Published: October 12, 2021

Last modified: March 11, 2022

Magical Secrets Guide for DnD 5E

Author: Haen the Heretic

Magical Secrets! This is a fantastic feature that allows Bards to learn spells available to any other class and fill in any missing gaps in their repertoire. But when your selection is so vast, how do you choose just a few out of all those options?

In this guide, we cover the highlights and suggest top picks. Weโ€™ll start off with listing Additional Magical Secrets, which are restricted to Lore Bards, but worth talking about. Some spells might be repeated through the different sections, potentially with a different rating, which simply means they are still worth taking. In the end we will go over some overrated spells for Magical Secrets that we advise against picking up.

Note that the feature states you can take the spells from any classโ€™s spell list. This means Dunamancy spells from the Explorerโ€™s Guide to Wildemount are not eligible, due to them only appearing on the spell lists of two subclasses, and not any class. This means you cannot, sadly, take gift of alacrity or dark star without a house rule.

An important consideration regarding Magical Secrets spell selection are the capabilities of your party members. Many spells work even better with multiple casters, but some spells have diminishing returns when more than one party member can cast them. Keep this in mind as you consider these options.

Level 6 – College of Lore

The College of Lore Bardโ€™s 6th level subclass feature gives them Magical Secrets at level 6. We will go over popular selections and our top picks specifically for Lore Bards at this level; you may see spells that appear here show up again later with a different rating, due to the different level that you obtain this feature.

If a spell is not rated at a higher level, that means the spell is no longer worth considering for a selection at that level. If a spell’s rating is different at a higher level, it will have an entry and new corresponding blurb.

Absorb elements (โ˜…โ˜…โ˜…โ˜†โ˜†)

Resistance to acid, cold, fire, lightning or thunder damage until the start of your next turn, reaction to cast

1st level, Artificer, Druid, Ranger, Sorcerer, Wizard 

Much like shield, absorb elements is a fantastic defensive buff every caster should have. In fact, since the damage types it wards against become more prevalent at higher levels, picking it up later can still be worthwhile. Starting with 1 level in Divine Soul Sorcerer is a common optimized build choice for Bards in part because that provides access to both defensive spells right away, which would let you choose something else here. If you didnโ€™t dip Sorcerer at level 1 itโ€™s a choice worth considering, but there are stronger selections, especially at this level, and you can afford to wait.

Animate dead (โ˜…โ˜…โ˜…โ˜†โ˜†)

Raises 1 + 2/ per slot level zombies or skeletons that last 24 hours, 10 foot range, 1 minute to cast

3rd level, Cleric, Wizard

More bodies on the battlefield without a concentration requirement is great, but this spell rates out at 3 stars because there is a horde summoning option that is both stronger and more convenient in conjure animals (even with the concentration requirement). Yesterday’s unspent third level spell slot doesn’t normally deal any damage.

Conjure animals (โ˜…โ˜…โ˜…โ˜…โ˜…)

Summons allied beasts, 60ft range, action to cast, 1 hour duration

3rd level, Druid, Ranger

Conjure animals is perhaps the strongest single-target damaging spell in the entire game. Velociraptors and wolves are the obvious damage choices, but there are a few other useful toolsโ€”giant constrictor snakes are great for grappling, baboons can throw magic stones and have Pack Tactics, elks can do massive damage on a charge and giant owls are Large and can fly, meaning you and your party can ride them or cause them to โ€œairstrike,โ€ Dashing up before falling on an enemy to deal great amounts of fall damage (if using the optional rules from Tashaโ€™s Cauldron of Everything). See this article for a more detailed breakdown.

Counterspell (โ˜…โ˜…โ˜…โ˜…โ˜†)

Automatically interrupts a spell of up to 3rd level + 1 per slot level above 3rd being cast within 60 feet, with an ability check to interrupt a higher-level spell, reaction to cast

3rd level, Sorcerer, Warlock, Wizard

The ability to use your reaction to take away an enemyโ€™s action is very powerful, and stopping an important game-changing spell before it can cause a total party kill is priceless. If no one in your party has this, picking it up is crucial. This rating is contingent on no one else in your party being able or willing to cast this spell. 

Note that because of Jack of All Trades, Bards make unusually potent casters of counterspell.

If someone else in your party does have it, itโ€™s not a bad choice, as the more people have this in your party, the better, but campaign considerations likely come into play here. At a table where fighting enemy spellcasters is common, a second counterspell user helps a lot, but many tables can get away with only one. 

Counterspelling counterspell is a fun story, but very few printed enemy creatures in 5E have counterspell anyway. Bards also suffer from a more limited base 2nd level spell list, so you donโ€™t exactly have 3rd level slots to throw around either. 

Fireball (โ˜…โ˜…โ˜…โ˜…โ˜†)

8d6 + 1d6 per slot level above 3rd fire damage, Dexterity save for ยฝ damage, 20 foot radius, 150 foot range

3rd level, Sorcerer, Wizard, Artillerist Artificer

Thereโ€™s not much to talk about here that isnโ€™t already well-known. Fireball is a great blast spell, and provides a lot of value even at high levels when the targets are not immune. The Bard spell list is lacking in strong area of effect damage spells (sorry shatter, you are no fireball) so picking fireball here addresses that weakness. For more information, check out its section in the Top 5 Spells That Deal Damage in D&D 5E.

Fly (โ˜…โ˜…โ˜…โ˜†โ˜†)

1 + 1 per slot level above 3rd people get to fly at a speed of 60 feet, 10 minutes (concentration)

3rd level, Artificer, Sorcerer, Warlock, Wizard

Flight is a great ability and in many cases it may solve the encounter by itself. Most monsters in the game are melee-focused, so this counters well over half the creatures in D&D 5th Edition. But fly uses your concentration, a premium resource for Bards, and is a fairly available spell as far as class spell lists goes. 

Pass without trace (โ˜…โ˜…โ˜…โ˜…โ˜…)

+10 to Stealth checks for creatures of your choice within 30 feet, 1 hour (concentration)

2nd level, Druid, Ranger

Pass without trace is a spell that absolutely demolishes dungeons. +10 to Stealth effectively means guaranteed surprise, as most monsters in the game will be unable to spot you with their low passive Perception. If your party lacks this spell, it is an excellent choice, and its limited availability makes it a great choice for a Magical Secret. Being able to consistently generate surprise is good at any level, so the sooner you can acquire it, the better. 

Phantom steed (โ˜…โ˜…โ˜…โ˜…โ˜…)

Summon a Large quasi-real horselike creature that uses the riding horse game statistics, 1 minute casting time, can be ritual cast, 1 hour duration

Creating a high mobility mount for yourself is great, but you can also create mounts for others, even the whole party (no rule within the spellcasting or ritual casting sections of the rules prevents you from doing so). Being eligible for ritual casting means this spell has value at later levels as well, though superior options for mounts that become available mean diminishing returns. 

Shield (โ˜…โ˜…โ˜…โ˜…โ˜†)

+5 AC until the start of your next turn and immunity to the magic missile spell, reaction to cast

1st level, Sorcerer, Wizard

Shield is a fantastic spell that greatly boosts your characterโ€™s survivability and is an absolute must-have. Do note that there are two very synergistic 1 level dips that Bards can takeโ€” Divine Soul Sorcerer or Hexblade Warlockโ€” that provide access to this spell in addition to providing other benefits, which are likely to be better ways to learn shield. Because you would rather dip for access to shield and select a more powerful, less accessible spell with your Magical Secrets selection, this rates as only four stars. Regardless, having shield late is better than not having it at all, and at least by this time you will have more slots to spend on it.

Sleet storm (โ˜…โ˜…โ˜…โ˜…โ˜†)

Creates a 40 foot radius cylinder of movement-impairing effects that increases the DC for concentration saves, 1 minute (concentration)

3rd level, Druid, Sorcerer, Wizard

The ability to cripple flying, melee and spellcasting monsters with an area this big makes sleet storm one of the best 3rd level spells in the game. However, itโ€™s most effective in larger, open battlefields, and can be trickier to use if you fight consistently in cramped or indoor quarters.

Spirit guardians (โ˜…โ˜…โ˜…โ˜…โ˜†)

Repeating 3d8 + an additional 1d8 per slot level above 3rd radiant or necrotic damage, halves speed of affected creatures, 10 minutes (concentration), Wisdom save ยฝ, 15 foot radius (self)

3rd level, Cleric

This spell, also known as โ€œthe optimized Cleric spell list,โ€ is incredibly potent. Taking it grants you the best melee-ranged option in the entire game, and you donโ€™t ever need to bother about using your action to deal damage again. Just take the Dodge action and watch encounters wither.

Making effective use of spirit guardians means getting up close and personal with enemies, which means you will inevitably be attacked. Having a comfortable AC and concentration protection is highly important. Dip Hexblade or take the Moderately Armored feat for the former, and pick up War Caster or Constitution saving throw proficiency for the latter. 10 minutes also might be enough to power your party through multiple encounters, so having that concentration protection is imperative for getting the most out of this spell. 

Web (โ˜…โ˜…โ˜…โ˜…โ˜…)

Creates a 20 foot cube of difficult terrain that forces creatures to make Dexterity saving throws or become restrained until they use an action and succeed on a Strength check, 1 hour duration (concentration)

2nd level, Artificer, Sorcerer, Wizard

Web is an amazing spell. Very few creatures are immune to the restrained condition, and difficult terrain makes it difficult for them to escape the spell’s area of effect. Itโ€™s one of the best 2nd level spells in the game and a fantastic choice to win encounters if your party has the means to keep enemies in the webbing with forced movement from Repelling Blast or the bonus action shove from Telekinetic.

Summary of Additional Magical Secrets Options

With a feature as flexible as Magical Secrets, you should be looking to address gaps in party composition first, and gaps in your personal repertoire second. For example, if no one in the party has access to pass without trace, picking it up here is a massive boost to your party’s combat potential (assuming stealthily ambushing enemies is something that confers mechanical advantages and is a strategy your party is willing to engage in). 

Web fills a valuable niche for Bards, as they lack 2nd level area of effect concentration control spells, and serves as a backup option against enemies with charm immunity (being a lower level and less ambiguously worded spell than plant growth is very nice here). Otherwise, picking up damage options can be quite valuable, since the Bard spell list does not have many such options. If you feel your party needs more crowd control, pick up web, if damage is a larger need, then fireball, spirit guardians, and conjure animals provide three different, valuable ways to do so. 

Personal defense options such as absorb elements and shield are certainly valuable, but can be added to your repertoire through 1 level dips/starts that you should probably be taking anyway. Absorb elements in particular can afford to be delayed until level 10, if you plan on picking it up at some point.

Level 10

If a spell lacks an explanation after its rating, you can assume that the same reasoning from when it was listed above still applies, despite picking it up 4 levels later. If a spell is delisted here versus level 6, that means it has largely dropped out of consideration for selection.

Absorb elements (โ˜…โ˜…โ˜…โ˜…โ˜†)

If you canโ€™t pick this spell up through multiclassing, then now is a more ideal time to select it, as you will more commonly start encountering sources of elemental damage. 

Conjure animals (โ˜…โ˜…โ˜…โ˜…โ˜…)

The rising amount of resistance and immunity to nonmagical attacks means the damage output of this spell is reduced, and the value of learning it now is lower than learning at level 6, but this spell is still excellent. Damage is only a portion of what this spell brings to the table, and the tactical advantages it brings are numerous and still relevant at this level.

Conjure woodland beings (โ˜…โ˜…โ˜…โ˜†โ˜†)

Summons a number of fey that obey your commands, 1 hour (concentration)

4th level, Druid, Ranger

This spell allows you to bring creatures with spellcasting capabilities to the battlefield. Assuming the often-banned (and likely overpowered) pixies are off the table (similar to our assumptions for the Basic Build Druid), this spell still offers great value, with dryads to spam goodberry or reflections (from Tashaโ€™s Cauldron of Everything) when out of sunlight. Our Basic Build Druid goes into some more detail for this spell, including additional creature options. 

Counterspell (โ˜…โ˜…โ˜…โ˜…โ˜…)

A similar reasoning as level 6 applies, but at this stage in the game the need is greater. If still no one has access to this spell, you should take it. This is around the level where enemy spellcasting should be much more prevalent, and you should have more slots to spare on it.

Find greater steed (โ˜…โ˜…โ˜…โ˜…โ˜…)

Summons a steed that obeys your commands and lasts until it dies, 10 minutes to cast

4th level, Paladin

This spell effectively bestows you with a huge flying speed with no concentration requirement through its best option: the pegasus.

The other competitive option is the griffon, which trades 10 feet of flying speed compared to the pegasus and its saving throw bonuses for a second attack.

The duration is perfect, fire and forget. If your party ever obtains a ring of spell storing, congrats! Now the whole party has access to a mount from this spell.

Remember that as a Bard, you gain the ability to cast true polymorph later on, and therefore will be able to turn this creature into a wider variety of powerful creatures.

Pass without trace (โ˜…โ˜…โ˜…โ˜…โ˜…)

See level 6.

Phantom steed (โ˜…โ˜…โ˜…โ˜…โ˜†)

Find greater steed is better, though costlier. Otherwise, this spell is still good for the reasons it was previously, but falls in rating as there is a group of spells that are notably superior. 

Sleet storm (โ˜…โ˜…โ˜…โ˜…โ˜†)

See level 6.

Wall of force (โ˜…โ˜…โ˜…โ˜…โ˜…)

Creates an invincible wall that blocks creatures from passing, can be shaped like a dome or sphere, 10 minutes (concentration)

5th level, Wizard

Divide and conquer strategies are immensely valuable, and the ability to split a deadly encounter into two easy ones alone is worth the slot. Highly mobile enemies like vampires are now immobile, and adding in a sickening radiance or Mordenkainenโ€™s faithful hound guarantees that your party will win the battle. This is the strongest spell you can take at this level.

Web (โ˜…โ˜…โ˜…โ˜…โ˜†)

Despite being a 2nd level spell, web still holds up even at level 10. However, with other equally powerful spells vying for your concentration, and the increase in spell slots loosening up your availability to cast other spells, the relative value drops off here a bit.

Summary of Level 10 Options 

Wall of force is the standout pick here, and the strongest choice. Conjure animals remains powerful even with damage resistance in play, and the surprise and movement benefits of pass without trace and find greater steed, respectively, will be helpful at any table. At this point, your party should be fairly well rounded, so thereโ€™s not as much need to worry about doubling up on spell picks. Assuming straight-classing, Bards can actually cast find greater steed earlier than Paladins, and the utility and power of that spell is such that itโ€™s also an extremely strong contender here. 

If no one in your party has counterspell at this point, you should probably pick it up here. 

Level 14

Chain lightning (โ˜…โ˜…โ˜…โ˜†โ˜†)

Chain lightning fills an extremely specific utility that Bards lack: high-level area of effect damage options that can also target and destroy objects. The other options are delayed blast fireball and fire storm, and chain lightning is better than those options. Not all DMs run object targeting or object destruction this stringently, but if you play with one who does, this may matter enough to be a consideration. If you can only target creatures, skip.

Conjure celestial (โ˜…โ˜…โ˜…โ˜…โ˜†)

Summons a celestial of up to CR 4, CR5 with a 9th level slot, that lasts for 1 hour, Concentration, action cast

7th level, Cleric

Getting a pet Couatl is incredibly useful. It has plenty of innate spellcasting to offer, and on top of that its Change Shape ability lets you turn it into a lycanthrope and infect the whole party with wereraven lycanthropy, granting flight and 10 hit points/turn regeneration.

Other valuable forms besides the couatl include battleforce angels and hollyphants.

Conjure woodland beings (โ˜…โ˜…โ˜…โ˜…โ˜†)

It might be surprising to see this spell pop up again with a higher rating. The rating here is somewhat provisional. This spell is worth taking only if summoning three sea hags by casting this spell at 8th level allows the hags to form a coven. (To have an 8th level slot at level 14, you would have to have dipped a level in another full caster class. You could also wait a level to use this tactic). Itโ€™s not worthwhile otherwise. If your party at this level somehow severely lacks summoning options, this might be something to consider.

Contingency (โ˜…โ˜…โ˜…โ˜…โ˜†)

Sets up a spell to trigger on a specific condition within 10 days, 10 minutes to cast

6th level, Wizard

Using this spell, you can prepare yourself to counter a threat you expect to encounter. Top picks for spells to prepare in this manner include fly and dimension door. Something like โ€œwhen I drop below X hit points, teleport me out of hereโ€ will work nicely. A great personal defense spell, and it gives us things to set up during downtime, but isnโ€™t on the same level of party need as the five star options.

Counterspell (โ˜…โ˜…โ˜…โ˜…โ˜†)

Counterspell is important, but there are some incredible picks available at this level that are absolutely a priority to select even if no one in your party has counterspell at this point.

Death ward (โ˜…โ˜…โ˜…โ˜…โ˜†)

Touch a creature, the first time that creature would drop to 0 hit points, that creature drops to 1 hit point instead. The spell then ends. If the target is subject to an instantaneous death effect while this spell is active, that effect is dispelled and the spell ends. 1 action casting time, 1 hour duration.

4th level, Cleric, Paladin, Alchemist Artificer, Undead Warlock, Undying Warlock.

Death ward is here because you can it becomes a layer of protection that can be laid down using your simulacrum slots. This is around the time when the effects this spell wards against become more prevalent, and even one death ward on everyone in your party can be a literal life-saver.

Find greater steed (โ˜…โ˜…โ˜…โ˜…โ˜…)

See level 10.

Magic jar (โ˜…โ˜…โ˜…โ˜…โ˜†)

Lets you possess the body of another humanoid on a failed Charisma saving throw, 1 minute to cast

6th level, Wizard

This is one of the most powerful 6th level spells in the game and the only reason itโ€™s not rated 5 stars is because you cannot guarantee a good body at the levels you first get access to it. By the time you are able to manufacture humanoids for this purpose, youโ€™re already able to cast this spell via wish and that will suffice.

Pass without trace (โ˜…โ˜…โ˜…โ˜…โ˜…)

See level 6.

Scatter (โ˜…โ˜…โ˜…โ˜…โ˜†)

You can reposition your party or your enemies if they fail a Wisdom saving throw

6th level, Sorcerer, Warlock, Wizard

Positioning can be key to winning an encounter, and this spell allows you to adapt to a sudden change in the battle. If youโ€™re looking for a 6th level spell to cast every day, this is it.

Simulacrum (โ˜…โ˜…โ˜…โ˜…โ˜…)

You duplicate one humanoid or beast, the clone follows your orders and acts during your turn, it cannot regain spell slots and has half hit points, 12 hours to cast

7th level, Wizard

2 > 1 is a fact we probably donโ€™t need to prove. Thus, it stands to reason that two characters are more powerful than oneโ€”especially two spellcasters. This spell effectively doubles your power, and as a result is the most powerful 7th level spell in the game. So powerful that it’s an autopick barring house rules / DM fiat, which unfortunately means you’re effectively only getting to choose one spell at this level.

Wall of force (โ˜…โ˜…โ˜…โ˜…โ˜…)

This spell is better taken at level 10, but if it wasn’t, it’s still a fantastic choice. With three 5th level spell slots at your disposal, you can cast this spell three times as often as a 7th level Forcecage, nicely complementing it.

Summary of Level 14 Options

At this point, any staples your party is missing should be rounded out, so youโ€™re likely free to pick whatever is most powerful. The most powerful option here is simulacrum, unless it is banned. You can potentially round out whatever essential pick you couldnโ€™t choose at level 10.

Level 18

Animal shapes (โ˜…โ˜…โ˜…โ˜…โ˜†)

Any number of creatures within 30 feet turn into Large or smaller beasts of up to CR 4, 24 hours (concentration)

8th level, Druid

If your party has any kind of pets, summons or similar creaturesโ€”now they are much, much stronger. CR 4 beasts hit like a truck, and have great abilitiesโ€”giant scorpions for example are absolutely monstrous.

Death ward (โ˜…โ˜…โ˜…โ˜…โ˜…)

Similar circumstances as level 14, but preventing the effects this spell wards against are even more important due to prevalence. Being able to pick a spell that is worth casting repeatedly in a single day that is lower level is a niche that contrasts nicely with access to wish.

Mass heal (โ˜…โ˜…โ˜…โ˜…โ˜†)

Restore up to 700 hit points to creatures you can see within 60 feet, divided as you choose. Removes diseases and any effects that cause blindness or deafness. Instantaneous duration

9th level, Cleric

A spell that canโ€™t be recreated with wish and isnโ€™t on the Bard spell list, this is a reasonable pickup if your party has no other forms of high level in-combat healing. 

Maze (โ˜…โ˜…โ˜…โ˜†โ˜†)

The target vanishes and can use its action each turn to reappear on a successful DC 20 Intelligence check, 10 minutes (concentration)

8th level, Wizard

Removing an enemy from the fight entirely is an extremely potent effect, and can outright win a fight much like a wall of force would. Only rated this low due to the sheer potency of other available spells.

Meteor swarm (โ˜…โ˜…โ˜…โ˜…โ˜†)

Four 40 foot radius spheres that deal 20d6 fire and 20d6 bludgeoning damage, half on successful Dexterity save

Bards donโ€™t have access to strong high level blasts, and this is the strongest one. Extremely straightforward use case. Damages objects as well.

Pass without trace (โ˜…โ˜…โ˜…โ˜…โ˜…)

See level 6.

Wish (โ˜…โ˜…โ˜…โ˜…โ˜…)

Replicate the effects of any spell of 8th level or lower

9th level, Sorcerer, Wizard

The best spell in the game, wish has a massive array of uses, one of the most important ones being getting a free simulacrum. Always take this if you can, there is no excuse to consider another spell first. Remember that the use case here is replicating the effects of any spell of 8th level or lower. Using it for any other effect means a chance of never being able to cast wish again, which is never ever worth the cost. You can learn about the many applications of wish in our Spell Spotlight.

A handy visual guide to decide what to use wish for. Courtesy of Johanna Z

Summary of Level 18 Options

Wish, like simulacrum, is another no-brainer pick, so youโ€™re picking one additional spell. Because of the ability to recreate an 8th-level spell or lower, consider rounding out your known spells by taking a 9th-level spell that Bards cannot cast, or a spell has great payoff and can be cast often (death ward).

Thus concludes our list of spells worthy of your picks. Unfortunately, in a mechanical sense, for most Bards, each time you get to learn Magical Secrets there is an auto-pick tier spell available (wall of force at level 10, simulacrum at level 14, wish at level 18). Still, this feature provides a lot of flexibility and coverage to your party. 

As always, you know your table better than we do, so certain spell selections may be situationally better or worse. 

Overrated Magical Secrets Picks

There are also a few spells that are particularly popular, despite their underwhelming value. As such we shall mention them as spells you should not choose.

Haste (โ˜…โ˜†โ˜†โ˜†โ˜†)

Targetโ€™s speed doubles and they get +2 AC, advantage on Dexterity saving throws, and an extra action to make one attack, Dash, Disengage, Hide or Use an Object action

3rd level, Wizard, Sorcerer, Artificer

This spell provides too little for a 3rd level slot. The effect it has on the battlefield is very minorโ€”a spellcaster whose contribution to a fight is a fraction of a martial is not using their power to its maximum potential. We might be brief here, but we have an entire article on this spell.

Spiritual weapon (โ˜…โ˜†โ˜†โ˜†โ˜†)

1d8 + Spellcasting Ability Score modifier + additional 1d8 per every 2 slot levels above 2nd force damage, can move 20 feet per round, bonus action to cast and use each round, 1 minute, 60 foot range

2nd level, Cleric

If youโ€™ve read our other articles, you probably know we rate this spell low. Itโ€™s not worth the bonus action it takes to attack with it, or a 2nd level spell slot. Stay away from it, and if you want to use your bonus action more, dip Warlock for magic stone or take the excellent Telekinetic feat.

This option is even worse on Bards, who might need to use their bonus action in combat for their signature Bardic Inspiration.

Swift quiver (โ˜…โ˜†โ˜†โ˜†โ˜†)

Make two attacks using ammunition each round as a bonus action, bonus action to cast, 1 minute (concentration)

5th level, Ranger

First of all, letโ€™s begin with the fact that Bards are not, nor have they ever been in this edition of D&D, a weapon-focused classโ€”Extra Attack from College of Swords or Valor Bards are not the exceptions that prove the rule here. They are spellcasters, and as such benefit a lot more from just casting spells. Swift quiver isnโ€™t a good spell on Rangers, who are actually good at ranged weapon attacks. Thus, it stands to reason that itโ€™s a terrible spell on a class that shouldnโ€™t be attacking with weapons anyway. Even though you can “get it early,” it’s not worth your concentration and high level spell slots.


Thanks for reading! Let us know what you think, whether you agree or think we missed something, by leaving a comment. 

If you would like to read more 5E optimization content from this posts lead author, Haen the Heretic (minus the rest of the Tabletop Builds hivemind), we also encourage you to check out his new blog here.

31 Replies to “Magical Secrets Guide for DnD 5E”

  1. Thank you for this fascinating analysis. I suspect you considered Revivify. If so, May I ask why it didnโ€™t make the cut?

    1. Revivify is often pretty easy to get in duplicate across a full party, but if your party lacks a critical mass of Artificers, Clerics, Druids, Paladins, Rangers, and Divine Soul Sorcerers, revivify would also be a very solid pick up.

  2. I would like to start by saying that a lot of spells you chose for each of the lists are fantastic and I agree with most of the explanations of why they are good spells. The thing I would disagree with is the fact that bards have a lot of really fantastic spells on their list already so giving them versatility that is not on the list would make the most use of magical secrets. That is why I think you overestimated most of the concentration spells. Yes they are fantastic spells but bards already have way too many concentration options at their disposal so giving them spells that wont use that concentration would be excellent. Spells like counterspell, revivify, and find familiar are often chosen because they dont use concentration and like you pointed out pass without trace uses concentration but is still an excellent option since it is mainly out of combat. I would also suggest spells like transmute rock although in many cases its similar to plant growth but both have their pros and cons. I would say overall this is a good list but every campaign and group are different so it is good to look at all the options to choose which one fits best for each bard.

  3. For the 10th level magical secrets, would you consider bigby’s hand at all?

    I’d also personally add to your 6th level list revivify for lore bards if no one else in the party has the spell. I

    1. The basic idea of recommending other secrets is that Pass Without Trace etc. will prevent having to spend 300 gold and a spell slot to pick up someone who died needlessly.

      You are the local expert of your games! If you have the money and deem it necessary you don’t need us, for general advice we decided it wasn’t overrated, but recommending it is basically “planning to fail”

      1. Revivify is no more “planning to fail” than Healing Word is.

        There are times Pass Without Trace (etc) will prevent having to spend 300 gold – but if you have a good DM, there will occasionally be times when it will force you to need to spend 300 gold, because your plan backfired.

        There’s a reason this website’s Basic Build for Cleric says “Revivify โ€“ Parties shouldnโ€™t expect Clerics to cast a lot of healing spells, but expecting them to have this spell prepped once itโ€™s available is legitimate.”

        If a spell is good enough that teams might even PLAUSIBLY expect the party Cleric to have it prepared, it should be mentioned for Magical Secrets

    2. I don’t think Bigby’s Hand is worth a 10th level magical secrets pick when we don’t even take it on the builds that have native access to it like basic Wizard. The problem is that 5th level slots are just so much more valuable than 4th level slots and below due to 1) Wall of Force, 2) Wall of Force, and 3) potent non-concentration options like Synaptic Static.

      Regarding Revivify, I actually completely agree with you that it’s something to consider. I wouldn’t take it over Pass without Trace, but in a party without Revivify, Pass without Trace + Revivify are very valid 6th level Magical Secrets picks. It’s certainly a better choice than Fly. “Planning to fail” is an entirely reasonable and prudent thing to do– our Healthy Paranoia article has many examples of this.

      1. There are times when your only fighting a single enemy, in which case, wall of force and synaptic static are useless. Bigbyโ€™s Hand is good for controlling a single enemy, and it doesโ€™t care about legendary resistances.

        1. Bigby’s Hand is only effective against single enemies that can exclusively melee, it does hardly anything against a spellcaster.
          Furthermore, Bard already has Animate Objects on its class spell list, which serves a very similar role except with substantially more damage pressure – there’s just too few situations where Bigby’s Hand is better than Animate Objects to warrant the opportunity cost of using your Magical Secrets on it.

  4. I donโ€™t see that you have telekineses listed. Iโ€™ve found that itโ€™s insanely good for a lvl 10 pick (especially true for lore). With it you get a fairly easy way to deal with legendary resistance (again even better with lore) and has a lot of out of party uses.

    Typically I prefer lore over elo (unless we have GWM or SS in party) so I take

    Lvl 6: counterspell, revivify, pass without a trace hunger of hadar. I really like your explanation for web. I never really considered that so now I will!! Though honestly Iโ€™ll likely just use lvl 2 slots for silvery barbs

    Lvl 10: wall of force (battlefield control and telekineses (single target Save or suck with utility and bypasses legendary resistance) I also like find greater stead

    Lvl 14: simulacrum, contingency, heal or one of the lvl 10s that I didnโ€™t take

    Lvl 18: wish and mass heal (I like maze and a few others but honestlyโ€ฆ with wish and simulacrum you can get it)

  5. Love your website – it’s the best DnD 5e resource I’ve found online, bar none. You all have taught me a lot about how to optimize!

    Did you consider Circle of Power for a 10th level Magical Secrets pick? I’ve heard it mentioned before as a good potential option, given that it’s normally Paladin-exclusive (barring Twilight Cleric, I suppose). But I’d be curious to hear your opinion!

    1. Circle of Power *could* be correct in some *very* specific party compositions, but most parties will benefit more from the spells listed here.
      Things that would make look towards Circle of Power are: I am playing with a hexblade 1 dip and often frontlining, arcane control spells are not overpoweringly strong in this campaign (this might be caused through party comp), I face a lot of enemies that Circle of Power is effective against (casters and dragons i suppose, maybe mind flayers), I have a lot of allies that gain the benefits of the spell (most likely multiple druids casting conjure animals)

  6. Based on the wording of (Additional) Magical Secrets, where the acquired spell is “counted as a Bard spell for you,” doesn’t this mean that what you pick at LV6/LV10 must stay with you for the rest of your PC’s career?

    For example, if we picked Conjure Animals at LV10, we would have this on our spells known even as we begin fighting creatures resistant/immune to nonmagical attacks, and if we wanted to replace it with something more relevant, we could only swap it for Bard spells, which wastes the utility of the feature.
    Same for Fireball and Chain Lightning, which become increasingly obsolete as levels progress.

    Citation from the Bard’s spellcasting:
    “When you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.”

    Forgive me if I’m reading this incorrectly. I loved the post otherwise, and the thoughts on Magic Jar have left me a lot to think about.

    1. Yes, I think you’re correctly describing how swapping a magical secret works. You can swap it for any other bard spell, but you don’t get to take a new secret. See also https://rpg.stackexchange.com/q/70743/72490 and https://twitter.com/jeremyecrawford/status/657832475729731584.

      Another potential example of this is Find Greater Steed, once Wish is taken. Wish can be used to cast FGS at any time, so the only benefit of keeping FGS in your spells known is to be able to recast it with a 4th level slot if your mount dies. But then again, your mount can also be Revivified with a 3rd level slot. Maybe you want your simulacrum to be able to cast FGS for itself without wasting its 9th level slot? But here also because “you can make any spell you cast that targets only you also target the mount,” I think your simulacrum actually gets a mount for free. I wonder whether this is an oversight in the final spell list of this build, or whether there’s some other interaction I’m missing.

      1. Oh by “this build” I meant the Flagship Bard. Lost track of which article I was commenting on. That article does mention that allowing your simulacrum to cast FGS itself means that it can summon a mount *in addition* to the one that gets simulacrum’d along with it. Which is cool, but I’m still not sure that matters much once your simulacrum can cast Wish.

  7. What about steel wind strike. Or destructive wave if you prefer.

    Perfect for swords or valor types, and just in general.
    You don’t have to be weapon focused

    1. Both these options are quite unimpressive because they’re directly competing for the same slot as Synaptic Static, which is a bard spell that will not use up your Magical Secrets pick.
      Though if you really like one of those spells, they’re at least strong enough to be worth your spell slots (destructive wave being a good bit stronger than steel wind strike), so while we wouldn’t encourage you to pick them as one of your incredibly constrained picks, you will still be left with a viable character if you do.

      1. Forgot about Synaptic static.
        Sadly my current sword bard game is focused on aberations. Mind flayers and stuff. So psychic and int saves might not be the best choice anyway.

        I liked the steel wind strike, partly because how anime it sounds. But also because it’s battlefield navigation.
        Being able to tp out while doing big dmg.
        Also it requires no verbal which i was looking for as my character is one of few words.

  8. I would also mention that phantom steed and it’s combat use is quite heavily debated in the community because nobody knows what exactly happens when it takes damage. Does it stop instantly or can you use it as normal until the time runs out? Sadly quite unclear.

  9. Iโ€™m surprised thereโ€™s no mention of transmute rock, a one action non-concentration control spell creating a 40×40 box of 4x move cost with a strength save to avoid restraints.

    Letโ€™s the bard stack an animate object or spirit guardians on top of a really good control spell. Canโ€™t do that with wall of force or any other decent control spell.

  10. Curious about your thoughts on using level 10 Magical Secrets to pick up Paladin or Ranger spells. Since a level 10 Bard has access to 5th level slots, they can grab 5th level spells from any class. However Paladin and Ranger normally only get 5th level slots in tier 4. Therefore it has always been my understanding that the Paladin-only and Ranger-only spells (Circle of Power, Swift Quiver, etc) are slightly over-powered compared to other 5th level spells.

    For instance, Swift Quiver is concentration that gives TWO bonus action attacks (versus feats normally giving one). Itโ€™s hard to beat the DPR potential from that. Put it on a Gloom Stalker for an easy win, or put it on yourself and use your action to dodge while you pick off enemies with your bonus action.

    1. Immovable Object is not on any class’s spell list, you can therefore not pick it with Magical Secrets or Additional Magical Secrets.
      If your DM houserules that you can pick it, it’s an okay-ish choice. It *is* a very strong situational spell, but bard isn’t really lacking single target options (between Command, Dissonant Whispers, Suggestion, Phantasmal Force, Heat Metal, and Animate Objects) so you don’t gain too much.

  11. Where is Shapechange on the list of OP lvl 18 picks? It even doubles on your mount (if you picked find greater steed). You can choose Quetzalcoatlus or a Giant Elk and if nothing else, your mount is more survivable with extra HP.

    1. Shapechange is a lot of overlap and is overall worse than the True Polymorph you can have without magical secrets (and especially with how powerful the latter is with Magic Jar). This makes it not very much a standout and absolutely not worth your magical secrets pick

  12. Don’t know if this was already asked but I was wondering about the spell find familiar for the ability to use a second con spell? Or am i reading this wrong?

    “Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.”

    1. Generally, Find Familiar is interpreted to only change the location you effectively cast the spell from, but you still have to concentrate on it yourself. “Deliver” is doing most of the heavy lifting in that sentence/interpretation. Given that, no it wouldn’t be good

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