Tag: DUNGEONS & DRAGONS

  • Top 20 Bard Spells For D&D 5th Edition

    Top 20 Bard Spells For D&D 5th Edition

    In the Dungeons & Dragons 5th Edition(DnD 5e), all Bards have the ability of full spell casting progression. It means that they can ultimately gain access to the 9th level of spell that is the most significant magic tier.

    Support and control spells are added to the bard’s spell casting lists. These spells let them disable foe, buff, and heals allies. Without these spells, you have to face many problems both times during in and out of combat. There are different spells such as Eldritch blast, Phantasmal force, phantasmal killer etc.

    All players must choose their best bard spells with care because they have a limited number of opportunities for spell learning and switching. Choose the spell that you consider beneficial for your adventure career. Always try to select the suitable spell because the bards can choose a limited number of spells from their spell casting list.

    In this article, we bring a list of 20 bard spells 5e. We will explain their features and usage at their levels. This will help you to select a suitable bard for your adventure career carefully.  

    Top 20 Best Bard Spells 5e (D&D):

    1. Polymorph

    Source: Player’s Handbook

    The most powerful spell is a polymorph, and it stands first due to its versatility. It is a 4th- level spell, while bards can only acquire at seven levels.

    It is a multiple purpose spell allowing you to change a target into a beast with a challenge rating that is mainly equal to and less than its rating. 

    The 5e has a large number of repository beasts. In this case, the polymorph can give transportation, combat, utility, and many more tools to your bard.

    With its help, you can change anyone into a suitable creature for a task instantly. You can also change your enemy into a harmless thing like a turtle.

    It is one of the most flexible spells that will prove beneficial during your all adventuring career.

     This spell has weak ordinary intelligence that saves you from enemies. You can only take advantage of this spell if you continuously concentrate on it.

    2. Synaptic Static

    Source: Xanathar’s Guide to Everything

    The synaptic static helps to remove some serious high levels of damaging options.

    At the 5th and higher level of slots, the bards release a boom of psychic energy. Each creature deals with this psychic damage within a range of 20- feet from a designated point.

    Besides this, all those targets who fail to achieve the intelligence save from synaptic suffer a status effect that results in the extraction of d6 from their attack rolls and ability checks. It also subtracts the constitution, saving throws just for a minute until they save themselves entirely from the effect.

    3. Dominate Monster/Dominate Person

    Source: Player’s Handbook

    The dominate person is a 5th-level spell, while the dominate monster is the 8th-level spell. Both are charms spells that give your bards power to command if the other creature is not outright controlled.

    The dominate monster is a good version of the spell according to the object. It permits you to target those creatures who are not charmingly immune. On the other hand, the dominant person also has a similar function, but it targets only humanoid type creatures.

    All the targets who fail their saves will remain under your control for spell duration until you maintain the concentration. However, they can also save themselves against the spell whenever they take damage.

    4. Forcecage

    Source: Player’s Handbook

    Forcecage is the amazing 7th-level bard dnd 5e spell that creates an invisible prison of all the magical forces. This prison takes the shape of a cage or a box.

    To avoid this effect, most spells need some saving throw. Moreover, a bard can trap creatures into this prison easily as long as the target comes into the prison dimensions.

    In this effect, all the spells have not passed in and out through this area. On the other hand, if you select to create a box, all the other attacks and abilities will also be blocked.

    This spell effect lasts at least one hour without any concentration needed. Teleportation is the only way if any spell wants to escape from the box. Although this escaping option also has a failure chance.

    5. Invisibility/Greater Invisibility

    Source: Player’s Handbook

    Invisible enemies are the more threatening and powerful one. The invisibility is the 2nd- level spell that permits your bards to change a target invisible at least for one hour. This effect stays until you maintain concentration and the target holds back from attacks and casting of spells.

    The invisibility opens many opportunities for scouting, escaping, infiltration, and other horseplay that needs discretion.

    It’s another version is the greater invisibility that is a 4th-level spell. It lets a target hold on invisible after casting spells and attacking. This thing makes it a perfect combat buff, even for a shorter duration.

    6. Sending

    Source: Player’s Handbook

    The sending spell is considered by all those bards who obey this motto “communication is key.”

    It is a 3rd level option that allows the bards to pass on a 25- word message to all anyone they are familiar with. Besides this, the target also can reply to their 25-word message.

    The best thing about this spell is that there are no geographical boundaries of the message sending. However, the sending becomes more effective and perfect if you and your target lie on the same plane.

    This spell is extremely beneficial for the maintenance of communication without any distance between all of your allies.

    7. Dimension Door

    Source: Player’s Handbook

    The dimension door is a 4th-level spell that provides the Bards their vital teleportation capacity with a range of up to 500 feet.

    This spell is the best choice under quick escaping, infiltrating, and repositioning situations.

    If you want to make their spell more perfect, you can do it by taking any other creatures and you, but you can use them until they are in the same size category as in the smaller one.

    8. Hypnotic Pattern

    Source: Player’s Handbook

    The hypnotic pattern, just like its names, creates short color patterns that distract the targets.

    It is a 3rd-level spell that forces the charmed condition in a 30-foot cube. They only target those who fail to save their wisdom.

     The spell gives trouble to those targets that are in the capacitor. It also reduces their speed to 0 when they are affected by spells.

    If targets fail to save, they become disabled. They become normal again only if they take damage and if any other creature stimulates them with an action.

    This spell is a perfect option for bards who want to control battlefield threats.

    9. Dissonant Whispers

    Source: Player’s Handbook

    The dissonant whispers are the most exclusively available 1st-level spell to bards.

    At its lowest and weaker level, it deals with 3d6 psychic damage. Its real power is that it forces the target to go away from your side in a failed place. 

    There is a lot of potential damage when your allies capitalized, and attack opportunities produced by this movement creates them. 

    10. Tasha’s Hideous Laughter

    Source: Player’s Handbook

     Tasha hideous laughter is the 1st- level spell that has an option to disable a rival entirely.

    It undertakes those targets that fail the wisdom saving throw against this spell. These targets become incapacitated and fall susceptible. This means that all these targets now can not take any stand up or further action.

    In later turns, when the target can save against the spell’s effect or after the damage, this Tasha hideous laughter can take these targets out while giving you a favored position.

    11. Hold Monster/Hold Person

    Source: Player’s Handbook

     The hold monster is the 5th-level spell that is fulfilled by both non-dead and potentially paralyzing creatures. It causes all the attacks that are against it and hits it critically. Besides this, it gives creatures no immunities to their paralyzed condition.

     When the bards have a good deal of damaging options, they can access all those spells that can empower their allies and stop their enemies from their harm. 

    Hold Person is the 2nd 0 level spell while it has all the similar functions like this spell. The only difference between them is that it is a higher-level version. However, only humanoid creatures are targeted by this spell.

    12. Faerie Fire

    Source: Player’s Handbook

    The faerie fire is the 1st-level spell in which the bards can allow their allies to hit critically and land their attacks.

    This spell effect resists until your bards maintain their concentration. The targets are covered in a colorful light who fail to save their ability against this spell. This light gives them an advantage over all the attacks that roll against them. On the other side, the affected creature of this spell no longer takes advantage of invisibility.

    13. True Polymorph

    Source: Player’s Handbook

    The true polymorph is the 9th-level spell, and it can kick off the top ten with gusto power.

    A true polymorph is a strong spell that gives you transformation power at your fingertips.

    This spell has the power to change any object and creature into another object and creature. Its changing ability makes it an in-convertible upgrade. 

    This spell,like the other 9th-level spell, can rank you much higher. But this spell is not very helpful if you as a bard may not reach 17th-level and higher.

    This spell’s benefit is that it can solve all your bard problems by taking out its right transformation.

    14. Suggestion/Mass Suggestion

    Source: Player’s Handbook

    The suggestion is a 2nd-level spell that attracts a target to take a particular course of action according to their capacity. Moreover, it also contains a 6th-level spell version with mass suggestions. This level affects more number of creatures for a long run without using any caster’s concentration.

    This spell application mainly depends on the situation at hand because it is used for neutralizing enemy threads, information gathering, and many other things.

    Besides this, it’s all potential; mass suggestions and other suggestions depend on your DM’s interpretation of how the targets follow the given directions of action. 

    15. Enemies Abound

    Source: Xanathar’s Guide to Everything

    Enemies abound to give you bards control options. During the combat period, it can create a single creator into a wild card for a limited time. You have to randomize your target, attacks, and abilities in this spell because the target has no power to discriminate between its allies and enemies.

    This spell can give you a lot of side advantages in the field depending on your enemies. 

    16. Foresight

    Source: Player’s Handbook

    The foresight is the 9th level spell that is the most potent buff that can be casted by bards.

    It gives you the target advantage on attack rolls, ability checks, and saving throws. Moreover, they can roll a d20 twice and also give you better results.

    The most significant advantage of this spell is that its effects last at least 8 hours without any concentration. This spell renders all those targets who are helpless. 

    The foresight is the best spell if your bard wants to support themselves and other allies.

    17. Otto’s Irresistible Dance

    Source: Player’s Handbook

    It is a 6th level spell that forces the creatures to dance in their places. When the target is affected by this spell, they use all their movement for dancing. The disadvantage of this spell is on attack rolls, and dexterity saves. It has an advantage when the attack rolls are against this spell. 

    Once the bards emit this spell, they instantly take effect. The only way to shake off the spell is that the target must act to get succession on wisdom saves.

    At the minimum level, the spell forces the creatures to do at least one action. Moreover, during its duration time, they have to suffer from the negative effect.  

    18. Teleport

    Source: Player’s Handbook

    Teleport is the 7th level spell, and it does precisely the same thing as it sounds. 

    This spell lets the bards transport themselves immediately. However, on different destinations of the same plane, they can transport themselves at least eight willing targets.

    Moreover, you have to bear some margin of error, but it depends on your bard’s similarity with the destination.

    If we check this spell overall, it is good and has many advantages. There is no need to transport your whole group; you can teleport your groups in any bad situation.

    Overall, instantaneous group teleportation is a great tool to have, as you can significantly cut down travel times or teleport your group out of a bad situation.

    19. Psychic Scream

    Source: Xanathar’s Guide to Everything

    In D&D, the most powerful tools are the 9th- level spells. They have full spell casting just so the bard can unlock.

    As the name suggests, the psychic scream deals with all the psychic damage and potential stun. Its range is 90 feet while it deals with only 10 creatures of your choice. Most of the creatures have less formidable intelligence saves that makes them weak and fail to save themselves against these powerful effects.

    Spells of this strong and powerful calibre have the potential to end the battle before its beginning.  

    20. Healing Word

    Source: Player’s Handbook

    The healing word in 5e is a very simplified spell because the characters only require HP’s silvers to maintain combat readiness. 

    Furthermore, during your adventuring careers, your allies will naturally need a mid-combat pick-me-up. The Healing word will give the bard’s enough spells to do that. 

    It is a 1st-level spell that cures your allies of a minute amount while it requires only a bonus action. It usually serves them to prevent them from bleeding.

    If you want to take advantage, you should leave your action for cantrips and non-spell options.

    FAQ’s about Bard Spells

    What are the Best Spells for a Bard?

    Here is the list of Best Bard Spells:

    • Otto’s Irresistible Dance.
    • Foresight.
    • Sending.
    • Tasha’s Hideous Laughter.
    • Synaptic Static.
    • Teleport.
    • Enemies Abound.
    • Psychic Scream.
    • Healing World.
    • Teleport.
    • Suggestion/Mass Suggestion.
    • True Polymorph.

    What skills should a Bard have?

    There could be different skills that a bard has from their background or race. They can choose different skills from the list. The best ones are charisma based skills including Wisdom, Dexterity or intelligence-based skills as a  second speciality.

    Do bards know all of their skills?

    The Bard, along with the Sorcerer and the Warlock, do not prepare spells. Instead, they can cast any spell that they know from the Bard spell list. As a 1st-level Bard, you know four 1st-level spells and have two 1st-level slots.

  • Phantasmal Killer | D&D 5e Spell Guide

    Phantasmal Killer | D&D 5e Spell Guide

     

    Have you ever dreamed of hurting your enemies with their literal nightmares?

    Perhaps they haunt you with their worst fears and possibly cause a lot of psychological damage in the process?

    Well, Phantasmal Killer is the answer. It is another spell-like Eldritch Blast

    Phantasmal Killer Spell:

    Type: 4th-level illusion
    Casting Time: 1 action
    Range: 120 feet
    Components: V S
    Duration: Concentration, Up to 1 minute

    You take advantage of a creature’s nightmares to create an illusion that only manifests to them.

    The target has to save a wisdom, and if it fails, it will go into a fearful state during the spell.

    In addition, the target must make an additional Wisdom Coil every turn. And if they fail, they take massive 4d10 psychic damage, which is increased by an extra d10 per level above 4th.

    Who gets Phantasmal Killer?


    Phantasmal Killer is one of the best bard spells that are exclusive to magicians.

    Wizards have access to most illusion spells, and this is one of the best.

    Phantom Killer Uses:


    Doing 4d10 psychological damage during a save or suck throw can be very good

    Especially against enemies with little wisdom, 4d10 is an incredible amount of damage for them with the potential of ten turns.

    So every time you do any damage, that’s an average of 22 psychological damage per failure.

    Phantasmal Killer relies on saves. But again, he can do a lot of damage against the right enemy.

    So for three consecutive failures, the average damage is 66.

    For five consecutive failures, the average damage is 110.

    And if the lucky lady lets you hit every time, you can deal an average of 220 damage, which is a constant output against debuffed enemies on every roll.

    The fact that I am adding the fear condition really helps as it will be at a disadvantage in all skill checks. That this spell has a long life after the first.

    Since it doesn’t always specify where the illusion is, it looks like you’re forcing the target to always see the illusion as it’s meant to mess with their head, and it appears to be designed that way but relies on DM Interpretation.

    Psychic is one of the damage that creatures have the least resistance to, so it can hit hard.

    Thematically you can really scare a creature and all.

    Phantasmal Killer Building Idea


    Wizards are rare with their subclasses.

    But School of Illusion is a good option for this.

    Chronurgy Magic lets you force enemies to replay, so it can be a great combination with this spell.

    War Magic also helps you a lot with your savings, allowing you to stay focused longer.

    War magic can act as if you learned to stay focused, which helps a lot with many different illusion spells.

    Chronurgy Magic helps you “play with time,” which can work with illusions, allowing people to accept them.

    So thematically any character who can punish other characters with their worst fears and nightmares can really work well here because it adds so much flavor.

    For a DM, any creature that knows that this spell can work incredibly well for the taste. Especially if you know the background stories of your characters well.

    If a character has killed a particular person who is special to him, a creature may chase him with the memory of discovering his dead body.

    Or if a character has a deadly fear of owlbears, jelly cubes, heights or the like.

    Phantasmal Killer has been a great spell in terms of flavour, just like most other illusion spells.

    The more creative you are here, the better you will perform.

  • Phantasmal Force | D&D 5th Edition Spell Guide, Uses and Build Ideas

    Phantasmal Force | D&D 5th Edition Spell Guide, Uses and Build Ideas

    Phantasmal Force 5e
    CC DndMag

    Phantasmal force is similar to the phantasmal killer, it is another powerful illusion spell. This force is supposed to be much more versatile than the rest.

    Phantasmal Force Spell:

    Type: 2nd-Level Illusion
    Casting time: 1 Action
    Range: 60 feet
    Components: V, S, M (a bit of fleece)
    Duration: Concentration, up to 1 minute

    Phantasmal Force crafts an illusion that takes place in the mind of a creature that you can see within your range. It must make an intelligent saving throw otherwise it perceives the illusion as real.

    This type of illusion can cause 1d6 damage per turn, while the damage is dependent on the kind of illusion that you decide upon, which will be explained more in the section below.

    It can also inflict certain conditions upon the creature depending on the illusion.

    The creature, on its turn, can also make an investigation check versus your spell save DC, to try and figure out it is actually an illusion.

    Who Gets Phantasmal Force?

    The spell can be accessed by Bards, Sorcerers, and Wizards and they all gain this spell when they gain access to 2nd Level Spells.

    This totally makes sense, as these are the classes that gain access to most of the illusion spells.

    Phantasmal Force: Uses & Utility

    The best thing about this illusion is its ability to impose pseudo status conditions, and it is excellent for crowd control of target.

    However, the nature of this spell, and with most of the other illusion spells, the rules will vary significantly from one dungeon master to another.

    For example, you can create a pit of lava around or near the creature. If the creature spent stays in lava, it would take 1d6 fire damage. You could stack it with a fear condition to force the creature through the lava to take damage.

    Moreover, you can make a basket or blindfold around the creature’s eyes and until you realize that the illusion is not real (i.e., you are going to remove the basket, and your hands are going through it)

    Also, you can do something similar with a swarm of bees or something. Other options include believing you are submerged in a bucket of water, in a forest fire, etc.

    Like most of the other illusions, the DM has to decide how the creatures respond to it.

    But this spell allows the creature to act as realistically.

    If you try to ‘tie’ a creature with an illusory rope, it will try to escape and realize that the rope is an illusion when its arms pass through it.

    This spell has its niche. And it can do quite well.

    But it’s greatly a wild card due to its reliance on DM’s interpretation. There are some other spells that can definitely do more, and the little illusion is probably a better illusion spell when you consider the versatility, utility, and economy of spell slot.

    Build Ideas

    College of Whispers Bard

    Since the College of Whispers Bard is all about acquiring knowledge and then exploiting that knowledge, an illusion spell can really fit thematically and optimally.

    Phantasmal Force can be used to try to extract information from a creature. It fits very well with the manipulation of this subclass.

    For example, make the creature believe there is a lava pit next to it while you have it tied to a chair and threaten to throw it away if it doesn’t cooperate. The same can be done with a pool full of piranhas, sour … you get the idea.

    Channel your intimate villain and let your imagination run wild.

    Phantasmal Force is a good illusion spell, but others may be better suited to the target of this class.

    Illusion wizard

    Since magicians have subclasses based on each game mode, the illusion mage is better suited for illusion magic.

    You don’t really get anything but malleable illusions, allowing you to manipulate the illusion during the spell.

    Thematically it certainly fits best.

    But optimally, there are better options. Phantasmal Force lends itself to creativity, but so do all illusion spells in their own way.

    But since wizards can change spells from time to time, it doesn’t hurt to pick this up at lower levels. So if it doesn’t work, feel free to change it.

  • Eldritch Blast | D&D 5th Edition Spells Guide

    Eldritch Blast | D&D 5th Edition Spells Guide

    What is Eldritch Blast?

    Eldritch Blast is a beam of enormous energy towards a creature target within the range. It is used to make a ranged spell against the target. On hitting the target, it gives 1d10 force damage.

    This spell creates more than one beam when you reach higher levels. Eldritch Blast contains two beams at the 5th level, three beams at the 11th level, and four beams at the 17th level. You can easily change the direction of the beams either towards one target or multiple. It makes a separate attack roll for each beam.

    Eldritch Blast is considered as the premier cantrip for the Warlock class. It was a class feature that all Warlocks received. It is better than any other damaging Warlock cantrip. There are other attacks also such as Phantasmal Force.

    Here we will discuss more about Eldritch Blast 5th Edition Spell details and why you should choose it to maximize its potential.

    Eldritch Blast Spell Details:

    School: Evocation
    Level: Cantrip
    Casting Time: 1 Action
    Range: 120 feet
    Components: Verbal, Somatic
    Duration: Instantaneous

    Classes: Warlock

    Moreover, this spell sends a bolt of damaging force to a single target. While attacking, you make a ranged spell attack to attempt to hit.

    Like other damaging cantrips, it also scales at level 5, 11, and 17, while adding an extra bolt to each level. It uses a d10 damage force, pretty good cantrip already.

    At level 2, Warlocks can start learning new Eldritch Invocations, and modifiers about how they or their classwork.

    Below are some of the invocations that can enhance your Eldritch Blast, and their benefits of each.

    Eldritch D&D Invocations:

    Agonizing Blast

    This invocation allows you to add your charisma modifier to damage rolls, which no other cantrip can do.

    It provides a minimum amount of damage at low levels, letting you keep up with martial characters. But at higher levels, it multiplies with the additional blasts.

    Eldritch Spear

    This Spear invocation raises the range of Eldritch Blast from 120 to 300 feet. This becomes situational as most of the fights that happens are within 60 feet, not 120

    While, on the other hand, being able to attack from 300 feet allows you to start attacking as soon as you see your target. And it also makes it almost impossible for a fleeing, low health target to escape from it.

    Grasp of Hadar

    This invocation can make your blasts to easily pull a target that is 10 feet closer to you. And for most Warlocks, this presents far more risk than reward.

    There are some exceptions that when it could be useful and when it’s not are; If the target is at the edge of the hazard, or if you’re a well armored Hexblade that can easily afford to be in close quarters.

    Lance of Lethargy

    This invocation allows one blast per turn to easily lower a creature’s movement speed by 10 feet closer to you.

    Lance of lethargy invocation is generally more useful, as it not only prevents your target from reaching you, but also makes it harder for them to go anywhere else.

    It’s a solid control added to the spell.

    Repelling Blast

    As pull and push are discussed now this invocation can push a target 10 feet backward each time it hits. It does the job very well than Lance of Lethargy, it is able to push up to 40 feet at level 17 also. Generally, it’s used to prevent any target from reaching towards you, as well as hazard effects like Grasp of Hadar.

    Final Verdict:

    Eldritch Blast is one of the strongest of Warlock cantrips. It acts as d10 using a universally effective damage type. It can be modified also, to do some extra damage. If you take both the Spell Sniper feat, and the warlock invocation Eldritch Spear, this cantrip can have a total range of 600 feet.

    Every Warlock should try this in one of their cantrips unless they really feel the need to choose something else for themselves with reasons. But for new warlocks that are looking to spell, GamingSpell wishes you the best of luck in combat with your signature cantrip.

     

    FAQ – Frequently Asked Questions

    Who can learn Eldritch Blast?

    You can get a bard and learn the eldritch blast using the lvl10 magical secrets trait, but also remember that the power of cantrip lies in the invocations that are specific for the warlock.

    How do you maximize Eldritch Blast 5e?

    Instead of rolling twice for attacks with an advantage, you can roll 3 times. If warlock hexblade curse is on a target, then you get way more chances to crit with an eldritch blast. Finally, if you are playing a fairly high-level campaign, take 2 levels in fighter to action surge and cast eldritch blast again.

    How many times can you cast Eldritch Blast?

    Eldritch Blast has a casting time of 1 action (PHB p. 237). You‘ve only got one action on your turn, so you can only cast Eldritch Blast once.

    What damage type is Eldritch Blast?

    According to Complete Arcane pg. 7 “an eldritch blast deals 1d6 points of damage at 1st level and increases in power as the warlock rises in level.” But it makes no reference to damage type until pg. 9 where three of the Eldritch Invocations add damage types.