In the enchanting world of Baldur’s Gate 3, Bards stand out as versatile spellcasters, capable of weaving magic that influences both allies and enemies alike. As the ultimate jack-of-all-trades, Bards can charm, heal, and control the battlefield with a unique blend of spells. This guide delves into the best spells for Bards, highlighting essential choices that will not only enhance your gameplay but also elevate your party’s effectiveness in combat. From crowd control to powerful healing, discover how to maximize your Bard’s potential and turn the tide of battle in your favor.
The best offensive spells for Bard
Bards in Baldur’s Gate 3 can wield a variety of offensive spells that enhance their versatility in combat. Vicious Mockery, the Bard’s signature cantrip, not only deals psychic damage but also imposes disadvantage on the target’s next attack, making it a potent choice for disrupting enemies. At level 1, Thunderwave offers area damage and the ability to push foes away, while Dissonant Whispers inflicts significant damage and can frighten opponents if they fail a Wisdom saving throw. Additionally, Heat Metal is particularly effective against armored foes, dealing fire damage and potentially forcing them to drop their weapons. As Bards progress to higher levels, spells like Glyph of Warding become available, allowing for strategic area damage that can be tailored to exploit enemy weaknesses. These spells collectively empower Bards to not only support their allies but also actively control the battlefield.
Cantrips:
- Vicious Mockery – only damage dealing cantrip in Bard’s repetoire. This is a magic insult dealing 1d4 physical damage and applying Disadvantage on the target that is active for one turn.
Level 1 spells:
- Thunderwave – a powerful level 1 spell dealing 2d8 Thunder damage to the target and pushing it away.
- Dissonant Whispers – aside from dealing 3d6 physical damage to the target, the target has Frighten applied if they don’t complete a Wisdom save.
Level 2 spells:
- Cloud of Daggers – an offensive spell creating a zone with a diameter of 2 meters lasting for10 turns. All targets affected by the zone receive 4d4 Slashing damage.
- Phantasmal Force – the target’s mind has an illusion implanted that deals 1d6 physical damage to it each turn (spell lasts for up to 10 turns). When the affected target receives damage from a different source, the damage type changes to Phantasmal Force. Unfortunately, similarly to the previous spell, Phantasmal Force requires concentration from the caster.
- Shatter – a spell dealing 3d8 Thunder damage. Opponents made out of inorganic matter (e.g. stone) have Disadvantageapplied on their Saving Throw.
- Heat Metal – 2d8 Fire damage, and the spell forces the target to drop his currently equipped metal weapon or receive a Disadvantage on Attack Rolls and Ability Checks. When it comes to armor items, the target will receive Disadvantage. If the target decides to keep the weapon, Bard can use a bonus action to deal additional 2d8 damage. A useful, albeit not often used spell, requiring a specific situation and opponent.
Level 3 spells:
- Glyph of Warding – a powerful spell triggering a certain magical effect. Aside from Sleep and Detonation, you can choose a variant that deals as much as 5d8 of chosen damage type to all targets in the range of the Glyph.
The best defensive and support spells for Bard
Bards in Baldur’s Gate 3 are not just charming performers; they are also adept at defensive and support magic that can significantly influence the outcome of battles. Hold Monster stands out as a premier crowd control spell, allowing Bards to incapacitate formidable foes, making them vulnerable to critical hits from allies. Mass Cure Wounds is essential for healing multiple party members simultaneously, ensuring the team remains in fighting shape during tough encounters. Additionally, spells like Greater Invisibility and Calm Emotions provide strategic advantages, enhancing survivability and maintaining control over chaotic situations. With a versatile spell list, Bards can tailor their magic to bolster their allies and hinder their enemies effectively.
Cantrips:
- Blade Ward – the chosen target receives resistance to Slashing, Bludgeoning, Piercing, reducing damage received from these schoolsby half.
Level 1 spells:
- Heroism – the targeted character receives 5 temporary hit points, and cannot be Frightened. A useful skills, albeit, as most buffing spells, requires maintaining concentration.
- Bane – the enemies receive a penalty (-1d4) to Saving Throws and Attack Rolls. A spell useful when you don’t have a Cleric with this spell currently in the party.
- Faerie Fire – targeted enemies are affected by magic light that makes them visible, while Attack Rolls on themhave advantage. Especially useful when facing monsters that are hard to see or in dark environments.
- Tasha’s Hideous Laughter – the affected target who doesn’t pass a Wisdom Saving Throw, falls to the ground and rolls in laughter becoming completelyIncapacitated. The Incapacitated target may try to shake off the effect after receiving damage. Only works against beings with 5 or higher Intelligence.
- Healing Word – a simple healing spell replenishing 1d4 hit points (you need to have the target in visual range). Useful as contingency healing if the main healer had fallen.
Level 2 spells:
- Calm Emotions – targets in the chosen area cannot be Charmed or Frightened. Useful in clashes against enemies that apply this effect often.
- Silence – the targets in the spell area are Silenced and are immune to Thunder attacks. For example, getting a magic wielder in the sphere makes them unable to cast spells.
Level 3 spells:
- Fear – the affected targets that don’t pass a Wisdom Saving Throw, become Fearful and break formation. When visual contact with the caster is broken, the targets may repeat the Throw to attempt to shake off the effect.
- Stinking Cloud – a stinking effect so strong that beings inside the spell range cannot take action.
Best utility spells for Bard
Bards in Baldur’s Gate 3 excel not only in support and crowd control but also in utility spells that enhance their versatility on the battlefield. Key utility spells include Mage Hand, which allows for remote manipulation of objects, and Minor Illusion, perfect for creating distractions. Feather Fall is essential for mitigating fall damage, while Disguise Self offers strategic advantages in deception. At higher levels, Invisibility grants stealth capabilities, and Enhance Ability provides allies with crucial advantages on ability checks. These spells enable Bards to adapt to various situations, making them indispensable in any party composition.
Cantrips:
- Mage Hand – a spectral hand allowing manipulating objects from a safe distance.
- Minor Illusion – a simple cantrip that distracts nearby targets, making them investigate the source. Useful when sneaking.
- Friends – when cast on a target, you gain advantage on Charismachecks against it. Unfortunately, after the spell ends, the targeted being knows that it has been Charmed and may accuse the caster.
- Light and Dancing Lights – simple spells that light the darkness. Useful in case not all members of your party have means to light the way.
Level 1 spells:
- Feather Fall – mitigates fall damage. The targeted beings don’t receive fall damage. Use the spell actively as situation dictates.
- Disguise Self – Bard temporarily changes his appearance. An indispensable tool during Deception checks.
Level 2 spells:
- Enhance Ability – targeted ally receives an Advantageto Ability Checks with chosen Ability. Useful during major checks where you cannot afford to fail.
- Invisibility – the target becomes invisible for the duration of 1 minute (10 turns).
Level 3 spells:
- Speak with Dead – allows asking a dead character 5 questions. The corpse must have a mouth, and cannot be a reanimated undead.
What are the top defensive spells for a Bard in Baldur’s Gate 3
Bards in Baldur’s Gate 3 possess a unique blend of spells that can enhance their defensive capabilities, making them invaluable in combat. Here are the top defensive spells for a Bard:
Top Defensive Spells for Bards
-
Blade Ward
- Type: Cantrip
- Effect: Grants resistance to slashing, bludgeoning, and piercing damage for the duration of the spell, effectively halving damage taken from these sources.
-
Protection from Evil and Good
- Level: 1
- Effect: Provides a protective barrier against various creature types (Aberrations, Celestials, Elementals, Fey, Fiends, and Undead), granting advantages on saving throws against being charmed or frightened.
-
Calm Emotions
- Level: 2
- Effect: Prevents creatures in a designated area from being charmed or frightened, useful in controlling the battlefield during tense encounters.
-
Invisibility
- Level: 2
- Effect: Renders the target invisible for up to one minute, allowing for strategic repositioning or avoiding attacks altogether.
-
Stinking Cloud
- Level: 3
- Effect: Creates a cloud that incapacitates creatures within its area, preventing them from taking actions and providing an opportunity for the Bard and allies to regroup or attack.
-
Fear
- Level: 3
- Effect: Causes affected targets to become frightened, forcing them to flee from the Bard and potentially breaking enemy formations.
-
Death Ward
- Level: 4
- Effect: Protects an ally from death by ensuring they remain conscious with 1 hit point if they would otherwise drop to 0; crucial for keeping key party members alive during critical moments.
-
Fire Shield
- Level: 4
- Effect: Surrounds the caster with radiant energy, providing resistance to fire and cold damage while also dealing fire damage to attackers who strike in melee.
These spells not only enhance a Bard’s survivability but also provide valuable support to allies, making them a formidable presence on the battlefield.
What are the best support spells for a Bard in Baldur’s Gate 3
In Baldur’s Gate 3, Bards excel as versatile support characters, wielding a range of spells that can enhance their allies’ abilities and control the battlefield. Here are the best support spells for a Bard:
Best Support Spells for Bards
-
Healing Word
- Level: 1
- Effect: A bonus action spell that heals an ally within range for 1d4 + your spellcasting modifier. This spell is invaluable for quickly reviving allies during combat.
-
Mass Cure Wounds
- Level: 5
- Effect: Heals up to six allies within a 30-foot radius for 3d8 + your spellcasting modifier. This powerful area-of-effect healing spell can turn the tide of battle by restoring significant health to multiple party members at once.
-
Bardic Inspiration
- Type: Class Feature
- Effect: While not a spell, this feature allows you to grant an ally an extra die (1d6) to add to their ability checks, attack rolls, or saving throws. It can be used a limited number of times per long rest, making it a crucial support tool.
-
Enhance Ability
- Level: 2
- Effect: Grants an ally advantage on ability checks for a specific ability (like Strength or Dexterity) and provides additional benefits, such as temporary hit points or increased carrying capacity.
-
Heroism
- Level: 1
- Effect: This spell imbues an ally with bravery, granting them temporary hit points and immunity to being frightened for its duration.
-
Counterspell
- Level: 3 (Magical Secrets)
- Effect: Allows you to interrupt another spellcaster’s spell as a reaction, preventing potentially devastating spells from affecting your party.
-
Tasha’s Hideous Laughter
- Level: 1
- Effect: Causes a target to fall prone and become incapacitated with laughter if they fail a Wisdom saving throw, effectively removing them from combat temporarily.
-
Greater Invisibility
- Level: 4
- Effect: Makes the target invisible even while attacking or casting spells, providing both protection and offensive capabilities.
-
Fear
- Level: 3
- Effect: Creates an area of effect that causes enemies to become frightened, forcing them to flee from the Bard and disrupting enemy formations.
These spells not only bolster your allies but also provide strategic advantages in various combat scenarios, showcasing the Bard’s role as a vital support character in any adventuring party.