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  1. - Top - End - #31
    Ogre in the Playground
     
    RogueJK's Avatar

    Join Date
    Jan 2019
    Location
    Northwest AR
    Gender
    Male

    Default Re: What spells should I consider for bards magical secrets

    Quote Originally Posted by 417fooddeals View Post
    With Eldritch Adapt the spells Aid and Death Ward can now last 16 hours if you extend them
    Metamagic Adept lets you potentially Extend two spells per day.

    Eldritch Adept gets you a Warlock Invocation.

  2. - Top - End - #32
    Pixie in the Playground
    Join Date
    Nov 2020

    Default Re: What spells should I consider for bards magical secrets

    Quote Originally Posted by RogueJK View Post
    Metamagic Adept lets you potentially Extend two spells per day.

    Eldritch Adept gets you a Warlock Invocation.
    Mistaken feats. Was building a new character with one and got focused on it. Both feats rock though and opens a lot of options.

  3. - Top - End - #33
    Titan in the Playground
     
    KorvinStarmast's Avatar

    Join Date
    May 2015
    Location
    Texas
    Gender
    Male

    Default Re: What spells should I consider for bards magical secrets

    Quote Originally Posted by FabulousFizban View Post
    conjure animals, counterspell
    That's what I finally went with. Surprisingly, nobody in the party was interested in me getting fireball, so I took it off of the list.

    In the first combat using the Conjure Animals (two Dire Wolves) the war domain cleric mounted the second wolf and rode in pursuit of a fleeing enemy. Worked out great.

    The DM and I have worked out a deal, ahead of time. No hordes. I've offered a limited list of CR 2 (to include the giant crayfish from Hidden Shrine of Tamoachan; my bards from a jungly coastal area, so crawdads are a thing for her), CR 1 and CR 1/2 critters. Why? Table time and clutter. We are on the same wavelength. I can't stress enough how important it is (my friend's druid whom I DM for likewise worked with me on a critter list) for the conjurer and the DM to work together on this. A little prevention precludes play stoppages and such.

    Thanks to all for the various suggestions.
    Avatar by linklele. How Teleport Works
    a. Malifice (paraphrased):
    Rulings are not 'House Rules.' Rulings are a DM doing what DMs are supposed to do.
    b. greenstone (paraphrased):
    Agency means that they {players} control their character's actions; you control the world's reactions to the character's actions.
    Gosh, 2D8HP, you are so very correct!
    Second known member of the Greyview Appreciation Society

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