul charging your party and force a Dash action. Blast a zombie out of melee range of your caster ally away so your ally can run without having to Disengage. Blast a wolf out of the Polearm Master Fighter’s reach so they get another opportunity attack next time it approaches. This is also guaranteed to break a grapple barring the grappler having a 15’ or longer reach if you choose to use it, so keep that in mind. Normally we would not recommend splitting attacks between two enemies, but in the right circumstances it can be more valuable to push two enemies back 10 feet each than to focus fire (for example, if you can push both of them into a web or off a cliff).
Spell Changes: +armor of Agathys, +expeditious retreat, –wrathful smite.
Cantrips: mage hand, mending, minor illusion.
1st Level: command, healing word, silvery barbs.
2nd Level: aid, locate object, phantasmal force.
3rd Level: hypnotic pattern, plant growth.
Cantrips: eldritch blast, magic stone.
1st Level: armor of Agathys, gift of alacrity, expeditious retreat, shield,
2nd Level: misty step.
Armor of Agathys – Not an amazing spell, but one with tangible benefits and use cases. Primarily, you want to cast this when you know you have spell slots to spare—for example, if you are walking towards an ornate throne room with a foreboding aura on the lowest level of a dungeon. Walking into a fight with a buffer of temporary hit points is never bad. Note that temporary hit points don’t stack, and the damage-on-hit effect doesn’t apply if you opt to keep them from a different source, so if you have an ally that hands out temporary hit points regularly (such as a Shepherd Druid, an Artillerist Artificer, a Twilight Domain Cleric, or anyone with the Inspiring Leader feat), you might want to forego this in favor of something with situational utility, such as protection from evil and good. Of note, the temporary hit points from armor of Agathys have a specific duration tied to the duration of the spell, which is different from other sources of temporary hit points that last until a long rest.
Expeditious retreat – At this point, you will probably get more use from this spell than wrathful smite. In combat it can help you kite enemies, or get in range for a command spell and then back away. Or, out of combat, maybe you remembered that you need to send a certified letter to cancel your gym membership this month and the post office closes in 10 minutes? If you think that being able to non-ritual cast unseen servant might be of more use, take it. 1st level Warlock spells are not the best, so pick whatever you think you will make the most use of.
Level 7 Strategy
The biggest change by far at this level is the fact that you now have Repelling Blast. Agonizing Blast adding +4 to each of your eldritch blast beams enables you to do relevant amounts of damage, though it’s nowhere near enough for your damage to be a major part of your contribution in combat. Repelling Blast, on the other hand, when coupled with spells that slow, restrain, or damage enemies on entry, is a significant part of your repertoire. You can use it with your own plant growth spell to likely open more distance between you and a target than they can cover in a round even if they dash; you can also push enemies into allies’ spells such as web, spike growth, sleet storm, or spirit guardians, among others, or simply use it to keep them from closing on your party as you try to kite them.
Level 8: Bard (Warlock 2/Bard 6)
Level 7: Bard (Sorcerer 1/Bard 6)
Countercharm – A pretty situational and challenging to use ability. You have to start using it before anything happens, which means you have to predict ahead of time that there’s going to be a dangerous charmed or frightened effect, and you have to use your action every turn to maintain it. It might come up, but you may never use this.
Unfailing Inspiration (College of Eloquence feature) – Makes your Bardic Inspiration dice stick around if they don’t do their job. Not bad, especially since you’re likely using most of them for Unsettling Words, so having the ones you do use for “regular” Bardic Inspiration be more reliable is nice.
Universal Speech (College of Eloquence feature) – As an action you can cause any number of creatures within 60 feet of you to be able to understand you for an hour. That means your command spell just works against anything that’s not undead. The requirement to use an action makes it a little harder to use in combat, though—command is strong, but probably not strong enough to spend two actions casting it.
Spell Changes: +dispel magic, (-locate object, +Leomund’s tiny hut)*.
Cantrips: mage hand, mending, minor illusion.
1st Level: command, healing word, silvery barbs.
2nd Level: aid, locate object, phantasmal force.
3rd Level: dispel magic, hypnotic pattern, plant growth.
Cantrips: eldritch blast, magic stone.
1st Level: armor of Agathys, gift of alacrity, expeditious retreat, shield.
2nd Level: misty step.
Cantrips: fire bolt, mind sliver, guidance, ray of frost.
1st Level: absorb elements, bless, gift of alacrity, shield.
2nd Level: misty step.
Dispel magic – Versatile, and is made more reliable by way of your Jack of All Trades feature. If you cast it to remove a spell that winds up being above the level of the slot you used on this spell, you’ll need to make an ability check with your Charisma with a DC of 10 plus the spell’s level. Since this is an ability check that does not benefit from proficiency, it qualifies for the “half proficiency” bonus from Jack of All Trades, making us more effective with the spell than many other casters that have access to it.
Level 9: Bard (Warlock 2/Bard 7)
Level 8: Bard (Sorcerer 1/Bard 7)
Spell Changes: +polymorph.
Cantrips: mage hand, mending, minor illusion.
1st Level: command, healing word, silvery barbs.
2nd Level: aid, locate object, phantasmal force.
3rd Level: dispel magic, hypnotic pattern, plant growth.
4th Level: polymorph.
Cantrips: eldritch blast, magic stone.
1st Level: armor of Agathys, gift of alacrity, expeditious retreat, shield.
2nd Level: misty step.
Cantrips: fire bolt, mind sliver, guidance, ray of frost.
1st Level: absorb elements, bless, gift of alacrity, shield.
2nd Level: misty step.
Polymorph – Very powerful at this level, and versatile too. It can be used together with Unsettling Words to take one enemy out of the fight — although phantasmal force should be able to achieve nearly as powerful an effect with a lower level spell slot. More often, you’ll use this on an ally to turn them into a giant ape, which both buffs their offense and gives them a big pool of hit points to absorb any damage they take before their own health is touched. This spell has a very long duration, so if your party has scouted ahead and knows a fight is coming you can cast this proactively and have your allies begin combat immediately as polymorphed beasts (which are likely as strong as or stronger than your party’s martials, and certainly more durable due to the massive health pool despite low AC), to save you from having to use your action in combat.
Level 10: Bard (Warlock 2/Bard 8)
Level 9: Bard (Sorcerer 1/Bard 8)
Ability Score Improvement – +2 Cha. Boosting our Spellcasting Ability Score makes our spells harder to resist, and also gives us an additional use of Bardic Inspiration each short rest. With one short rest in a day that’s two more uses. Unsettling Words with a d8 Inspiration die effectively boosts your spell DC by 4-5, which is better in most cases than imposing disadvantage, so these additional dice have a lot of value, on top of the base increase to our DC. If you have obtained a magic staff, you will want to pick up War Caster as soon as possible, however, so that you can hold it and a shield and still cast spells with somatic components, chiefly shield.
Spell Changes: +dimension door.
Cantrips: mage hand, mending, minor illusion.
1st Level: command, healing word, silvery barbs.
2nd Level: aid, locate object, phantasmal force.
3rd Level: dispel magic, hypnotic pattern, plant growth.
4th Level: dimension door, polymorph.
Cantrips: eldritch blast, magic stone.
1st Level: armor of Agathys, gift of alacrity, expeditious retreat, shield.
2nd Level: misty step.
Cantrips: fire bolt, mind sliver, guidance, ray of frost.
1st Level: absorb elements, bless, gift of alacrity, shield.
2nd Level: misty step.
Dimension door – A good “back pocket” option to get away from danger, or to get into a location you want to be in. Note that unlike lower level teleportation spells like misty step and thunder step, dimension door doesn’t require you to be able to see your destination, just describe it. Being able to take willing creatures of our size or smaller is a primary reason why we went with Medium size over Small.
Level 11: Bard (Warlock 2/Bard 9)
Level 10: Bard (Sorcerer 1/Bard 9)
Song of Rest (d8) – Slightly more healing for our allies when they spend hit dice during a short rest.
Spell Changes: +synaptic static.
Cantrips: mage hand, mending, minor illusion.
1st Level: command, healing word, silvery barbs.
2nd Level: aid, locate object, phantasmal force.
3rd Level: dispel magic, hypnotic pattern, plant growth.
4th Level: dimension door, polymorph.
5th Level: synaptic static.
Cantrips: eldritch blast, magic stone.
1st Level: armor of Agathys, gift of alacrity, expeditious retreat, shield.
2nd Level: misty step.
Cantrips: fire bolt, mind sliver, guidance, ray of frost.
1st Level: absorb elements, bless, gift of alacrity, shield.
2nd Level: misty step.
Synaptic static – Basically a “psychic fireball” but targeting Intelligence (not a great save for most creatures) and with a debuff rider. The damage isn’t great for a 5th level spell, but the rider is a doozy, making the spell quite good overall. Subtracting a 1d6 from enemies’ attack rolls is like giving the party +3 to 4 AC against those enemies. Spellcasters who fail also have to make tougher concentration saves. And really, in a situation where fireball is the ideal solution to a problem, it’s probably worth a 5th level slot to replicate even that much, setting aside the fact that enemies are less likely to make their save and less likely to resist or be immune to the damage of this spell.
Level 12: Bard (Warlock 2/Bard 10)
Level 11: Bard (Sorcerer 1/Bard 10)
Expertise – Deception, Arcana. Deception is the other skill (in addition to Persuasion) that our Silver Tongue feature enhances, and taking Expertise in it synergizes with that enhancement. It also happens to be useful to be able to lie convincingly to NPCs. Arcana has some defined mechanical benefits, such as potentially disarming magical traps, and, if your table uses the optional rule from Xanathar’s Guide to Everything about identifying spells as they’re being cast, having Expertise will make you a pretty reliable spell-identifier.
Be careful though, because if you use your reaction to identify a fireball and your side doesn’t counter it, you now can no longer use absorb elements to reduce the damage from it!
Bardic Inspiration (d10) – In this case, bigger is better. On average equates to +5.5 to your spell save DC, and you should have 4-5 uses per short rest.
Magical Secrets – Wall of force, find greater steed. For non-College of Lore Bards, every time you can get Magical Secrets there’s one spell available that’s so good it becomes an autopick. For the other spell choice, you should be looking to address specific deficiencies in your party’s composition, then gaps in your personal repertoire of spells. Check out our guide to Magical Secrets for more details! The autopick spell at level 10 is wall of force. For the second slot, priority picks would be pass without trace, or counterspell if no one else in your party has either spell. If those are covered, either conjure animals or find greater steed are likely the best selections that will benefit your party the most, probably more than a second counterspell caster. We assume by default that others in the party do have pass without trace and counterspell covered, however, so we take find greater steed for our second pick. Making this choice work with your exact party is often about filling important gaps that no one else can fill.
Spell Changes: +wall of force, +find greater steed, +prestidigitation.
Cantrips: mage hand, mending, minor illusion, prestidigitation.
1st Level: command, healing word, silvery barbs.
2nd Level: aid, locate object, phantasmal force.
3rd Level: dispel magic, hypnotic pattern, plant growth.
4th Level: dimension door, find greater steed, polymorph.
5th Level: synaptic static, wall of force.
Cantrips: eldritch blast, magic stone.
1st Level: armor of Agathys, gift of alacrity, expeditious retreat, shield.
2nd Level: misty step.
Cantrips: fire bolt, mind sliver, guidance, ray of frost.
1st Level: absorb elements, bless, gift of alacrity, shield.
2nd Level: misty step.
Wall of force – This spell from the Wizard list is an amazing control spell that can trap one or more enemies with no save, blocking all attacks and spells. Enemies inside can still teleport out, but even dispel magic doesn’t end the spell (disintegrate does, though, according to lead rules designer Jeremy Crawford on Twitter). In addition to being extremely powerful in its own right, this spell complements our Bard spell kit nicely, which, aside from plant growth, is light on persistent battlefield control effects, making it an auto-pick for Magical Secrets here.
Find greater steed – Learned from the Paladin list, this lets us summon a flying mount that will stay around indefinitely without concentration until it falls to zero hit points. Since we have no desire to be in melee, a high speed flying mount means we can stay above the action casting spells from above. A pegasus is the optimal pick here, with better saves and a higher movement speed than the griffon, though the griffon does perhaps offer a few more style points. Note also that casting simulacrum on yourself while mounted on your steed (assuming your thighs can stand being mounted for 12 hours straight) will produce a duplicate of your steed as well, albeit with half of its hit points and no ability to regain them by resting. Moreover, your simulacrum can cast this spell and command the resulting steed to follow the commands of one of your allies. If that steed outlives the simulacrum itself, your next simulacrum can repeat the process, perhaps eventually allowing you to provide pegasus mounts for the entire party. You can learn more about this spell in our Spell Spotlight: Find (Greater) Steed.
Prestidigitation – A utility cantrip. Pick whichever one you want, but this is the last time you’ll get to learn a cantrip, so keep that in mind.
Level 12 Strategy
Level 11 Strategy
We have a potent new option in our arsenal, courtesy of our Magical Secrets feature. Our really big gun at this point is wall of force, which we can use to bypass Legendary Resistance of enemies who would shrug off a hypnotic pattern or phantasmal force, allowing us to do what we do best—dividing deadly fights into separate smaller fights—in almost any circumstance. Keep in mind though that just because a wall of force can trivialize an encounter doesn’t mean we necessarily should use it, even if we are not worried about needing that slot later: if nothing else, having high level slots left at the end of a day is useful for higher level or additional rest casts of aid; plus, you never know when there might be a tough night time ambush you’ll need to deal with, so in a difficult game, it’s smart to adopt a resource conservation mindset.
We also have a new friend to add to our party, courtesy of find greater steed. As mentioned in the blurb above, check out our Spell Spotlight on the subject for more in-depth insights.
Level 13: Bard (Warlock 2/Bard 11)
Level 12: Bard (Sorcerer 1/Bard 11)
Spell Changes: +heroes’ feast, +mass suggestion, –polymorph.
Cantrips: mage hand, mending, minor illusion, prestidigitation.
1st Level: command, healing word, silvery barbs.
2nd Level: aid, locate object, phantasmal force.
3rd Level: dispel magic, hypnotic pattern, plant growth.
4th Level: dimension door, find greater steed,
5th Level: synaptic static, wall of force.
6th Level: heroes’ feast, mass suggestion.
Cantrips: eldritch blast, magic stone.
1st Level: armor of Agathys, gift of alacrity, expeditious retreat, shield.
2nd Level: misty step.
Cantrips: fire bolt, mind sliver, guidance, ray of frost.
1st Level: absorb elements, bless, gift of alacrity, shield.
2nd Level: misty step.
Heroes’ feast – If you’re playing in a game where gold flows freely, stock up on gem-encrusted bowls (the material component for this spell) and cast it every night before the party goes to bed if you haven’t used your 6th level slot. Or, provided nobody is secretly a Mogwai, cast it into the rest to give everyone a midnight (or 5 A.M.) feast, powering them through the next night’s rest. Advantage on Wisdom saves, immunity to poison and the frightened condition, and an increase to everyone’s maximum hit points (which stacks with those from aid, as, unlike with temporary hit points, there is no rule preventing this type of hit point buff from stacking) is a very nice package indeed. If gold is scarcer in your game you might not be able to do this every night, but if you know you’re facing a green dragon the next day, this is an instant win button. It’s well worth it if you expect to face any kind of big enemy that affects the mind; Wisdom saves are by far the most common of the mental saves. If you have a Cleric or Druid in the party, don’t bother with this swap; keep polymorph instead, or pick up some other utility spell you didn’t have room for or swapped out before (locate object, etc).
Mass suggestion – This can affect up to twelve targets, offers only one save, and doesn’t require concentration. Like regular suggestion, expect some table-to-table variation in what DM’s consider “reasonable,” but in most cases you should be able to use it to (quite truthfully) convince a bunch of minions who can understand you and be charmed that they are going to be better off running away than sticking around and inevitably dying. If understanding you is a barrier, you can use Universal Speech to overcome it, at least for four creatures. That said, just because you have a 6th level spell doesn’t mean that it’s always the best use of your 6th level slot. On many occasions, simply using the slot to cast another wall of force, even though its effect is not enhanced by upcasting, may provide more value than mass suggestion, as the enemies that this spell can affect are often dealt with adequately with much lower level spells, whereas sometimes you need to circumvent saves and immunities to affect a tough creature at all, for which wall of force has no equal among spells of 6th level or below.
Level 14: Bard (Warlock 2/Bard 12)
Level 13: Bard (Sorcerer 1/Bard 12)
Ability Score Improvement (Feat) – War Caster. Advantage on saving throws to maintain concentration can be useful for when we take a lot of damage at once and can’t automatically succeed. This also lets us ignore wonky spellcasting component requirements if we’re holding a magic staff and a shield. You likely won’t be making opportunity attacks often, but you can swap out an opportunity attack to cast command (or other single-target spells, but command doesn’t break concentration).
Ability Score Improvement (Feat) – Resilient (Wis). At this level we are likely going to be making Wisdom saves with high DCs and potentially devastating effects. Getting proficiency in those saves gives us an additional +6 (if we started with 13 Wis; +5 otherwise), which has a significant chance of letting us succeed outright, and even if it doesn’t do that, of getting us to a roll where Favored by the Gods can get us the rest of the way. As noted before, if you have obtained a magic staff, you will want to pick up War Caster, so that you can hold it and a shield and still cast spells with somatic components, chiefly shield.
Level 15: Bard (Warlock 2/Bard 13)
Level 14: Bard (Sorcerer 1/Bard 13)
Song of Rest (1d10) – Bigger is better.
Spell Changes: +forcecage, +mirage arcane, –phantasmal force.
Cantrips: mage hand, mending, minor illusion, prestidigitation.
1st Level: command, healing word, silvery barbs.
2nd Level: aid, locate object,
3rd Level: dispel magic, hypnotic pattern, plant growth.
4th Level: dimension door, find greater steed.
5th Level: synaptic static, wall of force.
6th Level: heroes’ feast, mass suggestion.
7th Level: forcecage, mirage arcane.
Cantrips: eldritch blast, magic stone.
1st Level: armor of Agathys, gift of alacrity, expeditious retreat, shield.
2nd Level: misty step.
Cantrips: fire bolt, mind sliver, guidance, ray of frost.
1st Level: absorb elements, bless, gift of alacrity, shield.
2nd Level: misty step.
Forcecage – This is the best in-combat spell at 7th level hands-down, and it’s right there on the Bard list natively. It has a similar function to wall of force, locking up one or two tough enemies while we handle everyone else, but this one can have gaps that we can launch spells and arrows through to kill a melee-only enemy without even needing to let them out, requires a Charisma save to teleport out, and best of all, doesn’t even require concentration!
Mirage arcane – This is a truly insanely good spell, because the illusions it creates can be interacted with physically, and there is no restriction on which kind of interactions. Lower level illusions such as major image specify that the illusions can’t do damage, while this clause is nowhere to be seen on mirage arcane, and in fact, Jeremy Crawford has confirmed the design intent that this spell can have real, physical, and even lethal effects. With a range of sight and an affected area of a mile, you can use this spell to create a complex net of adamantine walls, pitfalls hundreds of feet deep, lava pools, difficult terrain, and other creative uses to absolutely demolish any tactical advantage your enemies might have. It even works on enemies with Truesight!
Level 15 Strategy
Level 14 Strategy
We get an upgraded version of wall of force in the form of forcecage, which means we now have four spell slots that can be used between the two spells. Most likely we will end up using these in four separate encounters (if we use them all, which, again…), but because forcecage doesn’t require concentration, we could potentially trap one set of enemies in a forcecage and another in a wall of force, splitting an especially deadly fight into three parts: a group not trapped by magical force, followed by the wall of force group, and finally the forcecage group. Alternatively, we can trap melee-bound enemies in the barred version of a forcecage, and kill them with near or total impunity through the bars using ranged attacks. Forcecage the biggest threats while using hypnotic pattern to divide a group of weaker enemies and divide and conquer the battlefield.
In the event we have 10 minutes of setup time before a fight, or we have a consistent home base where we might encounter enemies, laying down a mirage arcane can provide a massive tactical advantage.
Level 16: Bard (Warlock 2/Bard 14)
Level 15: Bard (Sorcerer 1/Bard 14)
Infectious Inspiration (College of Eloquence feature) – Use a reaction to transfer a Bardic Inspiration die from one ally to another when it succeeds. It complements Unfailing Inspiration nicely: if it fails, they keep it, when it works, you can give it to someone else. Like Unfailing Inspiration, this helps you get more mileage out of regular Inspiration dice, leaving more uses available for Unsettling Words. Keep in mind that this competes with reaction spells like shield, silvery barbs, or counterspell.
Infectious Inspiration (College of Eloquence feature) – Use a reaction to transfer a Bardic Inspiration die from one ally to another when it succeeds. It complements Unfailing Inspiration nicely: if it fails, they keep it, when it works, you can give it to someone else. Like Unfailing Inspiration, this helps you get more mileage out of regular Inspiration dice, leaving more uses available for Unsettling Words. Keep in mind that this competes with shield and absorb elements (and counterspell if you took it with Magical Secrets) for your reaction.
Magical Secrets – As before, one no-brainer pick and one pick that depends on party composition. Simulacrum is the autopick: an extra concentration, an extra turn, and an extra set of spell slots is extremely strong (and has some synergy with our previous pick, find greater steed). For the second pick, as before, filling party gaps comes first. If nobody else had pass without trace that should have been your top priority for your second pick at Bard level 10; if you took pass without trace then, and nobody has counterspell, that would be our recommendation here. Assuming those are covered there are a nice handful of other spells to choose from. We will be selecting magic jar for this build, but as before, consult our Magical Secrets Guide for more discussion.
Spell Changes: +simulacrum, +magic jar.
Cantrips: mage hand, mending, minor illusion, prestidigitation.
1st Level: command, healing word, silvery barbs.
2nd Level: aid, locate object.
3rd Level: dispel magic, hypnotic pattern, plant growth.
4th Level: dimension door, find greater steed.
5th Level: synaptic static, wall of force.
6th Level: heroes’ feast, magic jar, mass suggestion.
7th Level: forcecage, mirage arcane, simulacrum.
Cantrips: eldritch blast, magic stone.
1st Level: armor of Agathys, gift of alacrity, expeditious retreat, shield.
2nd Level: misty step.
Cantrips: fire bolt, mind sliver, guidance, ray of frost.
1st Level: absorb elements, bless, gift of alacrity, shield.
2nd Level: misty step.
Simulacrum – This spell is incredibly strong, letting us essentially make a copy of ourselves, which means another complement of Bardic Inspiration dice, another set of spell slots, another turn, and another concentration spell that can be active. It has half of your hit points, is a construct and therefore can’t be healed through normal means or be targeted by anything that can’t target constructs, and can’t regain spell slots, but other than that it’s like a second you. According to the spell text as written, it does regain its Bardic Inspiration dice on a short rest, but check with your DM on this. Don’t forget to secure the ruby dust you need for the material component (the snow and fingernail clippings don’t have a listed gold cost, so should be covered by your spell focus or component pouch), and then cast the spell as soon as you have enough downtime for the 12 hour cast.
Magic jar – Possess a humanoid indefinitely, gaining most of their statistics while maintaining your own class features. If you can capture a strong humanoid you can gain a lot of power by using this spell. There isn’t as much official content for this tier of play, so our base set of assumptions are bit more flimsy— judge for yourself whether you will be able to get any use out of this or not. Keep in mind that you do lose your own racial features, but it is often worth the trade-off. Notable features to gain in general include higher Dexterity and Constitution scores, heavy armor proficiency, more hit points, and spellcasting. Just keep the gem close by, and be mindful of dispel magic. We will list off some good forms for magic jar purposes later when we learn true polymorph and thus a way to guarantee them, but to summarize: keep your eyes open for strong martial enemies or ones with spellcasting. Here you can find a video by Treantmonk’s Temple on the spell, which is an excellent primer. Stay tuned for a Spell Spotlight on this in the future, as there is still a lot more to talk about!
Level 17: Bard (Warlock 2/Bard 15)
Level 16: Bard (Sorcerer 1/Bard 15)
Bardic Inspiration (1d12) – We max out our die size for both regular Inspiration and Unsettling Words. An average +6.5 bonus to allies saves or an average -6.5 penalty to enemies’ saves is truly massive.
Spell Changes: +antipathy/sympathy, +mind blank, –heroes’ feast.
Cantrips: mage hand, mending, minor illusion, prestidigitation.
1st Level: command, healing word, silvery barbs.
2nd Level: aid, locate object.
3rd Level: dispel magic, hypnotic pattern, plant growth.
4th Level: dimension door, find greater steed.
5th Level: synaptic static, wall of force.
6th Level:
7th Level: forcecage, mirage arcane, simulacrum.
8th Level: antipathy/sympathy, mind blank.
Cantrips: eldritch blast, magic stone.
1st Level: armor of Agathys, gift of alacrity, expeditious retreat, shield.
2nd Level: misty step.
Cantrips: fire bolt, mind sliver, guidance, ray of frost.
1st Level: absorb elements, bless, gift of alacrity, shield.
2nd Level: misty step.
Antipathy/sympathy – Use antipathy to make you and preferentially your party members into walking control machines, making creatures of a certain type have to succeed on a Wisdom save once they get within 60 feet or be frightened of the target and as such be unable to approach any further, which spells doom for most creatures. Stock up multiple castings of this spell for the creature types you expect to encounter.
Mind blank – Level 8 spells tend not to be the most exciting for any class (compared to 7 or 9), and Bard is no exception. However, since this is a 24 hour buff, we can cast it at the end of any day when we haven’t used our 8th level slot to get some protection against some fairly nasty things throughout the next day, getting the slot back in the morning for an extra forcecage.
Level 18: Bard (Warlock 2/Bard 16)
Level 17: Bard (Sorcerer 1/Bard 16)
Ability Score Improvement (Feat) – Lucky. This gives us a way to reroll critical saves that we fail the first time. We are hopefully not failing many concentration saves with proficiency and advantage from War Caster, but if we take a lot of damage at once, we may need to. More likely we will use this on failed mental saves. We have proficiency in Wisdom saves, giving us a +7 at this level, but many scary monsters have abilities that force saves with DCs of 20 or above, so being able to reroll a failed save with a +7 has significant returns. In contrast, rerolling a high DC Intelligence save that we failed has (for us) a much lower chance of converting that failure to a success.
Ability Score Improvement (Feat) – Lucky. We have solid bonuses to our proficient saves (Constitution, Wisdom and Charisma), and an added layer of protection in Favored by the Gods, but even so, DCs tend to be high at this level, and sometimes you roll a 1 or 2 and fail even with a bonus of +13. This feat gives us three opportunities a day to re-roll a failed save. Use Luck points on high stakes failed saves if you’ve already spent Favored by the Gods or to at least get your roll in range for Favored by the Gods to make up the rest of the ground. Intelligence saves, albeit fortunately rare, remain an Achilles’ heel for us, though Favored by the Gods helps there as well, and has a better chance of making a difference if we also have the opportunity to reroll. This pick assumes, however, that we don’t have anything we need to hold in our main hand (the other will of course have a shield equipped at all times), such as a staff of power. If we do have a magic staff, then it would be a good idea to take War Caster here instead of Lucky, for advantage on concentration saves as well as the ability to cast spells like shield and absorb elements which, because they lack a material component, can’t be cast with both hands full even if one hand is holding an arcane focus.
Level 19: Bard (Warlock 2/Bard 17)
Level 18: Bard (Sorcerer 1/Bard 17)
Song of Rest (d12) – A free Barbarian hit die for everyone!
Spell Changes: +foresight, +true polymorph, –mass suggestion.
Cantrips: mage hand, mending, minor illusion, prestidigitation.
1st Level: command, healing word, silvery barbs.
2nd Level: aid, locate object.
3rd Level: dispel magic, hypnotic pattern, plant growth.
4th Level: dimension door, find greater steed.
5th Level: synaptic static, wall of force.
6th Level: magic jar,
7th Level: forcecage, mirage arcane, simulacrum.
8th Level: antipathy/sympathy, mind blank.
9th Level: foresight, true polymorph.
Cantrips: eldritch blast, magic stone.
1st Level: armor of Agathys, gift of alacrity, expeditious retreat, shield.
2nd Level: misty step.
Cantrips: fire bolt, mind sliver, guidance, ray of frost.
1st Level: absorb elements, bless, gift of alacrity, shield.
2nd Level: misty step.
Foresight – Unlike mind blank, this one only lasts 8 hours, so rest cast it whenever possible. We drop mass suggestion for this, as its marginal value over an extra wall of force or synaptic static is relatively minor. Though in most cases a higher level spell is more powerful than a lower level spell cast with a higher spell slot, particularly if the lower spell does not even receive any enhancement by upcasting, that isn’t always the case, as we discuss in our article on upcasting.
True polymorph – This is just an insane spell. If you have a Fighter, Barbarian, Monk, or Rogue in the party, there’s little chance they won’t be more effective as an adult silver dragon. Of course, convincing them to stop using their own character sheet is another matter, which optimization can’t help with. Note that the spell lasts until it is dispelled, without concentration, if we first concentrate for the full hour duration. So this is something you want to do when you have an hour of downtime.
A world of options has now opened up to you with true polymorph. First of all, there is the option to obviously turn you, your simulacrum, or your friends into creatures. It is time to very carefully convince your teammates about the wonders of new forms. You should be trying to turn creatures into these to magic jar them, to retain your class features. Here are just some prominent options:
Adult Silver Dragon – Legendary Resistances, nice proficiencies, great flight, breath weapons, Frightful Presence, and Change Shape! Notably, Change Shape grants flexible access to humanoid stat blocks.
Planetar – Solid actions, proficiencies, flight, half decent Innate Spellcasting, and immunity to exhaustion. Pretty good! We’ll get into more things you can do with this lad in the future.
Draconic Shard – The big part of this creature is its ability to inhabit objects, buff the creature wielding that object, and cast telekinesis at will. It otherwise shares some of its abilities with other dragons, like a breath-esque ability and flight. Overall a great way to hide a Huge creature until you have space for it to use its fullest potential while still having it contribute the rest of the time.
Lesser Star Spawn Emissary – Not necessarily the strongest creature in the list, but it indirectly allows you to get a CR 21 creature, a greater star spawn emissary, to, for example, true polymorph. This creature is CR 19, so keep that in mind (you might need to wait with your endeavors).
Sibriex – A lovely looking creature with Innate Spellcasting, Legendary Resistance, Magic Resistance, Truesight, and decent actions.
Level 20: Bard (Warlock 2/Bard 18)
Level 19: Bard (Sorcerer 1/Bard 18)
Magical Secrets – Wish, death ward. As with each other level at which we get Magical Secrets, there is one auto-pick and one pick that is up in the air and will vary depending on the needs of the party. This time, wish is the auto-pick, likely surprising no one. The second selection at this level may be a surprise, however: death ward is not the sexiest spell in the game. We could take another high level powerful control spell here, like maze, or a summoning spell like conjure celestial, or even a healing spell like mass heal. Any of these would be perfectly solid choices. But death ward has a subtle and counterintuitive but powerful interaction with the rules on overlapping spell effects that make it a strong choice, particularly for a character with extra spell slots from a simulacrum.
Spell Changes: +wish, +death ward.
Cantrips: mage hand, mending, minor illusion, prestidigitation.
1st Level: command, healing word, silvery barbs.
2nd Level: aid, locate object.
3rd Level: dispel magic, hypnotic pattern, plant growth.
4th Level: death ward, dimension door, find greater steed.
5th Level: synaptic static, wall of force.
6th Level: magic jar.
7th Level: forcecage, mirage arcane, simulacrum.
8th Level: antipathy/sympathy, mind blank.
9th Level: foresight, true polymorph, wish.
Cantrips: eldritch blast, magic stone.
1st Level: armor of Agathys, gift of alacrity, expeditious retreat, shield.
2nd Level: misty step.
Cantrips: fire bolt, mind sliver, guidance, ray of frost.
1st Level: absorb elements, bless, gift of alacrity, shield.
2nd Level: misty step.
Wish – This lets us cast any spell, on any list, of 8th level or lower, with a single action and no material component cost. Using wish to cast simulacrum saves you 12 hours and 1500gp, and that’s just the start of what you might use this for. However, unless the campaign is about to end, don’t fall into the trap of trying to use this for anything other than casting other spells, as few if any uses are worth the 1 in 3 chance that you give up the use of this spell forever.
Death ward – This may seem like an unconventional Magical Secrets pick, and it is. However, at a table that follows the Rules as Written about rest casting and overlapping magical effects, it is powerful for us, especially now. For one thing, we can use any slots of 4th level or higher that remain at the end of a long rest and aren’t being used for aid, gift of alacrity, mind blank or foresight on this spell, possibly using more than one on each party member. If we are mounted on our pegasus when we cast it on ourselves, the pegasus gets the benefit for free. Moreover, now that we can recreate our simulacrum with wish, if we are about to end a rest with a simulacrum that is running low on resources and we have our 9th level slot remaining, we can spend their remaining slots to rest cast buffs, and then use wish to create a fresh simulacrum, something we might have wanted to do anyway. If your table does not interpret the overlapping spell effects rule this way, and/or has a house rule prohibiting rest casting, however, you may want to pick something else here, such as conjure celestial or mass heal.
Level 20: Bard (Sorcerer 1/Bard 19)
Ability Score Improvement (Feat) – Alert. The earlier we can go in the turn order the better. If we can disable enemies before they act, that’s better than doing so after they’ve already done something to the party. This likely amounts to something like an extra turn per adventuring day, and more if there’s ever a fight in which we would have been surprised. Canceling out advantage on attack rolls against us if we don’t see the attacker is a welcome perk as well, though the least important of the three, particularly at this level.
Cantrips: eldritch blast, magic stone, mage hand, mending, minor illusion, prestidigitation.
1st Level: armor of Agathys, command, expeditious retreat, gift of alacrity, healing word, shield, silvery barbs.
2nd Level: aid, locate object, misty step.
3rd Level: dispel magic, hypnotic pattern, plant growth.
4th Level: death ward, dimension door, find greater steed.
5th Level: synaptic static, wall of force.
6th Level: magic jar.
7th Level: forcecage, mirage arcane, simulacrum.
8th Level: antipathy/sympathy, mind blank.
9th Level: foresight, true polymorph, wish.
Cantrips: fire bolt, mage hand, mending, mind sliver, minor illusion, guidance, prestidigitation, ray of frost.
1st Level: absorb elements, bless, command, gift of alacrity, healing word, shield, silvery barbs.
2nd Level: aid, locate object, misty step.
3rd Level: dispel magic, hypnotic pattern, plant growth.
4th Level: death ward, dimension door, find greater steed.
5th Level: synaptic static, wall of force.
6th Level: magic jar.
7th Level: forcecage, mirage arcane, simulacrum.
8th Level: antipathy/sympathy, mind blank.
9th Level: foresight, true polymorph, wish.
Hopefully, you now see that the HexElo (and DSSElo) delivers on its promise of being an immensely capable controller, debuffer, supporter, and utility caster, with the ability to uniquely fill in certain spellcasting gaps that can manifest even in a highly optimized party.
By mid- and especially later-tiers, few other spellcasters of any class have the same combination of strengths the Flagship Eloquence Bard has, and we believe these multiclasses compliment the core Bard strengths by efficiently shoring up a few glaring Bard weaknesses. The end result is a build that is capable and powerful at every level, but pleasantly grows more effective as the campaign progresses.
What did you think? Any questions, comments, or things you would have done differently? Let us know in the comments or on our Discord!
I was really looking forward for the Hexblade/EloBard flagship build and it did not disappoint. Great article!
I do have a question: What is your opinion on taking Eldritch Adept with Agonizing Blast as a feat instead of taking the extra level of Warlock? You miss out on Repelling Blast and delays getting Resilient or a +2 CHA even further if you take on Bard level 4, but I feel like getting your bard spells and features 1 level “earlier” is a big positive.
I have struggled with this choice in the past, and although I tend to favor taking the Feat over the Warlock level, I haven’t really reached a definitive answer.
Thanks for your comment!
It’s always hard to make these recommendations in the abstract, because so many decisions like this depend on who else is in your party.
I don’t think I’d want to take Eldritch Adept at Bard 4, because going through levels 6-8 with a +2 Con modifier and no War Caster makes me uneasy — that’s when you get Hypnotic Pattern, after all, and maintaining concentration on that (or even Phantasmal Force) is a bigger contribution than getting +5 or whatever to your DPR.
If your party is not set up to make good use of Repelling Blast though (they don’t have things like Web, Sleet Storm, or Spirit Guardians), though, then it may be worth skipping Hex 2 and going for Eldritch Adept at Bard 8 at the cost of delaying a Charisma bump, in order to get those Magical Secrets and higher level spells a bit sooner. Particularly once we get to Bard 10, having a slightly lower spell DC isn’t the end of the world, since we have so many spells that don’t have a DC. Plant Growth, Conjure Animals, Polymorph (as a buff), and Wall of Force don’t give saves, and for many of the ones that do — Command, Phantasmal Force, and the occasional debuff Polymorph — we are usually going to use with Unsettling Words anyway. Possibly the bigger cost is one fewer use of Unsettling Words per short rest.
That said, if I’m in a party that doesn’t have spells that benefit from Repelling Blast, then I would hope that they at least do decent damage, in which case maybe I’d just skip enhancements to Eldritch Blast altogether, and play Hex 1 / Eloquence as a non-damage-dealer, similar to how DSS / Eloquence plays.
Bottom line, there are a lot of ways you can go with this build, and it’s really important to take your party context into consideration.
How about in a scenario where Resilient is taken over Fey Touched at lvl 1 and the stats are rolled and I highrolled? (in particular, 20 CHA and 17+1 CON with resilient). This situation seems to mitigate your main counterarguments, especially in a party that might only end up with spirit guardians to abuse Repelling Blast. Would be interesting to hear your thoughts!
Lets say that your party has no other casters save for your bard. So in addition to the traditional control mage role, you’re also responsible for all healing and reviving as well. In such a situation, how would your spell list change? To add extra challenge, you are the sole magic user in your group. No rangers or paladins, just one bard.
Would you even potentially rather take lore bard over eloquence for more magical secrets options to try and round out your spells known?
Lore is quite competitive in general due to extremely potent Magical Secrets options like Pass without Trace and Web. I think accessing a more reliable area-of-effect spell like Web, Fireball, or Sleet Storm would be worth losing out on Unsettling Words in such a party.
Lore Bard is probably a good choice in that party, yeah. More holes to fill, and also fewer opportunities for Unsettling Words to benefit anyone else’s stuff. Web and Fireball, maybe, for your 6th level picks, or even Spirit Guardians, since chances are some of those martials are charging into melee, and so being able to go in with them and mow down enemies in a way that they can’t mess up is valuable. Pass Without Trace is always worth considering as well, particularly if you’ve got some real damage dealers there, like a CBE/SS Battlemaster, or even a PAM/GWM Barbarian.
At 10th level, I’d almost certainly be looking at Counterspell. Wall of Force is just as good as usual. I don’t think higher level picks would change, nor any base Bard picks, except maybe you’d want some resurrection at some point if the rest of the party survives that long.
If you can make it to 5th level without medium armor and shields, I think the DSS variant is likely also your better bet there, again, assuming a difficult game where the martials at least do good damage. Bless will be nice to have, and you may not get as much from Eldritch Blast.
Good overview. I think you discount the hexbards possible at-will damage though. Firstly, the Hexblade’s curse is a pretty serious single-target nuke once per short rest that becomes more and more dangerous at higher levels. Adding your proficiency bonus to EVERY damage roll you make against the cursed target can be brutal at high levels with multi-beam eldritch blast + some damage rider like hex. In tier four, a full salvo of eldritch blast + hex does 48 damage *just* from the curse alone. Then add on the enhanced critical, letting you be a champion fighter once every short rest against a single target, with the same number of attacks per eldritch blast, and crit-fishing builds like Elvish Accuracy etc become attractive. If you manage to pick up a pair of illusionist’s bracers, which are arguably the only bard-leaning magic items by design beside the instruments, you turn into a gruesome machine-gun EB slinger, putting out 8 blasts per turn at tier 4, essentially making you an action-surged tier 4 champion fighter in DPR *every round* for no resource use. Oh, and you likely have a flying mount and can do it from 120 feet away. In that case, just your curse+agonizing max damage potiential in one round at CHA 20 would be 176! That’s not even counting the actual blast or hex damage or high crit probability when rolling 8 dice that crit on 19-20!
Also I think mind sliver is a better choice than magic stone, as realistically the big trick you have over bards is you can nuke saving throws, a rare and powerful ability in the game. Even at mid-levels that is a useful cantrip for making a BBEG burn legendary resistances on saves he otherwise probably would have been able to tank through, especially when further stacked with your unsettling words. The classic wind-up tag team with a wizard or other save-or-suck caster would be Mindsliver (-d4 on save) bonus action unsettling words (-d6 to 12 on save), wizard casts whatever, bard casts Silvery barbs as a reaction to give disadvantage on the save. At tier 4 that works out to be a +14(!!!) on the spell save DC of the big bomb. For a short-rest resource, a cantrip, and a 1st level spell. Brutal.
Is unsettling words the main reason you pick elo over lore? And is the main reason you’re dipping for shield and armor? Does mirror image access change this. DSS doesn’t seem to bad with a 1 lvl dip but 2 seems like a lot to give up.
Have you looked into a 1 peace / 19 lore build?
Hi yes, Unsettling Words is bounded-accuracy-breakingly strong. In my own experiences playing the class in higher levels, it often felt akin to having 5 Portent’s per short rest. I am also currently playing a HexLore myself, and I don’t think Lore is significantly far behind at all with careful Magical Secrets selection and timely Cutting Words.
Mirror image is a spell that seems to get worse as your character gets better. It is much preferable to have high AC all the time, with the ability to go even higher via reaction, than illusory duplicates which require an action to set up. If you need additional defenses to stay alive and maintain concentration mid combat, you can save a slot and use my favorite Bard cantrip, the Dodge action!
PeaceLore would certainly be a potent combination, though you lack the critically important reaction spells to shore up your defenses. We discussed the outsided impact shield has, especially has in our recent Fallacy of “Squishy Casters” post. You could choose shield and absorb elements at Lore 6 of course, but then you are missing out on other juicy options. Still would be a great build though.
Those are some really good points. I might try DSS lore.
What are your thoughts on telekineses as a 10 pick with lore (particularity with cutting words)?
It’s a great spell, but you have to ask: What you are giving up, and more philosophically, why do you optimize?
To start by further explaining the latter, this is a great example of some specific synergy that you have identified. Things working together to be more than the sum of the parts. Telekinesis is a good spell, and Cutting Words and Jack of All Trades are great features. Put them together, peanut butter and chocolate.
Is the sum of these parts better than, say, wall of force with no specific synergies at all? Probably not. So it’s the philosophical question, are you trying to do the absolute best thing, or to find and exploit the little interactions between complimentary features in order to get close to that universally optimal choice? Hopefully this makes sense. Ultimately you will likely have a strong character regardless.
That makes a lot of sense!
I tend to think about “what if this occurs” a lot and rarely does “it” ever happen.
So I had a try made to try out 1 DSS 8 Elo last night in a one shot my DM ran. I used your build almost exactly we rolled and I hit a 17 so I took war caster at 8
It was a blast. It was a little odd not having additional magical secrets but the party had everything covered so it really wasn’t needed and I don’t think I failed a single none legendary save or suck attempt. It was a lot of fun!
I am wondering if you started bard, for the dss elo, what would be vest chouce for feats as well as either having a plus 3 charisma for all feats, or a plus 4 for three feats, I did not take fey touched
Without having the DSS at 1, I think the Basic Build Eloquence Bard feat order should be pretty close to what you want.
1 DSS 2 Hex X Bard (lore or elo)?
Both dips are good as explained in the article and the only overlap of the advantages are the access to the shield spell. So why not take both?
I have a character concept in mind with a noble dhampir: (dex 14, con 15+1, cha 15+2, wis 10, str 8, int 8)
lvl 1: bless when needed, ok defense if you take shield
lvl 2: good defense
lvl 3: great defense (spiderclimb! with 35 movement) and ok dmg/ control with blast; lots of lvl 1 slots for the reactions!
lvl 4/5: basically same with a bit more versatility
lvl 6: expertise, overpowered save or suck spells or cutting initiative of powerfull enemies
lvl 7: fey touched; now about even with feats, even without custom lineage/ human! (otherwise feat ahead)
…
We end without the last magical secrets, but having foresight and true polymorph should be more then enough for the 9th-level slot (and forcecage is enough for the 8. level slot).
Not sure how important resilent wisdom is if we could have a heroes feast in late game. I think i would prefer the lucky trait.
You are correct in that getting both would net you stellar defense with good offense. Indeed one of our favorite optimizers, Ronin, once stated, “I play Glamour Bards straight – Sorcerer 1 Hexblade 2 Glamour 17” and it’s a quote we’ve shared with others for years. All that said there are a few issues we have with this progression. Bard’s options in first and second level spells is pretty underwhelming. If you take both dips before your main progression you’re stuck with first level spells until level six and no matter what class you have, casting first level spells at level five is going to be underwhelming. This progression will not have third level spells until level eight, and by the time they get polymorph it’s nearly useless. Bard’s are more of a ramp-stlye class than other classes, their early levels are uninspiring but their late levels are absolutely stellar with good magical secrets picks. Prolonging access to spells like wall of force, find greater steed, magic jar, simulacrum, wish for one level is okay, two is just bearable, but the three level dip was just too costly for us to justify. These are standout spells and they’re what make Bards so prolific in late game, and the sooner we can get to that late game, the better.
As for Resilient Wisdom, neither heroes’ feast nor Lucky will be going to be as helpful as you would think against high DC wisdom saves like a Vampire’s Charm, Nagpa’s Paralysis, or high DC spellcasters. The higher the DC, the less impactful advantage/Lucky is, you want proficiency before you spend your turn disabled entirely or worse, trying to defeat your allies.
Yes, you cinvinced me that Sorc 1 Hex 2 is at least for some, maybe most, parties to much. Thanks for that reply. Specially if you are the only spellcaster every delay for the gamechanging spells are to much. Then again, you are the primary target so you need a good defense so i think a dss+bard would be the way to go in such a party.
But lets say we have the opposite case, a party consisting of only spellcasters (wizard, sorlock, druid; all with amor/shield/shield spell).
Now all important spells are already in the party. Every other member has shield, absorb elements, shield spell and medium armor. If you lack defense, you get the primary target for what ever you are lacking, which is not good. For instance if the enemy uses mainly elemental damage, without absorb elements you get down twice as fast as the others which is bad for you and the party.
Additionally, you are not going to be the first person to get the wall of force, but the second one (or 3. one). Still really powerful, but not as powerful as the first one because of decreasing marginal returns.
On the other side, consistent eldricht blast dmg is important in such a party as the nominal dmg value is not as high compared to e.g. a gloomstalker and you get a lot of utility out of the webs (and so on) of the other casters. I think in such a group the warlock dip is to good to pass up. DSS gives you absorb elements, which is depending on the encounter essential, favored by the goods which is feat level on its own depending on the number of short rests, 3 spells known instead of 1, intact spell progression for upcasting and guidance (and other utilitly cantrips). Guidiance is specially important for initiative/stealth (maybe not yours) and skillchecks, which are one of the lacking things of the rest of the party.
I think in such a party a 1DSS 2 Hex X Bard is always contributing quite a lot. Solid damage, a bit behind spells (but they are covered), lots of utility (inspiration, face skills, ), stellar defense rounding out the party.
Even lvl 5, where you only have 1 lvl spells, does not look so bad to me. You get a second attack, bless and fairy fire are solid enough for concentration and you contribute additionally by inspiring others.
By the way, I think (?) you undervalue fairy fire a bit. If we assume an average hit rate of 60% in the party, we get a new hit rate of 84% and a new crit rate of 0,0975%, resulting in an increase of 44,23% in power. I would consider this significant compared to the contribution of an optimized martial at level 5. Specially if two other casters have the web spell. Resisting is not such a big deal as well, as you can focus fire the debuffed enemies first. Furthermore its a great amplifier of conjure animals if the animals mainly do damage and have no way to gain advantage themself as it almost doubles the damage. This happens specially, if the dm or dices decide which animals will appear…
@ heroes feast: i am lacking experience here, so i guess you are right.
I noticed that it is still a bit unclear to me, what the most challenging encounters are that you are preparing for. Specially is only the combat really challenging or do you assume the exploration and social phase to be maximal challenging as well? I would appreciate a post (or more) about example encounters divided by levels that you consider extremely difficult but doable by an optimized party. For instance: 2 Traps with a needed 25 to spot on perception / investigation and that have to be disabled with a needed 30. You got a bonus of +5 if you managed a persuasion of 30 on someone. … 2 Encounters in close quarters with… then a short rest and then …. with open terrain and lots of hiding options (that the enemy might be using better then you). Just take it as an idea.
You have me converted. In roll20 I’ve counted the times I’ve used cutting words and my additional magic secrets compared to save or sucks and while the additional magical secrets are nice to have they don’t seem to be “need to haves” like not failing a save or suck is
Would a 1 lvl dip into peace domaine with the DSSElo be worth it? You’d lose a feat but the feat you’d lose is moderately armored which you would gain with a cleric dip. You’d maintain a slot progression and you’d get a few more utility cantrips and spells (though these are less useful I think) plus you’d get emboldening bond.
Progress wise I’m not how much this would impact a build. I would assume you’d want to go 1 DSS (1) 1 Peace (2) then rest bard but that puts you a bit behind.
Would this be worth it?
I think that is a great idea, at least for some party compositions.
I will go a step further and propose a bard build (1DSS 1 Peace X Lore Bard) for a special composition. Please point out any obvious mistakes or problems with this build. It will be a lore bard which I think fills the holes of the party better and specially faster.
I will assume that we are playing in a party of 3 and the other two play the Flagship Builds Hexwatcher and Hexclock (custom lineage) exactly as in the articles.
I think we can complement them to create a very well rounded 3 member party. If you can think of a stronger combination of 3 players, I would appreciate it as i can not currently think of one.
DM-depending things I assume are, that it is no issue to get Spellscrolls/books for Ritual Casting and that the player can decide the creatures for conjure animals.
To summarize:
– stellar defense (19 armor, shield spell, absorb elements, favored by the gods, lucky, con/wis proficiency, warcaster,…)
– skill master which was a big hole in the assumed group (expertise, 9 skills, guidance, bardic inspiration, later peerless, if desperate emboldening bond, bless, favored by the gods and lucky)
– versatile spellcaster with 32 spells and 11 cantrips known plus wizard rituals and we do not care for the saving throws of the enemies.
– comes online at lvl 2 with bless, emboldening bond and stellar defense and lots of utility in the form of skills, cantrips and rituals
I try to highlight the changes
Creation: Custom linage (darksight) with 9 Str, 14 Dex, 14 Con, 8 Int, 13 Wis, 14+2 Cha
Feats: in this order: Ritual Caster , Lucky, Resilient (Wis) Warcaster, Alert
Skills: Arcana, Perception, Stealth, Insight, Persuasion, Acrobatics, History, Religion, Investigation
Tools, languages:: thieves’ tools, the rest depending on the team and campaign
Expertise: Perception, History ,Investigation, Arcana, the last 3 because they are missing in the party and the others have face-skills and can be inspired.
Spelllist combined:
All wizard rituals including spells that are worth a spell known like find familiar, detect magic, unseen servant, leomonds tiny hut, phantom steed, divination, Rary’s Telepathic Bond and spells that every party should have like identify and so on.
and
Cantrips: fire bolt, mage hand, mending, mind sliver, minor illusion, mold earth, prestidigitation, ray of frost, spare the new: dying, light, massage.
1st Level: absorb elements, bless, command, healing word, shield, silvery barbs, new (cleric lvl): protection from evil and good, sanctuary, heroism, purify food and drink (being paranoid…)
2nd Level: locate object. new: pass without trace (lvl 6 secret) out: aid because others have it
3rd Level: conjure animals (lvl 6 secret), dispel magic, hypnotic pattern, plant growth. new: sending because utility and we have a slot
4th Level: dimension door, find greater steed (lvl 10 secret). out: death ward, because hexwatcher can get it
5th Level: synaptic static, wall of force.
6th Level: new: hero’s feast, contingency (lvl 14 secret)
7th Level: forcecage, mirage arcane, simulacrum.
8th Level: antipathy/sympathy, mind blank. maze (lvl 18 secret)
9th Level: foresight, true polymorph, wish.
The playstyle is totally different from the elo bard, as we have no boost to the save or suck spells. This build takes it to the extreme and does not improve charisma relying on spells without a saving throw. Not relying on saving throws is a good idea if you want to survive worst case scenarios. As many of the best spells are not save or suck spells anyway (wall of force, conjure animals) and Unsettling Words is not potent against hords it does not change our round 1 all hat much (except while our highest lvl slot is a lvl 2 slot and bosses do not have legendary resistances). At round we again do not need Unsettling words, as we have an even better play with emboldening bond. At round 3 the fight is hopefully decided anyways.
Lvl 1 spells are for reaction and bonus action spells and an efficient bless. Lvl 2 spells for utility and surprise rounds. Starting with lvl 3 spells we have strong concentration spells for every situation and we will use lvl 4 slots for them most of the time. At all lvls we have a good concentration spell that bypasses saving throws (bless, conjure animals, wall of force,…). In our second turn we play embolding bond which makes for really strong plays.
We do not need Gift of alacrity because a sorcerer already has it (and can twin it) or it is not allowed. We do not need misty step that much, because we can cutting word grapplings and have high mobility with phantom steed and still have dimension door later on.
Only having 3 bardic dices hurts a bit. But we do not spam them as much as a eloquence bard and they refresh on a short rest. Cutting word the initiative of a dangerous monster, cutting word enemy counterspells, shoring up the defense of partymembers by inspiring them (and buffing their counterspells if needed). Depends on the table, but if you shortrest after 2 fights then using 1-2 dices per fight seams reasonable. Specially as we have other bonus actions and reactions. As we will be the best in many skills (because all are charisma casters and we have jack of all trades and tons of skills), peerles skill is actually quite nice to round out the party in the lategame.
The initiative is increadible. Cuttingword the initivie of an enemy, jack of all trades, Gift of alacrity (if allowed) and watchers aura from a partymember, having alert and peerless skill your own initiative if all of that is not enough. We can probably start saving our bard dices at some points here.
The starting levels are fine as well, as we start with bless, and then get stellar defense and emboldening bond on lvl 2.
If you do not use save or suck spells the eloquence bard should be better because he wins initiative (for the group) and those 2 secrets at 6 are important to round out the party (surprise rounds and single target dps or utility options).
To summarize:
– stellar defense (19 armor, shield spell, absorb elements, favored by the gods, lucky, con/wis proficiency, warcaster,…)
– skill master which was a big hole in the assumed group (expertise, 9 skills, guidance, bardic inspiration, later peerless, if desperate emboldening bond, bless, favored by the gods and lucky)
– versatile spellcaster with 32 spells and 11 cantrips known plus wizard rituals and we do not care for the saving throws of the enemies.
– comes online at lvl 2 with bless, emboldening bond and stellar defense and lots of utility in the form of skills, cantrips and rituals
Anything wrong with my reasoning? Anything that can easily be improved or where a major problem might arise?
Best regards,
Marcus
This is a great build guide, thanks for creating it! We’re just hitting level 2 in our current campaign, but I’m unable to select Command as a spell (it’s listed as Cleric/Paladin) despite it being listed in the guide for level 2. Am I missing something that would allow that to be included in this build’s spell pool? I’m following the Hexblade version.
Command was added to Bards via the Expanded Spell List in Tasha’s Cauldron of Everything. Dissonant Whispers is a good substitution if that feature is unavailable to you.
I am playing this character in an upcoming campaign. I get these items: – 6 uncommon magic items
– 3 rare magic items
– 3 Very Rare Magic Items
and either 1 Legendary Item, OR 1 roll on the CR 17-20 Rewards table on the DMG
What armor/weapons and magical items would blend well with this build?
Any thoughts on how this would play out if you took the Undead Warlock subclass instead for more battlefield control with Repelling Blast/Grasp of Hadar and Form of Dread for frightened.
I love your website, found it very late, but this place is amazing. I just had to post this.
Now regarding the build, what about:
Warlock (Hexblade) 1 / Sorcerer (Divine Soul) 1 / Bard (Lore) 18
And background: Quandrix Student (Customized: Investigation instead of Nature and thieves’ tool proficiency instead of artisans’ tools)
First level Hexblade, as you need armor and solo capabilities lots and lots of spells, not so much delay in accessing spells and can contribute a lot to the party since first level.
I even made a build, but my was theoretical optimization for a solo character:
Race: Custom Lineage
Background: Quandrix Student (Customized)
Class: Warlock (Hexblade) 1 / Sorcerer (Divine Soul) 1 / Bard (Lore) 18
Languages: Common, Draconic, Undercommon
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Thieves’ tools, pan flute
Saving Throws: Constitution, Wisdom, Charisma
Skills: Arcana, Deception, Intimidation, Insight, Investigation, Perception, Persuasion, Stealth
Feats: Fey Touched*, Lucky, Resilient (Constitution), Strixhaven Initiate^, War Caster
Stats (Starting and advancement):
STR 8
DEX 14
CON 13 (+1 Resilient)
INT 10
WIS 12
CHA 15 (+2 racial, +1 Fey Touched, +2 ASI)
Expertise: Deception, Perception, Persuasion, Stealth
Spellcasting:
Cantrips (at will): guidance^, mage hand^; eldritch blast, green-flame blade; booming blade, mind sliver, sacred flame, toll the dead; message, minor illusion, prestidigitation, vicious mockery
1st level (4 slots): armor of Agathys, hex; absorb elements, bless, shield; detect magic, dissonant whispers, faerie fire, feather fall, healing word; gift of alacrity*; silvery barbs^
2nd level (3 slots): suggestion; misty step*
3rd level (3 slots): aura of vitality, counterspell, dispel magic, fireball, hypnotic pattern, spirit guardians
4th level (3 slots): greater invisibility, polymorph
5th level (3 slots): circle of power, destructive wave, greater restoration
6th level (2 slots): mass suggestion
7th level (1 slot): forcecage, simulacrum
8th level (1 slot): glibness, maze
9th level (1 slot): foresight, wish
Obviously if you have a party switch detect magic for thunderwave and you have a guy that can blast, can buff and can heal, while able to handle its own in melee if needed.
If you arent playing past levels 13-15, what would you say about taking a 3rd level in hexblade for 2nd level short rest spell slots, and gaining a pact feature.
Mixed bag at best, probably not worth it. Ending at 13-15 means you’re probably better off going the DSS route so you can ramp up faster to the busted spells like find greater steed, wall of force, etc. Taking a 3rd Warlock level pushes those really strong options back even further and I’m not seeing much in our 2nd level spell list that makes the extra delay worth it. You don’t need to cast locate object several times a day, same with aid, and it’s not like we’re so lacking in shutdown spells that phantasmal force on a short rest meaningfully increases your power. I guess you could take web as a magical secret at Bard 10 but that really doesn’t seem great when compared to wall of force, conjure animals, or find greater steed.
I guess having an imp is nice but I still don’t think it’s worth it.
Amazing article, just one question though, why not winged tiefling? In my eyes most feats are less powerful than a flying speed.
taking 2 levels of hexblade first?
Is worth take Hexblade dip after 6th level for armor and shield spell or this is unnecessary in this point? I didnt start with feat on lvl 1.
Love these guides… just a question though…did you consider a DSSElo (which seems stronger), starting as Mountain Dwarf, customize the origin per Tasha’s and start with light/medium armor, and with an 8 14 14(12+2) 8 14 17(15+2) point buy and then shift fey touched to the level 5 feat?
Seems the pros outweigh the cons, especially if someone else in party has gift of alacrity.
Pros:
16/21 AC level 1, 18/23 AC level 3 (assuming you can find 50 gp level 1)
+2 vs +1 on WIS checks
Cons:
+3 CHA bonus instead of +4 from levels 1-5
no misty step, no gift of alacrity until level 5
Not a lot of gold to buy armor without help at level 1
Would love to hear the rationale – I might be missing something.
Dear,
I would like to start I with telling I love your website and flagship builds. They give me much inspiration and I learn a lot every time.
I would like to hear if you think Creation bard is it not stronger than the eloquence bard? I am personally missing Nathair’s Mischief as a 2nd level spell. I think it is a really good spell and wonder what you think of it?
Thanks in advance and keep up the good work.
P.S. Are you guys revisiting the flagship builds when new books are coming out and are there more builds on the way?
I believe there’s a typo in the True Polymorph section. The duergar despot part refers to the wizard flagship article.
Would you say a peace cleric level 1 would be better or worse than the divine soul sorc?
Peace Cleric 1 is a top tier dip and we certainly recommend one person in the party getting it. If nobody else has a Peace dip, and especially if there are power attacking martials in the party, it’s probably better than DSS here for the party as a whole. But the party doesn’t need more than one Peace dip, and it would be preferable for someone like a Wizard or Warlock to take it if possible, as the opportunity cost in individual power is lower for them than it is for a Bard.
I’m going to play this build in my Curse of Strahd Campaign coming up soon (Peace Cleric 1, Moon Sorc 1, Elo X). I’ll be putting it on the Fairy race which my DM has so graciously allowed me to swap out the spells for any of equivalent level. I’m pretty sure the 2nd level pick will be Pass Without Trace, but what would you recommend for the level 1 spell and cantrip?
If it is **any** any, I would go for *gift of alacrity* for your 1st level spell (it is insane). The cantrip is not too important, but guidance is neat if that is your jam. If there are more restrictions, I’d join our Discord server, it is simply an easier place to go back and forth :-).
Regarding the following sidebar:
“Command requires the target to understand the language you speak, making the languages you pick more important than they otherwise would be. However, if your DM allows you to research and learn what a few command words mean in a handful of different languages this wouldn’t be the case. However, for the sake of this build we assume this isn’t a viable option in your game.”
Since you’re not really using your background feature for anything else important, might I recommend the Adept Linguist feature from the Anthropologist background (found in ToA)? It does precisely this!
There seems to be about ~40 humanoid creatures in all books combined that don’t speak at least one of Common, Undercommon, Giant, or Draconic. Out of those, most are gith and sahuagin, with which it is arguably unlikely that you can observe them for a whole day to learn a handful of important words.
Still seems valid to swap out the background chosen though, as it is not particularly useful either way.
For background selection, consider Rewarded from the Book of Many Things to get Lucky from the start.
Our assumption for this build series was that the feat- or spell-granting backgrounds were off the table, as they are in many 5e games. In games where these backgrounds are an option, it is a complete no-brainer to take one of them.
I don’t get it: Why not the Hex Spell? Is it Bonus-Action-Economy? Concentration?
Mainly concentration, but Elo Bard in particular does want to be using their bonus action a lot for Bardic Inspiration. Hex is an okay spell at low levels, but it becomes pretty obsolete once you have better things to concentrate on and enough spell slots to cast those most/every fight.