Baldurs Gate 3: Best spells for Bard in BG3 Baldurs Gate 3 guide, walkthrough
Wondering about the composition of spells for the Bard? This BG3 guide page will help you choose the right options for you.
Last update: 28 November 2023
Bards in Baldur's Gate 3 are an extremely useful class that is capable of filling many diverse roles in the party. Although Bard's repertoire mainly encompasses support and crowd control spells, there are some offensive and utility spells available to him/her that when used right, might change the outcome of a battle.
- The best offensive spells for Bard
- The best defensive and support spells for Bard
- Best utility spells for Bard
The best offensive spells for Bard
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 for 10 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 Disadvantage applied 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
Cantrips:
- Blade Ward - the chosen target receives resistance to Slashing, Bludgeoning, Piercing, reducing damage received from these schools by 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 them have 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 completely Incapacitated. 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
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 Charisma checks 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 Advantage to 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.