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RavensLuck
2018-06-07, 10:03 PM
Hi, I知 a new to D&D, and I was hoping if there could be some advice on how to best optimize the party痴 strengths and minimize its weaknesses. I知 finding that the bard seems to be a little more versatile, and I was wondering if there were any pointers on the best route to go. I had personal preferences into the College of Lore, but I知 at a loss in choosing spells that best help the party.

Here is the party:
Barbarian
Druid
Paladin
Bard (me)

Thank you

CTurbo
2018-06-07, 11:24 PM
Tabaxi Lore Bard

8 Str, 16 Dex, 14 Con, 10 Int, 10 Wis, 16 Cha after racial bonuses.

Entertainer Background
Perception, Stealth, Acrobatics, Performance skills + 6 more of your choice.

Cantrips
Minor Illusion
Vicious Mockery

Level 1 spells
Healing Word
Faerie Fire
Tasha's Hideous Laughter
Dissonant Whispers

Level 2 Spells
Heat Metal
Hold Person
Shatter

Take +2 to Cha at level 4

Arkhios
2018-06-07, 11:41 PM
Traditionally, Bard has been the quintessential support class that fits in every party without much effort.

5e bard isn't much different from that.

JAL_1138
2018-06-08, 12:26 AM
Consider picking up spells that lean more towards what a wizard or sorcerer might take, since the Paladin and Druid have healing covered. Control, enemy debuffs, and party-member buffs, with maybe Shatter or Thunderwave (probably not both) in there to have a little AoE damage when necessary, swapping out later for Synaptic Static from XGE when it becomes available--but keep in mind that dealing damage isn't generally going to be a problem for your party, so if you end up needing more utility or more control options, go for those and forget damage. Take some general utility spells (that aren't on the Druid list already) where they can be squeezed in. Keep in mind your spells known is a bit of a limiting factor on how many utility spells you can take.

Hypnotic Pattern is fantastic for control once you get 3rd level spells. Fear and Confusion aren't too shabby either.

Even if the Druid takes Faerie Fire, that's one where doubling up can be a good idea; you can try to affect a target the Druid misses or couldn't fit into the radius. Giving the Barbarian and Paladin Advantage will always be helpful.

Heat Metal is a quick way to have your DM start using baddies that don't wear metal armor or are immune to fire. :smalltongue:

Bards are fantastic Counterspellers since Jack of All Trades applies to the check, so it's practically a must-have for a Magical Secrets pick.

Grod_The_Giant
2018-06-08, 06:50 AM
The Barbarian and Paladin will cover tanking and damage-dealing pretty nicely; the Druid and Paladin should have healing, while the Druid is a decent controller and (potentially, at least) scout. Therefore, as a Bard, you should focus on skills, buffs, and debuffs-- which, luckily, are all things Bards (especially Lore Bards) excel at.

Skill-wise, a couple Knowledge-type skills couldn't hurt, and some Rogue-y ones would also be good. Spells...in no particular order...

Cantrips

Vicious Mockery-- Your only real viable attack cantrip, and not a very good one at that, but a decent debuff.
Minor Illusion, Prestidigitation, Mage Hand-- All excellent and versatile utility options


1st Level Spells

Tasha's Hideous Laughter-- Great way to disable a dangerous creature for a while while you concentrate on mopping up minions.
Faerie Fire-- Excellent debuff. The melee guys will love you.
Sleep-- Fantastic at low levels; swap it out after lv 3-4
Healing Word-- Never hurts to have more of these in the party
Unseen Servant-- Great utility


2nd Level Spells

Suggestion-- One of the most wide-rangingly useful spells out there. From a mid-combat "your allies have this covered, you should go make sure no-one's trying to circle around the back way" to, oh, literally any social interaction, Suggestion can be a winner.
Enhance Ability-- A buff that can help literally any situation.
Invisibility-- You know what
Silence-- Destroyer of casters
Phantasmal Force-- Both really fun and a great way to keep a single target out of trouble. Int saves are usually pretty bad.
Shatter-- The Bard's one good AoE damage spell.



3rd Level Spells

Fear, Hypnotic Pattern-- Top-notch enemy removers
Dispel Magic-- If you see a lot of magical effects around, Bards are good at getting rid of them.
Clairvoyance-- Great for scouting

Snivlem
2018-06-08, 07:09 AM
The traditional roles your party is lacking, is the rogue (scout) and the wizard (aoe dmg and control). Picking expertice in stealth and maybe the criminal background will help you fulfill the latter role, and as others have pointed out, you should make sure you have some aoe-dmg and go for control and buff/debudd options the druid lack to fulfill the former role.

A single feat will also help you fulfill both roles: Ritual caster, wizard. This will give you a familiar that can scout for you, as well as a lot of the spells one traditionally relies on the wizard to cast.

Specter
2018-06-08, 08:38 AM
What your party lacks (apparently) is area damage and crowd control. If you cover that, you should be fine.

Regarding skills, you could be the trapsmith or the party's brain or both.

Vogie
2018-06-08, 10:44 AM
Your party is also likely lacking in ranged damage, depending on the druid circle.

If you go something like Valor Bard, you can double as both a support and damage dealer, weaving your spells and inspirations between cross/bow attacks. Instead of your inspiration giving +hit, you can use it to give either +AC or +Damage to your party.

You'd still pick spells focused on control, as the others have said.

It isn't the sexiest of builds, but I think it'd work *really* well with the party composition.