DND 5e Bard can sing enchanting songs, detect other people's thoughts, hint and guide enemies, and perform a series of spell operations | Bear Dice

Playing magic in adventure: the practical application of spells in DND 5e Bard

DND 5e bards use different spells in different scenarios such as town socializing, outdoor adventures, underground ruins exploration, and teamwork. Through actual case analysis, we will help you gain a deeper understanding of how bards use spells such as "Detect Thoughts", "Charm", "Sleep" and so on to deal with complex situations.

Introduction: Symphony of combat and magic

In the fifth edition of Dungeons & Dragons, bards are not ordinary performers, they are a combination of strategists, manipulators and healers. They have a rich spell library, and with their talent and wisdom, they can easily handle various adventure scenes.

This guide will combine the core gameplay of bard dnd 5e, analyze in detail the use of bard spells in towns, wilderness, underground ruins and teamwork, and intersperse spell details and actual cases to help you create a truly playable "performance-type wizard".

Spell application in towns and social scenes

1. Establish connections and obtain intelligence

  • Detect Thoughts-a tool for obtaining hidden information

In a crowded tavern or market, the bard casts detect thoughts to obtain important information from the thoughts of the people around him. Imagine that you are in a tavern, surrounded by a tense atmosphere, you sing softly, and the mysterious magic allows you to peek into the secrets in other people's hearts.

Bard Spell: Detect Thoughts
  • Spell Level: 2nd level

  • Casting time: 1 action

  • Range: 30 feet from self

  • Duration: Concentration, up to 1 minute

  • Effect: Read the target's surface thoughts, and can use a saving throw to explore deeper thoughts

  • Usage tips: Used to identify lies, investigate conspiracies, and identify lurking enemies.

  • Song of Charm

When facing important NPCs (such as the mayor or the elder of the guild), the bard can use the song of charm to enhance his charm and persuade the other party to trust and share key intelligence more easily. You may use it to successfully obtain a precious mission permit before an adventure and help the team to victory.

Spell details: Song of Charm
  • Spell Level: 1st level

  • Casting time: 1 action

  • Distance: 30 feet

  • Duration: 1 hour

  • Effect: The target must pass the perception exemption, otherwise it will regard you as a friend and will not be hostile to you.

2. Resolving disputes and defusing conflicts

  • Charm Person

In towns, there are sometimes fierce disputes and conflicts. At this time, the bard can cast Charm Person to calm the quarreling parties and make them listen to his mediation. For example, when two merchants quarreled in the market, the bard cast this spell and quickly resolved the unnecessary dispute.

  • Suggestion — Change fate without making a sound

When you want the enemy to "voluntarily" withdraw from the conflict, or let the guard "let you in", this is the time for your spell. If the conflict escalates further, the bard can use suggestion to guide the situation in a favorable direction. For example, when a group of uninvited guests were making trouble in the town, the bard cleverly used suggestion to make them leave voluntarily, avoiding the occurrence of violent conflicts.

Spell details: Suggestion
  • Spell Level: 2nd level

  • Casting time: 1 action

  • Distance: 30 feet

  • Duration: Up to 8 hours

  • Effect: The target will follow your reasonable suggestions if the saving throw fails

  • Usage tips: Use it to add commands to the conversation to guide the event in the direction you want.

Spell application in outdoor adventure scenes

1. Dealing with Monster Encounters

  • Sleep

If you can't beat them, let them sleep! Suitable for dealing with enemies with low health. Facing a group of small monsters (such as goblins), the bard can quickly cast Sleep to make some of them fall asleep. In this way, the team can take the opportunity to focus on attacking the enemies that have not yet fallen asleep and easily control the situation.

Spell Details: Sleep
  • Spell Level: Level 1

  • Casting Time: 1 Action

  • Distance: 90 feet

  • Duration: 1 minute

  • Effect: Unlike most control spells (such as Charm Person), Sleep is calculated directly based on HP, and is extremely effective against low HP enemies (such as goblins and bandits).

  • Usage Tips: Interrupt enemy ambushes and cooperate with warrior/thief teammates to kill instantly with melee critical hits.

  • Faerie Fire

In a dark forest or dark cave, when facing invisible enemies, the bard's Faerie Fire spell can make the enemy appear. When fighting against invisible goblin assassins, the effect of Faerie Fire will undoubtedly help the team find lurking enemies and increase the chance of killing.

Spell Details: Faerie Fire
  • Spell Level: 1st level

  • Casting Time: 1 action

  • Range: 60 feet

  • Duration: Concentration, up to 1 minute

  • Effect: All creatures and objects in a designated 20-foot cube area, creatures that are not completely covered need to make a dexterity saving throw. The attacker has an advantage in attacking it, and the target cannot benefit from the invisible state.

2. Environmental adaptation and survival assistance

  • Water creation

During a journey through the desert or wilderness, water may be scarce. At this time, the bard can cast the water creation spell to provide the party with drinking water needed for survival.

Spell Details: Water Spell
  • Spell Level: 1st Level

  • Casting Time: 1 Action

  • Range: 30 feet

  • Duration: Instantaneous

  • Effect: Create clean fresh water in a 10-foot cube (about 100 gallons), or fill a container (such as a barrel) with water. Or destroy non-magical liquids (such as acid, poison, ordinary water) in a 10-foot cube.

  • Note: This spell cannot directly cause damage to creatures (such as "filling a person's lungs with water") unless the DM specifically allows it.

  • Minor Illusion

When faced with an insurmountable cliff or an impassable obstacle, the bard can cast the illusion spell to create a seemingly feasible path, thereby guiding the party to a safe route. For example, conjuring up "rocks" or "bush" in an open space to provide temporary cover (need to pass a stealth check); imitating the footsteps of a patrol to attract the enemy to turn around.

Spell Details: Minor Illusion
  • Spell level: 1st level, cantrip

  • Casting time: 1 action

  • Distance: 30 feet

  • Duration: 1 minute (can be removed actively)

  • Effect: Imitate any sound you can imagine (such as footsteps, wolf howls, key colliding), with a volume no louder than normal speaking (about 60 decibels). Create a simple object or terrain (such as a box, wall, grass) that is no larger than 5 feet cubed (1.5 meters³), but it cannot move or emit light.

Spell application in underground ruins and cave scenes

1. Exploration and lighting

  • Light spell

In underground ruins or caves, the dark environment may pose a threat to the team. As a bard, casting Light can provide a bright light source for the team to avoid falling into traps or encountering hidden enemies.

Spell Details: Light Spell
  • Spell Level: Cantrip

  • Casting Time: 1 Action

  • Range: Touch

  • Duration: 1 Hour

  • Effect: Make an object (such as a weapon, coin) emit 20 feet of bright light + 20 feet of dim light.

  • Usage Tips: Used for scouting, identifying traps, and illuminating the battlefield.

  • Comprehend Languages

When encountering ancient ruins, the bard can interpret the ancient texts and symbols in them through the Comprehend Languages spell to help the team uncover the secrets of the ruins or solve puzzles.

Spell Details: Comprehend Languages
  • Level: 1st level

  • Casting Time: 1 Action (or Ritual)

  • Duration: 1 Hour

  • Effect: It can be used without consuming spell slots, and can understand/read any language, but cannot communicate verbally.

  • Usage Scenario: Decipher ancient inscriptions and secret letters; understand foreign conversations (such as demon whispers).

2. Dealing with dangers and monsters

  • Fear

When facing terrifying monsters such as giant cave giants, the bard can cast Fear to put the enemy into a state of fear and reduce its combat effectiveness.

Spell Details: Fear
  • Spell Level: 3rd level spell, illusion

  • Range: Self (30-foot cone range)

  • Duration: Concentration, up to 1 minute

  • Effect: Creatures within the range make a perception saving throw. If the saving throw fails, they must drop the items in their hands, panic and move away from you. The saving throw can be repeated each round.

Spell coordination in teamwork

1. Cooperation with melee professions

  • Heroism

The bard can use heroism to enhance the courage of melee professions such as warriors or paladins, giving them more advantages in battle. With this spell coordination, the warrior can fight the enemy with confidence on the front line.

Spell Details: Heroism
  • Level: 1st level

  • Casting Time: 1 Action

  • Range: Touch

  • Duration: Concentration, up to 1 minute

  • Effect: Target gains temporary health (+1d4 at the start of each round + spellcasting attribute modifier). Target is immune to fear (against magical skills such as Dragon's Might and Terror Aura).

  • Usage Tips: Pair with a Heavy Armor Warrior/Paladin, charge without fear

  • Guidance

For characters such as thieves who need high skill checks, bards can use guidance to help them gain additional bonuses when sneaking or unlocking locks.

Spell Details: Guidance
  • Spell Level: 2nd Level Cantrip

  • Casting Time: 1 Action

  • Casting Range: Touch

  • Duration: Up to 1 minute (maintain concentration)

  • Effect: The target can choose to add 1d4 before making an ability check in the next minute

2. Cooperate with spellcasting professions

  • Slow + Fireball

When a wizard cooperates with a bard, the bard can use Slow to slow down the enemy's movement speed, while the wizard casts Fireball to cause devastating damage to the enemy. This combination of skills leaves the enemy with almost no chance to counterattack.

Spell Details: Slow
  • Spell Level: 3rd Ring

  • Casting Time: 1 Action

  • Duration: Concentration, up to 1 minute

  • Savings: Wisdom saving throw, affected if failed

  • Effect: Speed halved, only 1 attack/spell per round, -2 AC/Dexterity saving throw, reaction actions disabled, and spell casting requires rolling d20 ≥ 11 to succeed

  • Healing Word

When the priest is busy healing other team members, the bard can assist with the healing through the healing word, relieve the priest's pressure, and ensure that the team's health is not too low.

Spell Details: Healing Word
  • Level: Level 1

  • Casting Time: 1 Bonus Action

  • Distance: 60 feet

  • Duration: Instantaneous

  • Effect: Restore health (1d4 + spellcasting attribute), can be used in a prone state

  • Usage Tips: Pull people with low HP, rescue priests, reverse disadvantages.

Common questions about the bard role dnd 5e

What attribute does the bard rely on to cast spells?

Charisma is the main spellcasting attribute of the bard.

Can the bard learn spells from other professions?

Yes, relying on the "Magical Secrets" ability.

Do bards need to prepare spells?

No, the bard casts spells from all known spells.

Which race is best suited for DND 5e bard?

High Charisma races such as Half-Elf, Tiefling, etc. are most suitable.

What does a bard use for spell attack rolls?

Charisma modifier + proficiency bonus.

How many spell slots does a bard have?

Spell slots increase with level, please refer to the spell slot table in the Player's Handbook.

Can a bard cast ritual spells?

Yes, as long as the spell has a ritual tag and is in the known spells.

Is the bard's magic music useful in combat?

Of course, for example, "Bardic Inspiration" can directly affect attacks, ability checks, and immunity.

Is the bard good at control or treatment?

Both are competent, control such as "Suggestion" and treatment such as "Healing Word".

Is DND 5e bard spells suitable for beginners?

Very suitable, highly flexible, can fight, control and heal, is the all-around wizard choice for beginners.

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