Best Bard Spells in 5E Ranked | Bard Spells 5E Guide

Bard Spells 5E

     Welcome to our top ten Bard spell list! We went through every available spell in the Warlock’s arsenal and came out with a list that we believe to have the most reliable and efficient spells a Warlock can wield. We wanted to have a good mixture of utility, efficient damage dealing, and role-playing when creating this list, as every campaign should have a good mixture of all three of those aspects. So without further ado, here are our top ten Bard spells 5E List.

10. Hypnotic Pattern

  • School: Illusion
  • Level: 3rd
  • Casting Time: One Action
  • Range: 120 feet
  • Components: Somatic, Material (a glowing stick of incense or a crystal vial filled with phosphorescent material)
  • Duration: Concentration, up to 1 minute

The first entry on our Bard spells 5E List is Hypnotic Pattern. A twisting pattern creates a thirty-foot cube, catching the attention of everything in the area and forcing them to make a Wisdom saving throw. If the character fails the saving throw, they become charmed for the duration of the encounter, giving them a speed of zero. The spell’s effect ends if the character takes any damage or if someone else takes an action to knock the character out of their trance.

9. Blindness/Deafness

  • School: Necromancy
  • Level: 2nd
  • Casting Time: One Action
  • Range: 30 feet
  • Components: Verbal
  • Duration: 1 minute

One character within eyesight has to make a Constitution saving throw. If the target fails the save, they will either be Blind of Deaf based on your decision. The target makes a Constitution saving throw every round to see if the spell ends. You can choose additional targets for each level higher you cast this spell at.

8. Light

  • School: Evocation
  • Level: Cantrip
  • Casting Time: One Action
  • Range: Touch
  • Components: Verbal, Material (a firefly or phosphorescent moss)
  • Duration: One Hour

For one hour, an item you touch will brighten up a twenty-foot radius, and dimly light an additional twenty feet beyond that. If the item is attached to a hostile being, that being must make a successful Dexterity check to avoid their item from being affected by the light spell. Not only does Light cut the need to worry about the weather with a torch it, but can also be used to redirect a potential thread in a different direction.

7. Invisibility

  • School: Illusion
  • Level: 2nd
  • Casting Time: One Action
  • Range: Touch
  • Components: Verbal, Somatic, Material (an Eyelash encased in Gum Arabic)
  • Duration: Concentration, up to 1 hour

A friendly target (including yourself) that you touch along with everything that they are carrying becomes invisible. If you prepare Invisibility in a higher spell slot, you can target an additional friendly character for each slot above the second level you prepare this at. Unfortunately, you cannot attack or take anything while invisible, or else it will break the spell. But it is the easiest way to escape from impending doom when necessary.

6. Mage Hand

  • School: Conjuration
  • Level: Cantrip
  • Casting Time: One Action
  • Range: Thirty Feet
  • Components: Verbal, Somatic
  • Duration: One Minute

A spectral hand appears that can do the following actions:

  • Manipulate lightweight objects.
  • Open an unlocked door or container.
  • Pour contents out of a vial

The hand cannot pick anything up that is heavier than 10 pounds, activate enchanted items, or attack. Mage Hand is primarily used to solve puzzles and distract enemies. This spell also makes our list of the Best Cantrips in 5e.

5. Heat Metal

  • School: Transmutation
  • Level: 2nd
  • Casting Time: One Action
  • Range: 60 feet
  • Components: Somatic, Material (a piece of iron and a flame)
  • Duration: Concentration, up to 1 minute

One targeted piece of metal turns bright red from the amount of heat radiating off of it from the resolution of this spell. Anything that touches or is touching the item takes 2d8 fire damage. The damage increases by 1d8 per level higher you set Heat Metal at. If someone is holding or wearing the item after Heat Metal has resolved, the character now has a disadvantage on all of their roles. As a free action, you can have the item flare up so it can deal damage again.

4. Hold Person

  • School: Enchantment
  • Level: 2nd
  • Casting Time: One Action
  • Range: 60 feet
  • Components: Verbal, Somatic, Material (small, straight Piece of Iron)
  • Duration: Concentration, up to 1 minute

A humanoid target within sixty-feet must make a successful Wisdom check or they will become paralyzed. A character paralyzed by Hold Person can make another Wisdom roll at the end of their turn and will lose their paralyzed condition if their Wisdom roll is successful. If you prepare Hold Person in a higher spell slot, you can target one additional humanoid for each slot above the second level you prepare this at.

3. Healing Word

  • School: Evocation
  • Level: 1st
  • Casting Time: One Bonus Action
  • Range: 60 feet
  • Components: Verbal
  • Duration: Instantaneous

A character within sixty feet heals 1d4 plus your spellcasting modifier which is the Charisma modifier for a Bard. If you set Healing Word in a spell slot above the first level, you will get to roll an additional 1d4 per level. In the heat of combat, it is easier to cast Healing Word as opposed to getting close enough to touch an ally for Cure Wounds.

2. Cure Wounds

  • School: Evocation
  • Level: 1st
  • Casting Time: One Action
  • Range: Touch
  • Components: Verbal, Somatic
  • Duration: Instantaneous

A character within touching distance heals 1d8 plus your spellcasting modifier, which is the Charisma modifier for a Bard. If you set Cure Wounds in a spell slot above the first level, you will get to roll an additional 1d8 per level. It is extremely important to have a healer in the party, and playing as one part-time with a Bard is better than having no healers in the party. With this powerful healing power, it is no surprise this spell is near the top of our Bard Spells 5E List.

1. Message

  • School: Transmutation
  • Level: Cantrip
  • Casting Time: One action
  • Range: 120 feet
  • Components: Verbal, Somatic, Material (short piece of copper wire)
  • Duration: One round

And number one on our Bard Spells 5E list is Message. You point your finger at your target that is in range, and you can whisper a message to that person. This is one of the strongest abilities in the game, as it will let you get information to your party without having to be right next to them. It could save your team a whole lot of time, especially if you are in a situation where you both need to remain silent.

 

Travis Scoundrel

A life long gamer, Travis spends his time writing about and playing games when he's not suing people or hanging out with his family.

Travis Scoundrel
About Travis Scoundrel 378 Articles
A life long gamer, Travis spends his time writing about and playing games when he's not suing people or hanging out with his family.

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