D&D 5E Building a better Bard

Paul Smart

Explorer
Hi everyone.

Lets talk Bards. What works about them? What would you change and why? How can they be improved?

I would love to hear everyones thoughts.
 

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1/2 caster and more actual bardic abilities. Maybe some built in fascination abilities.
I'm fine with a full caster, but more bardic-spells would be nice.

Song of Courage
Level 2 Bard spell
Casting Time 1 Action
Duration Concentration, 10 minutes
Allies who hear you cannot be frightened and gain advantage on Wisdom saves.

Dirge of Death
Level 5 Bard spell
Casting Time 1 Action
Duration Concentration, 10 minutes
Creatures you choose who can hear make a Con save at the start of their turn. If the fail they take 4d6 psycic damage and are afraid of you. If they succeed they take half damage.
At higher level: Increase the damage by 1d6.

Charming Dance
Level 8 Bard spell
Casting Time 1 Action
Duration Concentration, 10 minutes
Creatures you choose who can hear make a Charisma save at the start of their turn. If the fail they are charmed by you until the start of their next turn.


etc...
 

Putting more classic bard abilities into spells would be an easy way to fit them in without changing the system.

If I had designed the game originally, I would have made bards and warlocks half casters, though.


Sent from my iPhone using Tapatalk
 

I've been wanting to play a bard but haven't been able to because every 5e game I've joined has already had one.

Sounds like it's pretty on-the-money as it is.
 

On the whole, I love the bard

Only two tiny niggles

Over half the second level spells (14 out of 25) require concentration. That feels like a lot to me that can't be used together.

Most bard combat spells require saves, not attack rolls and a lot of those are wisdom saves which in my experience has sometimes made me feel a tad underwhelming in combat. Out of combat however......
 


I think the consensus is clear, that a half-caster version of the bard (and I agree with those saying the Warlock, also) is the way they should have gone. Rather than, yet another "Charisma-based full caster."

Paladin = "Divine" half-caster.
Ranger = "Divine[Nature]" half-caster.

"Arcane" half-caster = ??? Why wasn't one created? Why was arcane magic basically dealt automatically 4 [!] "full" caster classes and a couple of "1/3rd" casters subclasses. Why are/were there no 1/3rd divine/nature-based caster subclasses?

I fluctuate in how best to answer this...and the bard/warlock connection, mechanically, might even be interchangeable.

Warlock being an Intelligence-based Arcane half-caster. Essentially, the "Half-caster Fighter-Wizard" option (as Paladin is a half-caster Fighter-Cleric) with additional magical [but-not-"spells"] powers. As with the Paladin and Ranger, this gets them access to full armor (at least eventually) and weapons options. If you want to keep the "Invocations" as their signature "powers" that's fine. I never much cared for that particular term, but the idea of a separate mechanical magical power (a la the paladin's channeling/auras). A limited, but thematic, addition of bonus "sub-class spells." Armor, weapons, 5 Arcane spell levels, limited bonus spells (Patron based), special magical powers only warlocks can use (Invocations or whatever you want to call them).

"Patron" subclasses, then, give you the various types of "more demony" or "more feyish" or "more Cthulusque" (or whatever other patrons you come up with) flavors. The secondary "Pact" options...I suppose just stay as/is. A secondary class feature independent of your "subclass."

Bards, then, can be the Charisma-based Arcane half-caster. Essentially, the "Half-caster Fighter/Rogue-Sorcerer" option (as Ranger is a half-caster Fighter/Rogue-Druid) with additional magical [but not spells] powers. As with the Paladin and Ranger, this gets them access to full armor though I'd probably limit it, with the thief angle, to light and medium, no shields. Simple and a few martial weapons. And their special class magical powers/mechanic all their own, call it the Inspiration Dice that is used to magically influence others (as it does now), add in fascinate, or lore checks, spending it for a bonus spell/slot recovery, etc... Armor, weapons, access to 5 Arcane spell levels, special magical powers only bards can use, and -like the Ranger receives additional skill and damage bonuses (either Hunter preferred enemy/fighting style stuff or Beastmaster companion damage), instead of the Cleric/Paladin "bonus spells" system- give bards some extra skill abilities. I'd probably based around gathering, researching, extracting, etc... lore/information on any variety of topics and/or Rogue abilities, makybe sneak attack style damage bonus.

"College" subclasse, then, give you the various types of "more Fightery" or "more Wizardy" or "more Roguey" or "more Clericy/[or traditional] Druidy" flavors.

There's your half-caster "arcane" Bard.
 



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