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Mastering the Melodies: A Comprehensive Guide to 5e Bard Spells

The bard is a versatile class in Dungeons & Dragons 5th Edition (5e), renowned for their enchanting music and arcane prowess. Their spellcasting abilities play a crucial role in supporting their allies, hindering their foes, and delivering devastating attacks. This guide delves into the intricacies of 5e bard spells, providing insights, strategies, and practical applications.

Cantrips

Cantrips are spells that can be cast an unlimited number of times. Bards have access to the following cantrips:

Cantrip Description
Blade Ward Enchants a weapon, granting it a +1 bonus to attack and damage rolls against undead.
Dancing Lights Creates small orbs of light, illuminating an area or distracting enemies.
Friends Charms a creature, making it friendly toward the caster.
Light Creates a beam of light, illuminating an area or blinding enemies.
Mage Hand Summons an invisible hand that can retrieve objects or perform simple tasks.
Minor Illusion Creates a minor illusion that can deceive or distract opponents.
Prestidigitation Manipulates objects or performs small tricks, such as cleaning or warming objects.
Thorn Whip Extends a vine of thorns, dealing damage and pulling a creature closer.
Vicious Mockery Insults a creature, dealing psychic damage and imposing disadvantage on its next attack roll.

1st Level Spells

At 1st level, bards gain access to a range of versatile spells:

Spell Description
Animal Friendship Charms an animal, making it friendly toward the caster.
Charm Person Charms a humanoid, making it friendly toward the caster.
Cure Wounds Heals a target creature, restoring hit points.
Disguise Self Alters the caster's appearance, allowing them to disguise themselves.
Feather Fall Slows a creature's descent when falling, preventing damage.
Healing Word Heals a target creature, restoring a small amount of hit points.
Heroism Bolsters a creature, granting it temporary hit points and advantage on saving throws against fear.
Longstrider Increases a creature's speed, allowing it to move faster.
Thunderwave Emits a shockwave of thunder, damaging and knocking back creatures in an area.

2nd Level Spells

At 2nd level, bards unlock spells with even greater potential:

Spell Description
Augury Divines the future, providing guidance on upcoming events.
Cloud of Daggers Creates a swirling cloud of daggers, damaging creatures that enter or start their turn in it.
Enhance Ability Enhances an ability score of a target creature, granting it bonuses.
Heat Metal Heats a metal object, damaging creatures holding or wearing it.
Invisibility Makes a target creature invisible, granting advantage on stealth checks.
Knock Opens doors or chests without the need for keys or lockpicks.
Locate Object Reveals the location of a specific object.
Ray of Enfeeblement Weakens a creature, imposing disadvantage on its attack rolls and ability checks.
Shatter Emits a burst of sonic energy, damaging creatures made of glass or crystal.

3rd Level Spells

At 3rd level, bards gain access to spells that expand their influence and control over the battlefield:

Spell Description
Animate Dead Creates undead creatures from corpses, allowing the caster to control them.
Bestow Curse Curses a creature, imposing disadvantage on a specific ability or skill.
Clairvoyance Allows the caster to observe a distant location through a magical sensor.
Dispel Magic Removes magical effects from creatures or objects.
Fear Causes a target creature to become frightened, imposing disadvantage on its saving throws against spells.
Fly Allows a target creature to fly, granting increased mobility.
Hypnotic Pattern Creates a mesmerizing pattern of light, causing creatures in an area to fall unconscious.
Magic Weapon Enchants a weapon, granting it a +1 bonus to attack and damage rolls.
Suggestion Compels a target creature to perform a simple action, as long as it does not cause the creature harm.

4th Level Spells

At 4th level, bards learn spells with greater area of effect and potent buffs:

Spell Description
Compulsion Forces a target creature to make a saving throw or be charmed or frightened.
Control Water Manipulates water, shaping it into various forms or draining it from an area.
Dimension Door Teleports a target creature up to 500 feet to an unoccupied space.
Greater Invisibility Renders a target creature invisible, granting it advantage on all attack rolls and disadvantage on all attacks against it.
Hallucinatory Terrain Creates an illusion of difficult terrain, hindering creatures that enter it.
Polymorph Transforms a target creature into another creature of equal or lower CR.
Stone Shape Manipulates stone, allowing the caster to shape it into various forms.

5th Level Spells

At 5th level, bards unlock spells that reshape reality and control the minds of their enemies:

Spell Description
Animate Objects Animates up to 10 nonmagical objects, allowing them to follow the caster's commands.
Cloudkill Creates a cloud of poisonous gas, damaging creatures that enter or start their turn in it.
Dominate Person Dominates a humanoid, allowing the caster to control its movements and actions.
Geas Compels a target creature to perform a specific action over a period of time.
Hold Monster Paralyzes a target creature that is a beast or plant.
Legend Lore Reveals information about an ancient legend or artifact.
Mass Cure Wounds Heals multiple target creatures, restoring a significant amount of hit points.

6th Level Spells

At 6th level, bards learn spells that empower their allies and devastate their foes:

Spell Description
Banishment Sends a celestial, elemental, fey, or fiend back to its home plane.
Control Weather Manipulates the weather, creating rain, snow, or windstorms.
Eyebite Causes a target creature to become paralyzed and unable to speak.
Find the Path Reveals the location of a specific place or creature, allowing the caster to travel directly to it.
Mass Suggestion Compels multiple target creatures to perform a simple action, as long as it does not cause the creature harm.
Otto's Irresistible Dance Forces a target creature to dance uncontrollably, imposing disadvantage on its saving throws against spells.

7th Level Spells

At 7th level, bards gain access to spells that bend reality and manipulate time:

Spell Description
Forcecage Creates a cage of force, trapping a target creature within it.
Mirage Arcane Creates an illusion of up to 1 square mile, allowing the caster to alter the appearance of the area.
Prismatic Spray Emits a spray of colored rays, each dealing a different type of damage to creatures in an area.
Resurrection Resurrects a dead creature.
Reverse Gravity Inverts gravity in an area, causing creatures to fall upward.
Sequester Places a creature in suspended animation, preserving it for up to a year.

8th Level Spells

At 8th level, bards unlock spells that control minds and shatter defenses:

Spell Description
Charm Monster Charms a creature that is not a construct or undead.
Feeblemind Reduces a creature's Intelligence and Charisma to 1.
Power Word Stun Stuns a target creature that fails a Constitution saving throw.
Sunburst Emits a burst of radiant energy, damaging creatures in an area.

9th Level Spells

At 9th level, bards master the most powerful spells in their repertoire:

Spell Description
Foresight Grants a target creature advantage on all its ability checks and saving throws.
Mass Heal Heals multiple target creatures, restoring a massive amount of hit points.
True Polymorph Transforms a target creature into any creature of equal or lower CR.

Why Bard Spells Matter

Bard

Time:2024-09-29 18:01:26 UTC

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