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#5e quickbuild free
Still, free HP.Ĭounter Charm: Pretty niche, you could easily forget you have this. Song of Rest: A nice bonus at low levels, but doesn’t scale well. They get a moderate amount of spells (about 2-3 per level), but can only swap when they level. Most of their power comes from here with a large selection of save-or-suck spells, as well as some healing spells. There’s a section below for choice spells to take. Note that these count against your known spells, so it’s not quite as great as it might first seem. Magic Secrets: This really opens up the class to do pretty much anything. But what you want really depends on your build and campaign. Stealth, perception, and athletics are top choices. Note this works on initiative, dispel magic, counter spell, and several other things as well.Įxpertise: You’re really good at something. Jack-Of-All Trades: You are moderately good at everything.
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Note it works on initiative.įont of Inspiration: This is like getting bardic inspiration all over again. Either way, make sure to take feather fall.īardic Inspiration: Who want’s a bonus! While you need to pre-use this, its versatility, being able to use it after a roll, and 10 minute window, there’s a pretty low chance of it being wasted. Note that valor can still use a shield while flying. Better if your abusing magic jar.Īarakocra: Flying high in combat is generally not advised, but the 50′ speed can help you safe as a backline attacker, allowing you to hit and run (or hypnotic pattern and run). Gnome: Advantage spells is solid but that’s all you get. Relentless endurance can let you be more risky.ĭwarf: Medium armor is good for lore bards. Goliath: Adds some toughness, and stones endurance can help keep concentration spells going. Lightfoot Halfling: For stealthy valor bards. Human: Bonus points help you be even more of a jack-of-all trades. Breath attack helps make up for a weakness on the bard list. Still ok for valor bards who don’t rely on weapons too much.ĭragonborn: Both Str and Cha make this good for valor bards. The sunlight sensitivity doesn’t hurt the majority of spells. Tiefling / Aasimar: Darkvision, +Cha, and a few extra spells per day.ĭrow Elf: Darkvision, +Cha, and a few extra spells per day. Half-Elf: Darkvision, +Cha, and +1 to 2 others, extra skills, and protection from some your own spells. You don’t get darkvision, which can hurt, notably the stealthy bards. Wait for a bigger proficiency bonus for resilience, and grapplers need shield proficiency before shield master.
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Human Variant: Starting with Alertness, Warcaster (Valor), or Moderately Armored (Lore) to make yourself strong at low levels. Intelligence: You’re most likely dump stat. Not a dump stat, but not a priority either.
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Wisdom: Perception is important, and Wisdom saves can be very nasty (as you can prove yourself). Grapple someone in a cloud of daggers, Hypnotize everyone then drag them around to compromising positions, Or make someone fall asleep, and get a free critical hit with a greatsword. Though Valor Bards can make this work with expertise athletics. Valor is likely to use this for an attack stat, and Lore needs it for AC as well.Ĭonstitution: Good for anyone, possibly more for your concentration checks than health. Getting your disabling spell off first is great. This also will boost your inspiration dice, so it’s hard to pass up.ĭexterity: Likely your secondary stat. You could potentially play a low Charisma Valor Bard, but you’re probably better off as an Eldritch Knight or Cleric for that concept. At best you just wasted your choice, but it might actually hurt you. Purple: Situational, most of the time you should pass on this, but there are corner cases that can really make this good. Sky blue: Grade A, and usually the most optimal choice.īlue: Grade B, solid, if not quite optimal.īlack: Grade C, it passes, but don’t expect much wow from it. Gold: Something you pretty much always take.
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