The Bardadin – Bard/Paladin Multiclass Build Guide

Learn how to play the awesome Bardadin with full leveling guides, full spell lists, and easy to navigate sections to only read what you need!

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For all D&D guides on Nat1gaming, they only use the main sourcebooks (Player’s Handbook, Tasha’s Cauldron of Everything, Xanathar’s Guide to Everything) as well as Strixhaven: A Curriculum of Chaos (mostly for Silvery Barbs) as those tend to be the most commonly used books at tables. Always be sure that if you’re following a guide that you’re adhering to your tables rules about what sourcebooks you are allowed to follow.

Any spell, class, feature, or other game item that is linkable on this website is covered by the 5th edition Open Games License and will be in the Player’s Handbook, but not everything in the Player’s Handbook will be linked to. All other materials that aren’t linked to are from other sourcebooks or aren’t allowed to be linked to per the 5th Edition Open Games License, so please refer to the appropriate sourcebooks for that information.

For spellcasters, you may notice substantial overlap between the spell lists of builds with the same base class. This is due to each guide utilizing a generically good spell list and not considering extenuating factors that will influence how you particularly sculpt your spell list. When creating your own spell list, you should take into account the campaign setting, what spells any other party members are capable of casting, potential overlap (ritual spells tend to overlap so it’s rare you need multiple people capable of casting them), or potential shortcomings in the parties total spell list. While this guide can definitely help point you in the right direction for crafting a spell list, you should use your judgement and preferences to figure out what spells make the most sense for your character.

To that end, please refer to the Spell List and Spell Tier list for any substitutions you’d want to make to the build.



Why Bardadin?

Similar to the classic Sorcadin, the Bardadin is an aggressive damage dealing build that trades in the Bard’s typical support package for a bunch of raw damage with Divine Smite. The Bardadin gets most of the offensive power of the Paladin, but the excellent spell list of the Bard making this an extremely versatile build that can deal damage, control the battlefield, and support your allies all within the same fight.


Quick Level Up Guide

LevelClass Features/FeatNotes
1 – 1 PaladinLay on Hands, Spellcasting, Weapon Mastery+ Bless
+ Thunderous Smite
2 – 2 PaladinFighting Style (Dueling), Paladin’s Smite+ Divine Smite
+ Wrathful Smite
3 – 1 Bard 2 PaladinSpellcasting, Bardic Inspiration (d6)+ True Strike
+ Vicious Mockery
+ Detect Magic + Feather Fall
+ Healing Word + Silvery Barbs
4 – 2 Bard 2 PaladinExpertise, Jack of All Trades+ Unseen Servant
5 – 3 Bard (Lore) 2 PaladinBonus Proficiencies, Cutting Words+ Suggestion
6 – 4 Bard 2 PaladinFeat: War Caster (CHA)+ Minor Illusion + Aid
7 – 5 Bard 2 PaladinBardic Inspiration (d8), Font of Inspiration+ Dispel Magic
+ Hypnotic Pattern
8 – 6 Bard 2 PaladinMagical Discoveries+ Counterspell (Magical Discoveries)
+ Revivify (Magical Discoveries)
+ Tiny Hut
9 – 7 Bard 2 PaladinCountercharm+ Polymorph
10 – 8 Bard 2 PaladinFeat: Charisma to 20+ Dimension Door
11 – 9 Bard 2 PaladinExpertise+ Greater Restoration
+ Telepathic Bond
12 – 10 Bard 2 PaladinBardic Inspiration (d10), Magical SecretsDetect Magic
+ Prestidigitation
+ Commune
+ Wall of Force
13 – 11 Bard 2 Paladin+ Mass Suggestion
14 – 12 Bard 2 PaladinFeat: Constitution to 18None
15 – 13 Bard 2 PaladinAid
+ Crown of Stars + Teleport
16 – 14 Bard 2 PaladinPeerless SkillPolymorph
+ Simulacrum
17 – 15 Bard 2 PaladinBardic Inspiration (d12)+ Maze
18 – 16 Bard 2 PaladinFeat: Constitution to 20None
19 – 17 Bard 2 Paladin+ Wish
20 – 18 Bard 2 PaladinSuperior Inspiration+ True Polymorph

Questions About Multiclassing?

Not every inherent interaction here is going to be mentioned in the guide, so check out the multiclassing guide to help answer any additional questions you may have!


Commonly Asked Questions About Bardadin

Why Bardadin Over Sorcadin?

This is an excellent question, as in truth, Sorcadin is probably a bit stronger overall compared to the Bardadin. You have more options for species, feats, an better native spell list, and metamagic features which are always great. So what does Bard get? Mainly Bardic Inspiration and an (eventually) better spell list. Bardic Inspiration is really strong as an ability and can definitely rival Metamagic for this build in particular. Second, while the Sorcerer spell list definitely has you beat in the early game, once you get Magical Discoveries and Secrets, your spell list can be extremely diverse, more so than any other class in the game making this appealing for players who like the concept of a Bardadin/Sorcadin, but don’t want to commit to just being damage dealers.

What Bard Subclasses Work For Bardadin?

While any of the subclasses could work for the Bardadin, I would ironically say you want to avoid what would probably be the most obvious pairing – Valor Bard. There’s way too much overlap between what the Paladin package could (and does) give you and what the Valor Bard gives you that picking a subclass that does more of the same doesn’t make much sense. I feel pretty similarly to the Swords Bard, but at least their Bardic Inspiration uses are much better than the Valor Bard’s.

Why Only 2 Levels In Paladin?

This build definitely wants to start Paladin as you will have a substantially better AC early on increasing your odds of surviving the early levels until the build comes online. The second level gives you a “full” level for spellcasting progression when you switch to Bard on top of getting Divine Smite, so it’s the best time to swap out for this build. Since you can use Divine Smite with any spell slots, having more spell slots to use it with is always great.

If I Went To Level 3 For The Paladin Subclass, Which Is The Best Subclass For This Build?

A lot of Paladin subclasses would work really well with this sort of play style, but I would opt for the more “aggressive” subclasses like Conquest, Devotion, or Vengeance (Devotion and Vengeance coming out ahead of Conquest in my opinion). All of these subclasses help you hit enemies one way or another so any that help in that capacity work. If you do decide to go for your subclass, I would go one more level to get your feat then I would probably hop out at that point.

Why Not Level Paladin Until 5 For The Extra Attack?

Through Magic Initiate: Wizard, this build has access to all the excellent attack cantrips you’d need like Booming Blade, Green-Flame Blade, and True Strike (True Strike being on the Bard spell list), it’s not a big deal to not have the extra attack and instead opt for these awesome cantrips. While going the extra attack route would probably end up being higher DPR on average, that also means giving up more spell level progression, higher level spells in later levels, and lowers your utility as you’ll have fewer spells to work with in general. That said, if you wanted to level Paladin to level 6, that’s something I could get behind.

Why Potentially Level Up Paladins To Level 6?

Aura of Protection! This ability is extremely powerful and could definitely be worth the wait. I would consider going to level 6 if both of these are true: you don’t mind giving up aggression to provide more support to the party and you have multiple people on the front lines with you. If you don’t have both of these, then I would probably stick to hopping out at level 2.

What’s The General Strategy Of This Build?

This build focuses on “nova” damage, or dealing a lot of damage all in one round. While you do want a lot of spells for utility, you are probably playing this build to do a bunch of damage at once so that’s where most of your spell slots are going. If you aren’t interested in doing boatloads of damage as your main strategy, you may want to opt for a regular Bard instead.

Why “Sword and Board” Over a Two Handed Weapon?

You absolutely can use a two-handed weapon if you want and even slot Great Weapon Master into your feat progression at some point to deal more damage and make your non-True Strike melee cantrips more appealing, but while you do have 2 Paladin levels, you are not as tanky as a typical Paladin. Since you’ll mostly be getting health from your Bard side and all of your AC will be from the armor you’re wearing, you’ll be at a greater risk of going down in a fight compared to having a Shield for more AC. Furthermore, with the Dueling fighting style, your damage will be relatively comparable to a two hander for the most part anyway so I think having the shield is pretty free!


What’s The Game Plan Of The Bardadin?

This build focuses on “nova” damage, or dealing a lot of damage all in one round. While you do want a lot of spells for utility, you are probably playing this build to do a bunch of damage at once so that’s where most of your spell slots are going. To that end, you are going to be mainly attacking with True Strike, and against tougher enemies, soften them up with big Divine Smites. You do always want to save some spell slots for emergencies or critical hits, but beyond that, you’re just a pure damage dealer!


Level One Build


Species: Human

Attributes:

POINT BUY
STRENGTH15
DEXTERITY8
CONSTITUTION15 (+1 background) = 16
INTELLIGENCE8
WISDOM8
CHARISMA15 (+2 background) = 17

Class: Paladin

Class Features: Lay on Hands, Spellcasting, Weapon Mastery

Skill Proficiencies: Insight, Intimidation, and Persuasion

Background: Merchant (Lucky)

Human Feat: Magic Initiate: Wizard

Starting Equipment: Warhammer, Shield, 10 Javelins, Explorer’s Pack, Chain Mail, Holy Symbol, and 50 gp + 50 gp from background

Starting Spells:

SPELL LEVELSPELL NAME
Magic Initiate: WizardCantripBooming Blade
Magic Initiate: WizardCantripGreen-Flame Blade
Paladin1st Level SpellBless
Magic Initiate: Wizard1st Level SpellShield
Paladin1st Level SpellThunderous Smite


Species: Human

Humans are a great species to go with for anyone, but for this build in particular, Magic Initiate: Wizard is pretty important to get some really strong attack cantrips as well as Shield. Beyond that, an extra skill proficiency and a free Heroic Inspiration a day is always going to be great.

Human Feat: Magic Initiate: Wizard

As mentioned above, you want to grab melee cantrips that you can’t normally get with Bard along with Shield as both will help accomodate the front line nature of this build.


Attributes

POINT BUY
STRENGTH15
DEXTERITY8
CONSTITUTION15 (+1 background) = 16
INTELLIGENCE8
WISDOM8
CHARISMA15 (+2 background) = 17

For this build, you’re looking to have your Constitution and Charisma as buffed as possible. Since you need 15 Strength to wear the heaviest armor sets, you’re going to need that as well.


Proficiencies: Insight (Human), Intimidation, and Persuasion

Pretty standard skill proficiencies for Paladins. Nothing novel here.


Background: Merchant (Lucky)

While I would normally pick Entertainer for boosts in Dexterity and Charisma, this build doesn’t need any DEX so having a background with a decent origin feat and grabs you Constitution and Charisma is the direction you should go.


Starting Equipment – Warhammer, Shield, 10 Javelins, Explorer’s Pack, Chain Mail, Holy Symbol, and 50 gp + 50 gp from background

The standard fare for a sword and board Paladin.


Class – Paladin

Your starting class is Paladin and you get two abilities to start off with – Lay on Hands, Spellcasting, and Weapon Mastery.

Your first ability is Lay on Hands. You get a pool of health equal to 5 times your paladin level, and as an action, you can heal someone as much as you’d like using that pool. This is a solid ability and will always provide a decent amount of healing whether you need to bring an ally up, top an ally off, or even spend 5 points to cure a disease or neutralize a poison. A solid ability all around.

Your second ability is Spellcasting which will be expanded upon later, but Paladins are your typical half-caster.

Finally, you get Weapon Mastery for two weapons, and you should choose whatever weapons you have currently have. Which, in this case, will be the Trident and Javelins.


Starting Spells

CLASSSPELL LEVELSPELL NAME
Magic Initiate: WizardCantripBooming Blade
Magic Initiate: WizardCantripGreen-Flame Blade
Paladin1st Level SpellBless
Magic Initiate: Wizard1st Level SpellShield
Paladin1st Level SpellThunderous Smite

You can only prepare two spells to start with, and I will always recommend starting with the best two – Bless and Thunderous Smite.

Bless is an excellent buff that gives you and a few homies a little buff to attack rolls and saving throws. This is going to remain excellent pretty much throughout all levels of play!

Thunderous Smite is a derivative of Divine Smite which gives up a smidge of damage for the chance to push an enemy back and knock them prone. We love knocking enemies prone already, so having another shot at it is always nice.

Furthermore, as mentioned before, this build grabs Magic Initiate: Wizard for melee cantrips and Shield.


The Build Level 2 Onward


Level 2-5


Level 2

Class: 2 Paladin

Class Features: Fighting Style (Dueling), Paladin’s Smite

Spell Change Log: + Divine Smite + Wrathful Smite

CLASSSPELL LEVELSPELL NAME
Magic Initiate: WizardCantripBooming Blade
Magic Initiate: WizardCantripGreen-Flame Blade
Paladin1st Level SpellBless
Paladin1st Level SpellDivine Smite
Magic Initiate: Wizard1st Level SpellShield
Paladin1st Level SpellThunderous Smite
Paladin1st Level SpellWrathful Smite

2 levels in Paladin brings more spells, your Fighting Style, and Paladin’s Smite!

While there are a few fighting styles that are super reasonable for Paladins, for this build, I like grabbing Dueling. Since you want pretty high AC for this build to not get crushed by an errant hit, Dueling helps offset the damage you lose from not using a two-handed weapon. You could opt for Defense instead if you like, but +2 to damage rolls is really nice.

As the Paladin’s most famous feature, you get Divine Smite! Divine Smite lets you convert spell slots into damage with the base being 2d8 radiant which is quite strong. What makes Divine Smite so potent is that you can tack it on after you know whether you hit or not so you can never accidentally waste them, and better yet, you can throw them into a critical hit to get double the damage! As a general note, a lot of Paladins tend to use all their spell slots on just simply Divine Smiting, and while you absolutely can do that and have good results, I think it’s generally better to save Smites in an attempt to finish a problematic enemy off or when you get a critical hit rather than just doing it with every hit. Even as a half-caster, your spells are potent so don’t forget about them!

Finally, you get your spell choice this level with Wrathful Smite. Unfortunately, this spell did get nerfed from the previous version, but giving up damage to potentially frighten the enemy is a pretty good deal.


Level 3

Class: 1 Bard 2 Paladin

Class Features: Spellcasting, Bardic Inspiration (d6)

Spell Change Log: + True Strike + Vicious Mockery + Detect Magic + Feather Fall + Healing Word + Silvery Barbs

CLASSSPELL LEVELSPELL NAME
BardCantripTrue Strike
BardCantripVicious Mockery
Magic Initiate: WizardCantripBooming Blade
Magic Initiate: WizardCantripGreen-Flame Blade
Paladin1st Level SpellBless
Paladin1st Level SpellDivine Smite
Magic Initiate: Wizard1st Level SpellShield
Paladin1st Level SpellThunderous Smite
Paladin1st Level SpellWrathful Smite
Bard1st Level SpellDetect Magic (R)
Bard1st Level SpellFeather Fall
Bard1st Level SpellHealing Word
Bard1st Level SpellSilvery Barbs
Apologies in advance for how this is formatted, there’s no great way to do this unfortunately so I’m doing it in what seems like the most logical way.

Now that you have your two levels in Paladin, you can switch into your main class – Bard!

Bards come with two inherent features of Spellcasting and Bardic Inspiration!

Bardic Inspiration is a unique feature that grants allies a die that can be used to aid any d20 test for a full hour, and better yet, they can wait to see the result of the roll before deciding. This is a very powerful feature and one that really helps the Bard stand out.

For spells, you get a few cantrips and a bunch of 1st level spells to work with!

True Strike is a solid attack cantrip for you that’s going to be in contention for your action with Booming Blade and Green-Flame Blade for the entireity of your time with this class, but once you hit 18 and then 20 Charisma, this will likely be your primary attack cantrip.

Vicious Mockery is another attack cantrip, but is ranged and gives some CC on top of it. This is good if you can’t get close enough to the enemy to hit them as this is obviosuly substantially less damage than one of your melee cantrips on average.

For your 1st level spells, you get to pick up a bunch with Detect Magic, Feather Fall, Healing Word, and Silvery Barbs.

Detect Magic is a really helpful ritual to have and one that you and your party members are probably going to be spamming often to find anything magical.

Feather Fall is useful to not accidentally plummet to your doom which is a much bigger risk in early levels than it will be in higher levels.

Healing Word is the best way to pick up downed allies in D&D and having as many party members as possible with access to it is always good.

Finally, Silvery Barbs is considered one of the best 1st level spells in the game as you can force the reroll of any d20 test and give another target advantage or disadvantage after the fact.


Level 4

Class: 2 Bard 2 Paladin

Class Features: Expertise, Jack of All Trades

Spell Change Log: + Unseen Servant (R)

CLASSSPELL LEVELSPELL NAME
BardCantripTrue Strike
BardCantripVicious Mockery
Magic Initiate: WizardCantripBooming Blade
Magic Initiate: WizardCantripGreen-Flame Blade
Paladin1st Level SpellBless
Paladin1st Level SpellDivine Smite
Magic Initiate: Wizard1st Level SpellShield
Paladin1st Level SpellThunderous Smite
Paladin1st Level SpellWrathful Smite
Bard1st Level SpellDetect Magic (R)
Bard1st Level SpellFeather Fall
Bard1st Level SpellHealing Word
Bard1st Level SpellSilvery Barbs
Bard1st Level SpellUnseen Servant (R)

The first ability you get at level 2 is Expertise, so you get Expertise in any two skill proficiencies you have. Always fine, use these on skill checks you have been using often.

The second Bard ability you gain access to is Jack of All Trades, where you can add half your proficiency bonus to any skill check you aren’t proficient in. While this isn’t going to do very much early, if your campaign is going into the later levels, being able to pick up an additional 2 or more on your skill checks is quite good.

For your spell choice, I like picking up Unseen Servant. This is a very interesting ritual that lets you get a little invisible helper that functions as a better and more versatile Mage Hand. Use this as a scout, grab items, disarm traps, you name it!


Level 5

Class: 3 Bard (Lore) 2 Paladin

Class Features: Bonus Proficiencies, Cutting Words

Spell Change Log: + Suggestion

CLASSSPELL LEVELSPELL NAME
BardCantripTrue Strike
BardCantripVicious Mockery
Magic Initiate: WizardCantripBooming Blade
Magic Initiate: WizardCantripGreen-Flame Blade
Paladin1st Level SpellBless
Paladin1st Level SpellDivine Smite
Magic Initiate: Wizard1st Level SpellShield
Paladin1st Level SpellThunderous Smite
Paladin1st Level SpellWrathful Smite
Bard1st Level SpellDetect Magic (R)
Bard1st Level SpellFeather Fall
Bard1st Level SpellHealing Word
Bard1st Level SpellSilvery Barbs
Bard1st Level SpellUnseen Servant (R)
Bard2nd Level SpellSuggestion

You pick your subclass for Bard, and for this build, it’s College of Lore! Lore gives you two new abilities right off the bat with Bonus Proficiencies and Cutting Words.

Bonus Proficiencies is as it says, it gives you Bonus Proficiencies! What you choose really isn’t a big deal as, with Jack of All Trades, skills you aren’t proficient in still get a small bonus, so it’s really personal choice.

The second ability you gain is a bit of a mixed bag with Cutting Words. I’ve explained in the College of Eloquence guide that has a similar ability (Unsettling Words), is not nearly as good as many think. However, Cutting Words has the advantage of being able to see the roll before deciding which is obviously a pretty big benefit. If an enemy hits your or an allies AC, pop this you have a good chance that they’ll miss. The issue, though, is that using this for attack rolls, damage rolls, or ability checks just really isn’t that good. As enemies get more attacks, this will become less and less helpful, and what enemy is using an ability check in front of you? This isn’t terrible as you’ll definitely get some use out of it, but it’s not as good as many other Bardic Inspiration abilities.

With all of that out of the way, you also get second level spells! My favorite second level spell for Bards is easily Suggestion. This spell is extremely versatile as it has both in and out of combat utility as you can compel the target to do what you want. Out of combat you can have someone fork over all of their possessions. In combat, you can convince the target to just leave or something another action that’s just as impactful!


Level 6-10


Level 6

Class: 4 Bard 2 Paladin

Feat: War Caster (CHA)

Class Features: None

Spell Change Log: + Minor Illusion + Aid

CLASSSPELL LEVELSPELL NAME
BardCantripMinor Illusion
BardCantripTrue Strike
BardCantripVicious Mockery
Magic Initiate: WizardCantripBooming Blade
Magic Initiate: WizardCantripGreen-Flame Blade
Paladin1st Level SpellBless
Paladin1st Level SpellDivine Smite
Magic Initiate: Wizard1st Level SpellShield
Paladin1st Level SpellThunderous Smite
Paladin1st Level SpellWrathful Smite
Bard1st Level SpellDetect Magic (R)
Bard1st Level SpellFeather Fall
Bard1st Level SpellHealing Word
Bard1st Level SpellSilvery Barbs
Bard1st Level SpellUnseen Servant (R)
Bard2nd Level SpellAid
Bard2nd Level SpellSuggestion

This level brings a feat, and it’s hard to go wrong with War Caster! This build is constantly going to have its hands full so helping alleviate that issue a bit is definitely nice. Furthermore, getting advantage on concentration checks is huge considering you always want to be concentrating on something in a fight!

You also get a cantrip and new spell this level so I like Minor Illusion and Aid.

Minor Illusion is just a super versatile cantrip that’s only really limited by your imagination, so always a nice one to pick up.

I’m a big fan of Aid as 15 health split amongst three allies is definitely solid, and this scales up reasonably well with upcasting which makes it a great spell over all.


Level 7

Class: 5 Bard 2 Paladin

Class Features: Bardic Inspiration (d8), Font of Inspiration

Spell Change Log: + Dispel Magic + Hypnotic Pattern

CLASSSPELL LEVELSPELL NAME
BardCantripMinor Illusion
BardCantripTrue Strike
BardCantripVicious Mockery
Magic Initiate: WizardCantripBooming Blade
Magic Initiate: WizardCantripGreen-Flame Blade
Paladin1st Level SpellBless
Paladin1st Level SpellDivine Smite
Magic Initiate: Wizard1st Level SpellShield
Paladin1st Level SpellThunderous Smite
Paladin1st Level SpellWrathful Smite
Bard1st Level SpellDetect Magic (R)
Bard1st Level SpellFeather Fall
Bard1st Level SpellHealing Word
Bard1st Level SpellSilvery Barbs
Bard1st Level SpellUnseen Servant (R)
Bard2nd Level SpellAid
Bard2nd Level SpellSuggestion
Bard3rd Level SpellDispel Magic
Bard3rd Level SpellHypnotic Pattern

Level 5 gives you a buff to Bardic Inspiration, Font of Inspiration, and third level spells.

First your Bardic Inspiration increases to 1d8 which is great considering the average roll will be a 4.5 which is a sizable buff, especially at this level.

Furthermore, Font of Inspiration lets you regain your Bardic Inspiration on both short and long rests which can, at a minimum, double the amount of Inspiration you get to pass around which is obviously incredible.

For the spells you get, you have Dispel Magic and Hypnotic Pattern.

While Bards can’t normally get Counterspell (until Magical Secrets anyway), Dispel Magic is the next best thing. Being able to cancel a magical effect can be extremely important both in and out of combat.

For a combat spell, this is a good time to pick up the excellent Hypnotic Pattern. This spell is such a potent CC spell that it’s in contention for best third level combat spell with Fireball. Being able to potentially lock down multiple enemies with one spell slot is extremely powerful.


Level 8

Class: 6 Bard 2 Paladin

Class Features: Magical Discoveries

Spell Change Log: + Counterspell (Magical Discoveries) + Revivify (Magical Discoveries) + Tiny Hut (R)

CLASSSPELL LEVELSPELL NAME
BardCantripMinor Illusion
BardCantripTrue Strike
BardCantripVicious Mockery
Magic Initiate: WizardCantripBooming Blade
Magic Initiate: WizardCantripGreen-Flame Blade
Paladin1st Level SpellBless
Paladin1st Level SpellDivine Smite
Magic Initiate: Wizard1st Level SpellShield
Paladin1st Level SpellThunderous Smite
Paladin1st Level SpellWrathful Smite
Bard1st Level SpellDetect Magic (R)
Bard1st Level SpellFeather Fall
Bard1st Level SpellHealing Word
Bard1st Level SpellSilvery Barbs
Bard1st Level SpellUnseen Servant (R)
Bard2nd Level SpellAid
Bard2nd Level SpellSuggestion
Bard (Magical Discoveries)3rd Level SpellCounterspell
Bard3rd Level SpellDispel Magic
Bard3rd Level SpellHypnotic Pattern
Bard (Magical Discoveries)3rd Level SpellRevivify
Bard3rd Level SpellTiny Hut (R)

Level 6 brings the main feature of Lore Bards – Magical Discoveries. This is Magical Secrets, but a little early! To that end, picking up Counterspell and Revivify is an easy choice.

Counterspell is absolutely broken and you should have as many people capable of casting this as possible. Stopping a spell with a reaction is incredible, even if it isn’t as strong as it used to be

Revivify is yet another staple for every party and you really can’t have too many Revivify casters as, if the lone Revivify is the one to go down, your party will be out of luck.

For your spell choice, this is a good opportunity to pick up the excellent ritual spell – Tiny Hut. This is just a generally good spell to use if you have to camp out for the night as it can protect you from enemies, the elements, and it can let you get the the drop on someone who doesn’t notice it..


Level 9

Class: 7 Bard 2 Paladin

Class Features: Countercharm

Spell Change Log: + Polymorph

CLASSSPELL LEVELSPELL NAME
BardCantripMinor Illusion
BardCantripTrue Strike
BardCantripVicious Mockery
Magic Initiate: WizardCantripBooming Blade
Magic Initiate: WizardCantripGreen-Flame Blade
Paladin1st Level SpellBless
Paladin1st Level SpellDivine Smite
Magic Initiate: Wizard1st Level SpellShield
Paladin1st Level SpellThunderous Smite
Paladin1st Level SpellWrathful Smite
Bard1st Level SpellDetect Magic (R)
Bard1st Level SpellFeather Fall
Bard1st Level SpellHealing Word
Bard1st Level SpellSilvery Barbs
Bard1st Level SpellUnseen Servant (R)
Bard2nd Level SpellAid
Bard2nd Level SpellSuggestion
Bard (Magical Discoveries)3rd Level SpellCounterspell
Bard3rd Level SpellDispel Magic
Bard3rd Level SpellHypnotic Pattern
Bard (Magical Discoveries)3rd Level SpellRevivify
Bard3rd Level SpellTiny Hut (R)
Bard4th Level SpellPolymorph

For your regular Bard ability, you get Countercharm. If you or an ally fail a save to stave off the charmed or frightened condition, you can force a reroll with advantage. This is a nice ability to have, it just comes up pretty infrequently so it’s a bit easy to forget about it.

Now that you can cast fourth level spells, you get access to the best fourth level spell in the game – Polymorph. Polymorph is so egregiously good as it can take yourself or an ally who’s low on health, low on resources, or for whatever reason not able to fight and turn you back into a threat. While the Beasts don’t scale past level 8, Giant Ape and Tyrannosaurus Rex will remain viable for quite a long time regardless. Furthermore, this can function as CC as well to turn an enemy into something harmless like a Crab for a little bit in case you need that. Excellent spell all around.


Level 10

Class: 8 Bard 2 Paladin

Feat: Charisma to 20

Class Features: None

Spell Change Log: + Dimension Door

CLASSSPELL LEVELSPELL NAME
BardCantripMinor Illusion
BardCantripTrue Strike
BardCantripVicious Mockery
Magic Initiate: WizardCantripBooming Blade
Magic Initiate: WizardCantripGreen-Flame Blade
Paladin1st Level SpellBless
Paladin1st Level SpellDivine Smite
Magic Initiate: Wizard1st Level SpellShield
Paladin1st Level SpellThunderous Smite
Paladin1st Level SpellWrathful Smite
Bard1st Level SpellDetect Magic (R)
Bard1st Level SpellFeather Fall
Bard1st Level SpellHealing Word
Bard1st Level SpellSilvery Barbs
Bard1st Level SpellUnseen Servant (R)
Bard2nd Level SpellAid
Bard2nd Level SpellSuggestion
Bard (Magical Discoveries)3rd Level SpellCounterspell
Bard3rd Level SpellDispel Magic
Bard3rd Level SpellHypnotic Pattern
Bard (Magical Discoveries)3rd Level SpellRevivify
Bard3rd Level SpellTiny Hut (R)
Bard4th Level SpellDimension Door
Bard4th Level SpellPolymorph

You get a feat and another spell this level!

For your feat, I would just go to 20 Charisma. Having the best possible spells is too good to pass up!

For your spell, I like picking up Dimension Door! Dimension Door is one of the best teleporation spells in the game as you can get pretty far without even seeing your destination, something generally reserved for higher level spells. Since you can also take someone with you, this is excellent for infiltrations, escapes, or repositioning on a big battlefield with a friend.


Level 11-15


Level 11

Class: 9 Bard 2 Paladin

Class Features: Expertise

Spell Change Log: + Greater Restoration + Telepathic Bond (R)

CLASSSPELL LEVELSPELL NAME
BardCantripMinor Illusion
BardCantripTrue Strike
BardCantripVicious Mockery
Magic Initiate: WizardCantripBooming Blade
Magic Initiate: WizardCantripGreen-Flame Blade
Paladin1st Level SpellBless
Paladin1st Level SpellDivine Smite
Magic Initiate: Wizard1st Level SpellShield
Paladin1st Level SpellThunderous Smite
Paladin1st Level SpellWrathful Smite
Bard1st Level SpellDetect Magic (R)
Bard1st Level SpellFeather Fall
Bard1st Level SpellHealing Word
Bard1st Level SpellSilvery Barbs
Bard1st Level SpellUnseen Servant (R)
Bard2nd Level SpellAid
Bard2nd Level SpellSuggestion
Bard (Magical Discoveries)3rd Level SpellCounterspell
Bard3rd Level SpellDispel Magic
Bard3rd Level SpellHypnotic Pattern
Bard (Magical Discoveries)3rd Level SpellRevivify
Bard3rd Level SpellTiny Hut (R)
Bard4th Level SpellDimension Door
Bard4th Level SpellPolymorph
Bard5th Level SpellGreater Restoration
Bard5th Level SpellTelepathic Bond (R)

Expertise comes back this level around so your skill checks are even better now.

You also get access to fifth level spells and you can pick up Greater Restoration and Telepathic Bond.

Greater Restoration is a nice healing spell if you need it as being able to save yourself or an ally from a variety of really nasty condition is really nice, even if you don’t have to use this often.

Telepathic Bond is a great option to talk covertly with your buds which is stronger than it may seem, and since it’s a ritual, it doesn’t eat into one of your precious fifth level spell slots nor your prepared spell list!


Level 12

Class: 10 Bard 2 Paladin

Class Features: Bardic Inspiration (d10), Magical Secrets

Spell Change Log: Detect Magic / + Prestidigitation + Commune (R) + Wall of Force

CLASSSPELL LEVELSPELL NAME
BardCantripMinor Illusion
BardCantripPrestidigitation
BardCantripTrue Strike
BardCantripVicious Mockery
Magic Initiate: WizardCantripBooming Blade
Magic Initiate: WizardCantripGreen-Flame Blade
Paladin1st Level SpellBless
Paladin1st Level SpellDivine Smite
Magic Initiate: Wizard1st Level SpellShield
Paladin1st Level SpellThunderous Smite
Paladin1st Level SpellWrathful Smite
Bard1st Level SpellFeather Fall
Bard1st Level SpellHealing Word
Bard1st Level SpellSilvery Barbs
Bard1st Level SpellUnseen Servant (R)
Bard2nd Level SpellAid
Bard2nd Level SpellSuggestion
Bard (Magical Discoveries)3rd Level SpellCounterspell
Bard3rd Level SpellDispel Magic
Bard3rd Level SpellHypnotic Pattern
Bard (Magical Discoveries)3rd Level SpellRevivify
Bard3rd Level SpellTiny Hut (R)
Bard4th Level SpellDimension Door
Bard4th Level SpellPolymorph
Bard 5th Level SpellCommune (R)
Bard5th Level SpellGreater Restoration
Bard5th Level SpellTelepathic Bond (R)
Bard5th Level SpellWall of Force

10 levels in Bard brings one of the best abilities in the game (for this build it’s more like the second round of it, but still) – Magical Secrets! You do need to make room to get multiple spells immediately (sorry Detect Magic), but that’s more than ok considering what you get. Now you get to pick spells from the Bard, Cleric, Druid, or Wizard spell list for your spells which is awesome and you get some great ones with Commune and Wall of Force.

Commune is a really underrated ritual spell that lets you and your party covertly speak to one another for a good amount of time, even across large distances. While this may not always seem useful, if you ever need to be covert for any reason, this is going to be pretty invaluable.

Wall of Force is simply the best 5th level spell in the game as you can freely bisect encounters as needed or even trap enemies inside of a dome that they need to teleport to get out of. If you want to be really cheesy, you can technically have the wall hover 1 inch off the ground so you can still shoot underneath it, but your DM is likely to not let that slide.


Level 13

Class: 11 Bard 2 Paladin

Class Features: None

Spell Change Log: + Mass Suggestion

CLASSSPELL LEVELSPELL NAME
BardCantripMinor Illusion
BardCantripPrestidigitation
BardCantripTrue Strike
BardCantripVicious Mockery
Magic Initiate: WizardCantripBooming Blade
Magic Initiate: WizardCantripGreen-Flame Blade
Paladin1st Level SpellBless
Paladin1st Level SpellDivine Smite
Magic Initiate: Wizard1st Level SpellShield
Paladin1st Level SpellThunderous Smite
Paladin1st Level SpellWrathful Smite
Bard1st Level SpellFeather Fall
Bard1st Level SpellHealing Word
Bard1st Level SpellSilvery Barbs
Bard1st Level SpellUnseen Servant (R)
Bard2nd Level SpellAid
Bard2nd Level SpellSuggestion
Bard (Magical Discoveries)3rd Level SpellCounterspell
Bard3rd Level SpellDispel Magic
Bard3rd Level SpellHypnotic Pattern
Bard (Magical Discoveries)3rd Level SpellRevivify
Bard3rd Level SpellTiny Hut (R)
Bard4th Level SpellDimension Door
Bard4th Level SpellPolymorph
Bard 5th Level SpellCommune (R)
Bard5th Level SpellGreater Restoration
Bard5th Level SpellTelepathic Bond (R)
Bard5th Level SpellWall of Force
Bard6th Level SpellMass Suggestion

You get access to sixth level spells and this is an easy choice as the only sixth level spell I’m very interested in is Mass Suggestion. Suggestion is incredible, and being able to possibly do that to TWELVE targets is extremely powerful.


Level 14

Class: 12 Bard 2 Paladin

Feat: Constitution to 18

Spell Change Log: None

CLASSSPELL LEVELSPELL NAME
BardCantripMinor Illusion
BardCantripPrestidigitation
BardCantripTrue Strike
BardCantripVicious Mockery
Magic Initiate: WizardCantripBooming Blade
Magic Initiate: WizardCantripGreen-Flame Blade
Paladin1st Level SpellBless
Paladin1st Level SpellDivine Smite
Magic Initiate: Wizard1st Level SpellShield
Paladin1st Level SpellThunderous Smite
Paladin1st Level SpellWrathful Smite
Bard1st Level SpellFeather Fall
Bard1st Level SpellHealing Word
Bard1st Level SpellSilvery Barbs
Bard1st Level SpellUnseen Servant
Bard2nd Level SpellAid
Bard2nd Level SpellSuggestion
Bard (Magical Discoveries)3rd Level SpellCounterspell
Bard3rd Level SpellDispel Magic
Bard3rd Level SpellHypnotic Pattern
Bard (Magical Discoveries)3rd Level SpellRevivify
Bard3rd Level SpellTiny Hut (R)
Bard4th Level SpellDimension Door
Bard4th Level SpellPolymorph
Bard 5th Level SpellCommune (R)
Bard5th Level SpellGreater Restoration
Bard5th Level SpellTelepathic Bond (R)
Bard5th Level SpellWall of Force
Bard6th Level SpellMass Suggestion

You’re now at the point where you aren’t getting a new spell every level, and this spell list is very well rounded so no changes needed at this point.

For your feat, I like buffing your Constitution to 18 for better health and saving throws. A bit boring, but if it’s good, it’s good.


Level 15

Class: 13 Bard 2 Paladin

Class Features: None

Spell Change Log: Aid / + Crown of Stars + Teleport

CLASSSPELL LEVELSPELL NAME
BardCantripMinor Illusion
BardCantripPrestidigitation
BardCantripTrue Strike
BardCantripVicious Mockery
Magic Initiate: WizardCantripBooming Blade
Magic Initiate: WizardCantripGreen-Flame Blade
Paladin1st Level SpellBless
Paladin1st Level SpellDivine Smite
Magic Initiate: Wizard1st Level SpellShield
Paladin1st Level SpellThunderous Smite
Paladin1st Level SpellWrathful Smite
Bard1st Level SpellFeather Fall
Bard1st Level SpellHealing Word
Bard1st Level SpellSilvery Barbs
Bard1st Level SpellUnseen Servant (R)
Bard2nd Level SpellSuggestion
Bard (Magical Discoveries)3rd Level SpellCounterspell
Bard3rd Level SpellDispel Magic
Bard3rd Level SpellHypnotic Pattern
Bard (Magical Discoveries)3rd Level SpellRevivify
Bard3rd Level SpellTiny Hut (R)
Bard4th Level SpellDimension Door
Bard4th Level SpellPolymorph
Bard 5th Level SpellCommune (R)
Bard5th Level SpellGreater Restoration
Bard5th Level SpellTelepathic Bond (R)
Bard5th Level SpellWall of Force
Bard6th Level SpellMass Suggestion
Bard7th Level SpellCrown of Stars
Bard7th Level SpellTeleport

You now have access to 7th level spells so it’s time to make some changes.

While it’s likely served you well thus far, I do like nixing Aid to make room for more spells. It’s unfortunate, but you do what you have to do. With Aid gone, you can pick up two new spells with Crown of Stars and Teleport.

Crown of Stars is a good damage spell that can be set up ahead of time, requires no Concentration, and only takes future bonus actions. Nothing too showstopping, but very solid, especially in a class that doesn’t normally get good damage spells.

Your second spell is one of the best utility spells in Teleport. Being able to move long distances instantaneously is extremely helpful and saves massive amounts of time in travel.


Level 16-20


Level 16

Class: 14 Bard 2 Paladin

Class Features: Peerless Skill

Spell Change Log:Polymorph / + Simulacrum

CLASSSPELL LEVELSPELL NAME
BardCantripMinor Illusion
BardCantripPrestidigitation
BardCantripTrue Strike
BardCantripVicious Mockery
Magic Initiate: WizardCantripBooming Blade
Magic Initiate: WizardCantripGreen-Flame Blade
Paladin1st Level SpellBless
Paladin1st Level SpellDivine Smite
Magic Initiate: Wizard1st Level SpellShield
Paladin1st Level SpellThunderous Smite
Paladin1st Level SpellWrathful Smite
Bard1st Level SpellFeather Fall
Bard1st Level SpellHealing Word
Bard1st Level SpellSilvery Barbs
Bard1st Level SpellUnseen Servant (R)
Bard2nd Level SpellSuggestion
Bard (Magical Discoveries)3rd Level SpellCounterspell
Bard3rd Level SpellDispel Magic
Bard3rd Level SpellHypnotic Pattern
Bard (Magical Discoveries)3rd Level SpellRevivify
Bard3rd Level SpellTiny Hut (R)
Bard4th Level SpellDimension Door
Bard 5th Level SpellCommune (R)
Bard5th Level SpellGreater Restoration
Bard5th Level SpellTelepathic Bond (R)
Bard5th Level SpellWall of Force
Bard6th Level SpellMass Suggestion
Bard7th Level SpellCrown of Stars
Bard7th Level SpellSimulacrum
Bard7th Level SpellTeleport

You get more Magical Secrets and your final subclass feature to work with – Peerless Skill.

Peerless Skill lets you use a Bardic Inspiration die on yourself after you roll for an ability check. It’s hard to say how often this will come up, but for a crucial ability check (like Dispel Magic), this can be pretty powerful. Not the best capstone ability, but again, you picked this class for more spells, not for the abilities.

While you don’t normally get a spell this level, you can if you swap one out. To that end, it’s time to take out Polymorph. While an excellent spell, it’s not necessarily going to hold up at these super high levels.

Simulacrum, while a spell you may not use often, is very messed up. This will break easily and none of the spells nor abilities refresh, but having a mini-me can be invaluable if you know you’re heading into a really tough encounter. Look to prepare this only if you intend on spending a day to cast this rather than having it perpetually prepared. Furthermore, remember that any spells you have prepared on the day you cast this will be what it has access to, so be mindful of that.


Level 17

Class: 15 Bard 2 Paladin

Class Features: Bardic Inspiration (d12)

Spell Change Log: + Maze

CLASSSPELL LEVELSPELL NAME
BardCantripMinor Illusion
BardCantripPrestidigitation
BardCantripTrue Strike
BardCantripVicious Mockery
Magic Initiate: WizardCantripBooming Blade
Magic Initiate: WizardCantripGreen-Flame Blade
Paladin1st Level SpellBless
Paladin1st Level SpellDivine Smite
Magic Initiate: Wizard1st Level SpellShield
Paladin1st Level SpellThunderous Smite
Paladin1st Level SpellWrathful Smite
Bard1st Level SpellFeather Fall
Bard1st Level SpellHealing Word
Bard1st Level SpellSilvery Barbs
Bard1st Level SpellUnseen Servant (R)
Bard2nd Level SpellSuggestion
Bard (Magical Discoveries)3rd Level SpellCounterspell
Bard3rd Level SpellDispel Magic
Bard3rd Level SpellHypnotic Pattern
Bard (Magical Discoveries)3rd Level SpellRevivify
Bard3rd Level SpellTiny Hut (R)
Bard4th Level SpellDimension Door
Bard 5th Level SpellCommune (R)
Bard5th Level SpellGreater Restoration
Bard5th Level SpellTelepathic Bond (R)
Bard5th Level SpellWall of Force
Bard6th Level SpellMass Suggestion
Bard7th Level SpellCrown of Stars
Bard7th Level SpellSimulacrum
Bard7th Level SpellTeleport
Bard8th Level SpellMaze

15 levels in Bard brings your final upgrade to Bardic Inspiration up to d12, which again, is great.

For your spell choice, you get the incredibly powerful Maze.

Maze is always a fun one as Intelligence saving throws are pretty hard to pass for most characters, and if you’re facing an enemy with a negative bonus to Intelligence, they literally can’t escape (barring your DM doesn’t rule nat 20s as auto-successes no matter the DC like Baldur’s Gate 3 does), making this excellent.


Level 18

Class: 16 Bard 2 Paladin

Feat: Constitution to 20

Class Features: None

Spell Change Log: None

CLASSSPELL LEVELSPELL NAME
BardCantripMinor Illusion
BardCantripPrestidigitation
BardCantripTrue Strike
BardCantripVicious Mockery
Magic Initiate: WizardCantripBooming Blade
Magic Initiate: WizardCantripGreen-Flame Blade
Paladin1st Level SpellBless
Paladin1st Level SpellDivine Smite
Magic Initiate: Wizard1st Level SpellShield
Paladin1st Level SpellThunderous Smite
Paladin1st Level SpellWrathful Smite
Bard1st Level SpellFeather Fall
Bard1st Level SpellHealing Word
Bard1st Level SpellSilvery Barbs
Bard1st Level SpellUnseen Servant (R)
Bard2nd Level SpellSuggestion
Bard (Magical Discoveries)3rd Level SpellCounterspell
Bard3rd Level SpellDispel Magic
Bard3rd Level SpellHypnotic Pattern
Bard (Magical Discoveries)3rd Level SpellRevivify
Bard3rd Level SpellTiny Hut (R)
Bard4th Level SpellDimension Door
Bard 5th Level SpellCommune (R)
Bard5th Level SpellGreater Restoration
Bard5th Level SpellTelepathic Bond (R)
Bard5th Level SpellWall of Force
Bard6th Level SpellMass Suggestion
Bard7th Level SpellCrown of Stars
Bard7th Level SpellSimulacrum
Bard7th Level SpellTeleport
Bard8th Level SpellMaze

No spell changes and simply pumping Constitution to 20 for more health and better Concentration checks. A little boring, but hard to go wrong here.


Level 19

Class: 17 Bard 2 Paladin

Class Features: None

Spell Change Log: + Wish

CLASSSPELL LEVELSPELL NAME
BardCantripMinor Illusion
BardCantripPrestidigitation
BardCantripTrue Strike
BardCantripVicious Mockery
Magic Initiate: WizardCantripBooming Blade
Magic Initiate: WizardCantripGreen-Flame Blade
Paladin1st Level SpellBless
Paladin1st Level SpellDivine Smite
Magic Initiate: Wizard1st Level SpellShield
Paladin1st Level SpellThunderous Smite
Paladin1st Level SpellWrathful Smite
Bard1st Level SpellFeather Fall
Bard1st Level SpellHealing Word
Bard1st Level SpellSilvery Barbs
Bard1st Level SpellUnseen Servant
Bard2nd Level SpellSuggestion
Bard (Magical Discoveries)3rd Level SpellCounterspell
Bard3rd Level SpellDispel Magic
Bard3rd Level SpellHypnotic Pattern
Bard (Magical Discoveries)3rd Level SpellRevivify
Bard3rd Level SpellTiny Hut (R)
Bard4th Level SpellDimension Door
Bard 5th Level SpellCommune (R)
Bard5th Level SpellGreater Restoration
Bard5th Level SpellTelepathic Bond (R)
Bard5th Level SpellWall of Force
Bard6th Level SpellMass Suggestion
Bard7th Level SpellCrown of Stars
Bard7th Level SpellSimulacrum
Bard7th Level SpellTeleport
Bard8th Level SpellMaze
Bard9th Level SpellWish

Level 19 brings the highest impact spell in the game, Wish.

Wish is the best spell in the game, but can come with some real drawbacks depending on what you wish for, one of them being the potential to lose the ability to cast Wish. You can safely replicate eighth level spell effects or lower, but it’s just pure chaos from that point. Know who wouldn’t mind casting Wish though? Your Simulacrum! Make them cast the Wish for you, and then next level, True Polymorph them into something better. What a combo!


Level 20

Class: 18 Bard 2 Paladin

Class Features: Superior Inspiration

Spell Change Log: + True Polymorph

CLASSSPELL LEVELSPELL NAME
BardCantripMinor Illusion
BardCantripPrestidigitation
BardCantripTrue Strike
BardCantripVicious Mockery
Magic Initiate: WizardCantripBooming Blade
Magic Initiate: WizardCantripGreen-Flame Blade
Paladin1st Level SpellBless
Paladin1st Level SpellDivine Smite
Magic Initiate: Wizard1st Level SpellShield
Paladin1st Level SpellThunderous Smite
Paladin1st Level SpellWrathful Smite
Bard1st Level SpellFeather Fall
Bard1st Level SpellHealing Word
Bard1st Level SpellSilvery Barbs
Bard1st Level SpellUnseen Servant
Bard2nd Level SpellSuggestion
Bard (Magical Discoveries)3rd Level SpellCounterspell
Bard3rd Level SpellDispel Magic
Bard3rd Level SpellHypnotic Pattern
Bard (Magical Discoveries)3rd Level SpellRevivify
Bard3rd Level SpellTiny Hut (R)
Bard4th Level SpellDimension Door
Bard 5th Level SpellCommune (R)
Bard5th Level SpellGreater Restoration
Bard5th Level SpellTelepathic Bond (R)
Bard5th Level SpellWall of Force
Bard6th Level SpellMass Suggestion
Bard7th Level SpellCrown of Stars
Bard7th Level SpellSimulacrum
Bard7th Level SpellTeleport
Bard8th Level SpellMaze
Bard9th Level SpellTrue Polymorph
Bard9th Level SpellWish

You get your final class ability this level with Superior Inspiration. This simply gives you a Bardic Inspiration die when you enter a combat if you’re out of them. A bit unexciting, but it’s something.

You get yet another excellent spell this level with True Polymorph.

True Polymorph has all the advantages of Polymorph, but you get to pick from any creature that’s your CR or lower, and if you hold Concentration for an hour, the change is permanent* (once you lose the temp HP pool, you revert, but this is still pretty good). While the old version of this spell was stronger, you can use the “permanent” transformation more liberally as you can always revert once you take enough damage. Better yet, once your Simulacrum has almost run its course, you can just permanently change it into a huge threat to get more use out of it!.

DoggertQBones
DoggertQBones

DoggertQBones is an avid player of games, predominately D&D! Previously a highly published author for another popular Wizards of the Coast game, Magic: the Gathering, he's been playing D&D since childhood as both player and DM!

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