Bard 5e Best 20 Dungeons and Dragons Spells For Da Bards

Bard 5e

Bards are also portrayed as charismatic singers who use their wit and charisma to captivate and/or puzzle those around them. The majority of the Bard 5e spell-casting list is made up of protection and control spells that allow one to buff/heal mates, disable enemies, and deal with a range of situations both in and out of battle.

Bards 5e have complete spell-casting advancement in Dungeons & Dragons 5th Edition, which means they finally gain access to the 9th-level spells, the highest available level of magic. I’ll only include 1st-level or higher spells in this list, so no cantrips.

These spells may earn your bard the disdain of your enemies as well as the reverence and love of your friends in equal measure.

Bard 5e
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Bard 5eForesight

Source: Players Handbook

Foresight, a 9th-level spell, is arguably the most powerful buff available to Bards. On attack rolls, ability checks, and saving throws, the target gains an advantage (meaning they roll a d20 twice and take the better result).

The spell also makes a target immune to surprise and gives them an advantage against attacks. Furthermore, the spell’s effects last for an entire 8 hours with no need for concentration.

Bard 5eHold Monster/Hold Person

Source: Players Handbook

Although Bards don’t have a lot of injurious options, they do have a lot of spells that can help their allies or keep their adversaries from harming them. Hold monster, a 5th-level spell, does both by possibly paralyzing any (non-undead) predator and causing all assaults against it to critically hit if the predator is paralyzed. Hold Person, a 2nd-level spell, works similarly to its higher-level counterpart, with the exception that it can only target humanoid life forms.

Bard 5eDissonant Whispers

Source: Players Handbook

Dissonant whispers is a 1st-level spell that is almost entirely available to Bards. While this offensive option deals 3d6 psychic damage at its lowest level, the spell’s true power comes from forcing the target to spend its reaction to move away from you if the save fails. This motion does cause attacks of opportunity, which can result in a lot of potential damage if your allies take advantage of it!

Bard 5e – True Polymorph

Source: Players Handbook

This is a 9th-level spell. True polymorph, like its powerful 4th-level spell version (which we’ll explain shortly), gives you the power of transformation at your fingertips. True polymorph is an indisputable upgrade because it can transform any creature or object into another creature or object.

This spell will be much higher on the list, but it, like other 9th-level spells, isn’t very useful as most players won’t even hit 17th level as a Bard. Once you have it, true polymorph can almost certainly solve any problem your Bard faces by applying the appropriate transformation.

Bard 5e – Suggestion/Mass Suggestion

Source: Players Handbook

Suggestion is a 2nd-level magic that charms a target into taking a certain decision to the best of their abilities; it also has a 6th-level spell variant, mass suggestion, that affects many more creatures over a prolonged period of time without draining the caster’s focus.

These spells can be used to collect intelligence, neutralize adversary threats, and a variety of other things, based on the situation. Suggestion and mass suggestion, however, rely on your Dungeon Master’s understanding of how the targets follow the specified course of action, despite their immense potential.

Bard 5e – Forcecage

Source: Players Handbook

Forcecage is a 7th-level spell that produces an invisible prison of supernatural force in the shape of a cage or a box. Although most spells need a saving throw to escape their effects, a Bard can easily bind a creature as long as their target(s) fits inside the confines of the prison.

Spells cannot penetrate or leave the field. If you want to make a box, other attacks or abilities will almost certainly be prevented as well. Since forcecage lasts an hour and doesn’t require concentration, the only way a creature can get out is by teleporting. Even that choice, however, has a chance of failing.

Bard 5e – Faerie Fire

Source: Players Handbook

Bards can help their comrades land attacks or even critically hit with a 1st-level spell called faerie fire. Targets who miss their Dexterity save against faerie fire are engulfed in a bright light that gives them an advantage on all attack rolls against it, and they can’t use invisibility. The impact takes as long as your Bard keeps his/her focus.

Bard 5e – Dimension Door

Source: Players Handbook

Dimension door is a 4th-level spell that provides Bards with their first big teleportation skill, with a range of up to 500 feet. This spell should be your first option in several circumstances where you need to flee, infiltrate, or reposition (and quickly).

Bard 5e – Hypnotic Pattern

Source: Players Handbook

A hypnotic pattern is a brief color pattern that can be used to confuse targets. This 3rd-level spell causes targets that miss their Wisdom save to become charmed in a 30-foot cube. When affected by the spell, afflicted targets become immobilized and their speed is reduced to zero. When a target fails their save, they become incapacitated before they take damage or another creature rouses them. For Bards who want to restrict the number of hazards on the battlefield, a hypnotic pattern is an excellent option.

Bard 5e – Dominate Monster/Dominate Person

Source: Players Handbook

Both the 8th-level spell dominate monster and also the 5th-level spell dominates individual are charm spells that allow the Bard to direct, if not directly influence, the behavior of another entity. The logically better version of the spell, dominate monster, helps to target any entity not resistant to charm; dominate individual works similarly, but only targets humanoid-type species.

Bard 5e – Healing Word

Source: Players Handbook

Characters need just slivers of HP to stay battle-ready in 5e, so healing is fairly easy. Your allies, on the other hand, will undoubtedly need a mid-combat pick-me-up throughout your adventures, and healing word provides Bards with an effective spell to do just that. This 1st-level spell helps you to heal your comrades for a small sum with just a bonus action.

Bard 5e – Invisibility/Greater Invisibility

Source: Players Handbook

Your Bard can render a target invisible for one hour with Invisibility (2nd-level spell), an effect that lasts as long as you maintain focus and the target does not strike or cast a spell. Being undetectable opens up a world of possibilities for scouting, infiltration, espionage, and other covert operations.

Greater invisibility, a 4th-level spell, enables a target to remain invisible even after fighting or casting magic, making it a useful battle buff, but for a much shorter period of time.

Bard 5e – Polymorph

Source: Players Handbook

Although I previously discussed polymorph’s more powerful form, I believe this spell is so useful that it deserves its own spot on the list. Since it’s only a 4th-level spell, Bards can use it with only seven levels in the class. Polymorph can provide your Bard with a useful tool for transit, war, usefulness, and more, particularly because 5e has a large repository of beasts.

Polymorph is a multi-purpose spell that allows you to turn the target into a beast with a difficulty rating similar to or less than its own (or character ratings if it doesn’t have one) despite the fact that you can only know a small number of spells to cast. Polymorph is an incredibly versatile spell that will come in handy throughout your adventure!

Bard 5e – Psychic Scream

Source: Xanathar’s Guide to Everything

Full spellcasting classes like the Bard will activate 9th-level level spells, which are among the most powerful resources available in D&D. For most Bards, the time and effort required to reach 9th-level spells (17 levels in the class at the earliest) has an effect on their usability.

Psychic scream causes psychic harm and can stun up to 10 entities within a 90-foot range; additionally, most creatures lack robust Intelligence saves, making them more likely to struggle with these saves.

Bard 5e – Enemies Abound

Source: Xanathar’s Guide to Everything

Enemies abound can transform a single monster into a wild card during battle for a limited time, which is a control choice for Bards. Since the enemy can’t tell the difference between allies and opponents, they have to choose who to fight or use abilities on at random. This spell will temporarily give your side the numerical advantage, depending on the number of enemies on the field.

Bard 5e – Teleport

Source: Players Handbook

Teleport is a 7th-level spell that does just as it says on the tin. It enables a Bard to relocate up to eight willing targets (including objects) to any location on the same field of life in an instant. Overall, immediate group teleportation is a fantastic tool to have because it allows you to drastically reduce journey times or simply teleport the group out of a terrible spot.

Bard 5e – Synaptic Static

Source: Xanathar’s Guide to Everything

The Bard unloads an avalanche of psychic energy, dealing psychic damage to all creatures within 20 feet of a specified point, if he has a 5th-level slot or higher. Attackers who fail the Intelligence save against synaptic static also get a debuff that takes away a d6 from all attack rolls, skill tests, and Constitution saving rolls for a minute or until they succeed in protecting against the impact (whichever comes first).

Bard 5e – Otto’s Irresistible Dance

Source: Players Handbook

A entity is compelled to dance in place by this 6th-level spell! Nothing is more of a Bard move than this and we at Geek Impulse love it. When the target is impaired by this spell, it must use all of its movement to dance; it also has a disadvantage on attack rolls and Dexterity saves, and attack rolls against it have an advantage.

Otto’s enticing dance takes place immediately after the Bard casts it. The goal must expend an action and try to succeed on a Wisdom save in order to shake off the spell. At the very least, the spell requires a creature to devote at least one action (if not several actions if the spell fails) or endure the negative consequences for the duration of the spell.

Bard 5e – Tasha’s Hideous Laughter

Source: Players Handbook

Tasha’s hideous laughter is a Bard’s first choice for fully disabling an opponent as a 1st-level spell. Laughter overwhelms a target who fails a Wisdom saving throw against this spell; the target falls prone and then becomes debilitated, unable to move or stand.

Bard 5e – Sending

Source: Players Handbook

The sending spell is useful for bards who believe in the adage “communications is key.” This third-level option encourages Bards to send a 25-word letter to someone they’re “familiar” with, and the target will respond with a 25-word message of their own.

While sending works better when you and your target are on the same plane of life, there is no geographical limit to how far your letter can go. This spell can be incredibly useful for keeping in touch with your allies no matter how far apart they are.

Where do Bard Spells Come From?

Bard 5e
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The Bard’s spell list is heavily influenced by the Wizard, with a few choices from the Cleric thrown in for good measure, but with a strong emphasis on help spells, illusions, and enchantments. While the Bard has some healing options such as Cure Wounds and Healing Word, they lack the full range of non-hp healing options that a cleric would have.

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