The Bardic Brute – Bard/Fighter Multiclass Build Guide

Learn how to play the awesome Bardic Brute 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 Bardic Brute?

The Bardic Brute is a unique class as it more or less combines two distinct party members into one cohesive package. Many One D&D parties are composed in such a way where one person is responsible for laying down some hazardous terrain for enemies to step on where another member is responsible for forcing them into that terrain. But what if you could do both at once!? The Bardic Brute takes two levels in Fighter and focuses on Strength to ensure they are excellent grapplers, lay down some hazardous spells themselves, and just drags enemies into it! Simple, silly, but over all, effective!


Quick Level Up Guide

LevelClass Features/FeatNotes
1 – 1 FighterFighting Style (Unarmed Fighting), Second Wind, Weapon Mastery
2 – 2 FighterAction Surge (x1)
3 – 1 Bard 2 FighterSpellcasting, Bardic Inspiration (d6)+ Prestidigitation
+ Vicious Mockery
+ Detect Magic + Feather Fall
+ Healing Word + Silvery Barbs
4 – 2 Bard 2 FighterJack of All Trades+ Unseen Servant
5 – 3 Bard (Swords) 2 FighterBonus Proficiencies, Combat Inspiration, Blade Flourish, Expertise+ Cloud of Dagger
6 – 4 Bard 2 FighterFeat: Grappler (STR)+ Mage Hand + Suggestion
7 – 5 Bard 2 FighterBardic Inspiration (d8), Font of Inspiration+ Hypnotic Pattern + Plant Growth
8 – 6 Bard 2 FighterExtra Attack+ Dispel Magic
9 – 7 Bard 2 FighterCountercharm+ Polymorph
10 – 8 Bard 2 FighterFeat: Strength to 20+ Dimension Door
11 – 9 Bard 2 Fighter+ Synaptic Static + Telepathic Bond
12 – 10 Bard 2 FighterBardic Inspiration (d10), Expertise, Magical SecretsDetect Magic
+ Minor Illusion + Storm of Radiance + Wall of Force
13 – 11 Bard 2 Fighter+ Mass Suggestion
14 – 12 Bard 2 FighterFeat: War Caster (CHA)
15 – 13 Bard 2 FighterPolymorph
+ Simulacrum + Teleport
16 – 14 Bard 2 FighterMaster’s Flourish
17 – 15 Bard 2 FighterBardic Inspiration (d12)+ Maze
18 – 16 Bard 2 FighterFeat: Charisma to 18
19 – 17 Bard 2 Fighter+ Wish
20 – 18 Bard 2 FighterSuperior 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!


What’s The Game Plan Of The Bardic Brute?

The Bardic Brute has a simple, but powerful game plan where you’re going to lay down a nasty spell effect (Cloud of Daggers early on, Storm of Radiance later), find an enemy, grapple them, and drag them into it.

Rather than being a direct damage dealer through attacks, this is the primary way you’re going to be doing your damage (although you can smack enemies in the face with 1d8+STR which is not bad at all).

Alternatively, you can also take the time to drag them around into other nasty spells/emanations for additional effects as well which is obviously nice.

If you really want to do something wacky, you can grapple an ally and help drag them around when they have an emanation active to kind of “double dip” emanation damage when you normally couldn’t do that in the new rules. The visual is silly, but the effectiveness is very real!


Important Notes For The Build

  • Be mindful that any forced movement on a grappled enemy automatically breaks grapples, so make sure you nor your allies accidentally force a grappled enemy away.
  • Any unarmed strike can be an attempt to grapple, so don’t be afraid to try over and over until it works. Even for one turn, grappling an enemy can be powerful.
  • As players can purposefully fail checks, don’t forget about the ability to grapple your allies to drag them around the battlefield as well.
  • If you’ll get more damage out of dragging your enemy into an emanation rather than attacking them, you can use your movement to pull an enemy in then out of an emanation, then ready your action to move on an enemies turn to do the same thing again!
  • While somewhat obvious, you can only grapple creatures that are maximum one size larger than you so you will be limited on who this works on. You could try to beg an ally to cast Enlarge/Reduce to let you work over larger enemies though!

Level One Build


Species: Goliath (Cloud Giant)

Attributes:

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

Class: Fighter

Class Features: Fighting Style, Second Wind, Weapon Mastery

Skill Proficiencies: Insight and Perception

Background: Farmer (Tough)

Starting Equipment: Warhammer, 10 Javelins, Chain Mail, Shield, Dungeoneer’s Pack, and 38 gp + 50 gp from background


Species: Goliath (Cloud Giant)

Since how you’re positioned on the battlefield is super important for this build, getting free uses of a functional Misty Step is really good.


Attributes

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

For this build, the stat distribution is going to be a bit wonky but it’s going to work really well!


Proficiencies: Insight and Perception

Just excellent skill proficiencies for any character.


Background: Farmer

The best attributes with the best feat for martial characters that care about Strength.


Starting Equipment – Warhammer, 10 Javelins, Chain Mail, Shield, Dungeoneer’s Pack, and 38 gp + 50 gp from background

You want to pick the starting gold to get this equipment.


Class – Fighter

Fighters get three abilities to start off with in Fighting Style, Second Wind, and Weapon Mastery.

The Fighting Style you’re going to pick is Unarmed Fighting! While you aren’t always going to be unarmed (especially in earlier levels, pre level 6 I’d say), this build is going to be doing it enough to make this fighting style worthwhile!

Second Wind is a cool feature where, for a bonus action, you can heal yourself a bit. This is obviously great for tough fights when you are running low on health and this not only scales with level, but also gets additional features later on.

Weapon Mastery gives you the Mastery property of three weapons and I would recommend taking the properties whatever weapons you believe you’re going to be using.



The Build Level 2 Onward


Level 2-5


Level 2

Class: 2 Fighter

Class Features: Action Surge, Tactical Mind

Level 2 brings two new features with Action Surge and Tactical Mind.

The Fighter is one of the most popular multiclass options in D&D, and Action Surge is a huge reason why. While you can only use this once every short or long rest (twice at 17), getting an additional action almost always means a whole new slew of attacks (for this build, level 8 as we’re going Swords Bard).

Tactical Mind is a neat new feature that allows you to use a Second Wind charge to reroll a failed ability check with a bit of a bonus. While this won’t come up too often, this is a nice feature to have for particularly important ability checks.

Level 3

Class: 1 Bard 2 Fighter

Class Features: Spellcasting, Bardic Inspiration (d6)

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

SPELL LEVELSPELL NAME
CantripPrestidigitation
CantripVicious Mockery
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall
1st Level SpellHealing Word
1st Level SpellSilvery Barbs

Now that you have your two levels in Fighter, 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!

Prestidigitation is the best utility cantrip in the game that can do literally 1000s of things making it an excellent option.

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 Fighter

Class Features: Expertise, Jack of All Trades

Spell Change Log: + Unseen Servant (R)

SPELL LEVELSPELL NAME
CantripPrestidigitation
CantripVicious Mockery
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall
1st Level SpellHealing Word
1st Level SpellSilvery Barbs
1st 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 (Swords) 2 Fighter

Class Features: Bonus Proficiencies, Combat Inspiration, Blade Flourish

Spell Change Log: + Cloud of Daggers

SPELL LEVELSPELL NAME
CantripPrestidigitation
CantripVicious Mockery
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall
1st Level SpellHealing Word
1st Level SpellSilvery Barbs
1st Level SpellUnseen Servant (R)
2nd Level SpellCloud of Daggers

You pick your subclass at level 3, and of course, it’s College of Swords! Swords gives you not two, but three new abilities right off the bat with Bonus Proficiencies, Fighting Style, and Blade Flourish!

First, you get proficiency in medium armor and scimitars which doesn’t do anything for this build, of course, as you started Fighter. However, there is the rider that any weapon you’re proficient in you can use as a spellcasting focus which is definitely nice, even if this build isn’t using weapons super often.

The second ability is getting to pick a Fighting Style between Dueling and Two-Weapon Fighting. As this build isn’t always going to be using a weapon and will always need a free hand, Dueling is the obvious choice.

Your third ability is Blade Flourish which is an alternate way to spend Bardic Inspiration dice that has a lot of abilities. First of all, if you make an attack, you get a free 10 additional feet of movement no matter what. Definitely don’t mind free stuff. Then, if you connect with an attack, you can spend a die to have one of three effects: Defense, Slashing, or Mobile. The Slashing Flourish is alright to deal additional damage, but definitely a bit weak. Mobile is also alright as you can shove enemies which can be useful for pushing them into a bad spot. The Defensive Flourish, however, is the best by a pretty big margin. Not only do you deal additional damage, you get bonus AC until your next turn. This is very unique to get bonus AC that last so long as will go a long way to shoring up the low AC problem that Sword Bards tend to have.

With all of that out of the way, this level also brings second level spells! For this build and what you’re going to be using for awhile, you get to pick up Cloud of Daggers! Cloud of Daggers is a very small area denial spell that can now be moved around in One D&D, so why does this build rely on it? You’re going to set this down on top of an enemy, and whenever they try to get out of it, you grapple them, and shove their head back in. This strategy is surprisingly effective as the damage can add up really fast, especially as you’re beating on them while grappling. You will eventually get stronger spells to do this with, but for awhile, this is going to be your main damage dealer.


Level 6-10


Level 6

Class: 4 Bard 2 Fighter

Feat: Grappler (STR)

Class Features: None

Spell Change Log: + Mage Hand + Suggestion

SPELL LEVELSPELL NAME
CantripMage Hand
CantripPrestidigitation
CantripVicious Mockery
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall
1st Level SpellHealing Word
1st Level SpellSilvery Barbs
1st Level SpellUnseen Servant (R)
2nd Level SpellCloud of Daggers
2nd Level SpellSuggestion

This is a big level for you as you get an additional cantrip, additional spell, and your first feat!

For your feat, you are absolutely taking Grappler. Not only does this get your Strength to 18, but lets you attack and grapple with the same action, gives you advantage to hit against targets you’re grappling, and doesn’t halve your movement speed when you’re dragging people around. This is literally the perfect feat for this build. Now that you have this feat and as mentioned last level, your main game play loop is to lay down a nasty spell effect (Cloud of Daggers for now), grapple an enemy, drag them into it, then beat them senseless while they are in it. If they escape your grapple, you grab them again, rinse and repeat. This is a bit silly, but definitely an effective strategy that will shred enemies pretty effectively. Another game plan you should be cognizant of is if a party member has an emanation (likek Spirit Guardians), you could actually grapple them and carry them around the battlefield to help deal additional damage. This won’t be as effective on this build as it would be for a Monk to do it, but it is an option!

For your cantrip, I’d recommend picking up Mage Hand. This is an excellent utility cantrip through and through and helpful on any class.

For your spell choice, I really like picking up 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 7

Class: 5 Bard 2 Fighter

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

Spell Change Log: + Hypnotic Pattern + Plant Growth

SPELL LEVELSPELL NAME
CantripMage Hand
CantripPrestidigitation
CantripVicious Mockery
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall
1st Level SpellHealing Word
1st Level SpellSilvery Barbs
1st Level SpellUnseen Servant (R)
2nd Level SpellCloud of Daggers
2nd Level SpellSuggestion
3rd Level SpellHypnotic Pattern
3rd Level SpellPlant Growth

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 Hypnotic Pattern and Plant Growth.

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.

Your second option is a bit more niche, but still excellent with Plant Growth. Some DMs may say you need to explicitly be in a heavily wooded area to use this (or anywhere with a lot of plant life), but by RAW, this is a massive AOE CC spell that can cripple enemy movement, let you exclude certain areas, and doesn’t even require concentration. If your DM is a stickler in when you can use this, you probably want something else, but this is a really nice way to disrupt the enemy.


Level 8

Class: 6 Bard 2 Fighter

Class Features: Extra Attack

Spell Change Log: + Dispel Magic

SPELL LEVELSPELL NAME
CantripMage Hand
CantripPrestidigitation
CantripVicious Mockery
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall
1st Level SpellHealing Word
1st Level SpellSilvery Barbs
1st Level SpellUnseen Servant (R)
2nd Level SpellCloud of Daggers
2nd Level SpellSuggestion
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern
3rd Level SpellPlant Growth

This level finally brings your Extra Attack.

Extra Attacks are great, and unfortunately unlike Valor Bards, you can’t sub in a cantrip with your attack. While unfortunate, you’re using your attacks to grapple for the most part anyway! Double the odds to grapple someone or to knee a grappled opponent’s liver is obviously great.

For your spell choice, I like grabbing Dispel Magic. 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.


Level 9

Class: 7 Bard 2 Fighter

Class Features: Countercharm

Spell Change Log: + Polymorph

SPELL LEVELSPELL NAME
CantripMage Hand
CantripPrestidigitation
CantripVicious Mockery
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall
1st Level SpellHealing Word
1st Level SpellSilvery Barbs
1st Level SpellUnseen Servant (R)
2nd Level SpellCloud of Daggers
2nd Level SpellSuggestion
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern
3rd Level SpellPlant Growth
4th 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 have 7 levels in Bard, 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 Fighter

Feat: Strength to 20

Class Features: None

Spell Change Log: + Dimension Door

SPELL LEVELSPELL NAME
CantripMage Hand
CantripPrestidigitation
CantripVicious Mockery
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall
1st Level SpellHealing Word
1st Level SpellSilvery Barbs
1st Level SpellUnseen Servant (R)
2nd Level SpellCloud of Daggers
2nd Level SpellSuggestion
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern
3rd Level SpellPlant Growth
4th Level SpellDimension Door
4th Level SpellPolymorph

You get your next feat this level, and I like maxing out your Strength for the best grapple checks possible!

For your spell choice, you can pick up one of the best teleportation spells in the game – Dimension Door. Being able to teleport without seeing where you’re going is excellent for infiltrations, escapes, and you can even bring an ally along!


Level 11-15


Level 11

Class: 9 Bard 2 Fighter

Class Features: Expertise

Spell Change Log: + Synaptic Static + Telepathic Bond (R)

SPELL LEVELSPELL NAME
CantripMage Hand
CantripPrestidigitation
CantripVicious Mockery
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall
1st Level SpellHealing Word
1st Level SpellSilvery Barbs
1st Level SpellUnseen Servant (R)
2nd Level SpellCloud of Daggers
2nd Level SpellSuggestion
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern
3rd Level SpellPlant Growth
4th Level SpellDimension Door
4th Level SpellPolymorph
5th Level SpellSynaptic Static
5th Level SpellTelepathic Bond (R)

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

For your spell choices, I like grabbing Synaptic Static and Telepathic Bond.

Synaptic Static is a unique blast spell that does low damage for a fifth level spell, but is hard to save against (Intelligence save) and debuffs all enemies for one minute if they fail their save making this a unique blend of damage and CC.

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 Fighter

Class Feature: Bardic Inspiration (d10), Magical Secrets

Spell Change Log: Detect Magic / + Minor Illusion + Storm of Radiance + Wall of Force

SPELL LEVELSPELL NAME
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
CantripVicious Mockery
1st Level SpellFeather Fall
1st Level SpellHealing Word
1st Level SpellSilvery Barbs
1st Level SpellUnseen Servant (R)
2nd Level SpellCloud of Daggers
2nd Level SpellSuggestion
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern
3rd Level SpellPlant Growth
4th Level SpellDimension Door
4th Level SpellPolymorph
5th Level SpellStorm of Radiance
5th Level SpellSynaptic Static
5th Level SpellTelepathic Bond (R)
5th Level SpellWall of Force

Level 10 brings a lot to the table with a buff to Bardic Inspiration (d10) and Magical Secrets.

The Bardic Inspiration buff, like last time, is great. An average of 5.5 added to a roll is pretty massive.

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 moving forward, you can pull spells from the Bard spell list, Cleric spell list, Druid spell list, or Wizard spell list. Realistically, you’re mostly just going to pull spells from the Wizard list, but having the versatility to grab spells from four spell lists is obviously incredible. To that end, I recommend grabbing Storm of Radiance and Wall of Force.

Storm of Radiance can finally replace Cloud of Daggers as your spell of choice to place enemies inside. Not only is the damage solid, but it also silences and deafens the enemies inside of it making spellcasting extremely difficult.

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 Fighter

Class Features: None

Spell Change Log: + Mass Suggestion

SPELL LEVELSPELL NAME
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
CantripVicious Mockery
1st Level SpellFeather Fall
1st Level SpellHealing Word
1st Level SpellSilvery Barbs
1st Level SpellUnseen Servant (R)
2nd Level SpellCloud of Daggers
2nd Level SpellSuggestion
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern
3rd Level SpellPlant Growth
4th Level SpellDimension Door
4th Level SpellPolymorph
5th Level SpellStorm of Radiance
5th Level SpellSynaptic Static
5th Level SpellTelepathic Bond (R)
5th Level SpellWall of Force
6th 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 Fighter

Feat: War Caster (CHA)

Class Features: None

SPELL LEVELSPELL NAME
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
CantripVicious Mockery
1st Level SpellFeather Fall
1st Level SpellHealing Word
1st Level SpellSilvery Barbs
1st Level SpellUnseen Servant (R)
2nd Level SpellCloud of Daggers
2nd Level SpellSuggestion
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern
3rd Level SpellPlant Growth
4th Level SpellDimension Door
4th Level SpellPolymorph
5th Level SpellStorm of Radiance
5th Level SpellSynaptic Static
5th Level SpellTelepathic Bond (R)
5th Level SpellWall of Force
6th Level SpellMass Suggestion

You get another feat this level and it’s finally time to grab War Caster! Getting advantage on concentration checks is definitely good for this build as well as getting your Charisma to 16.


Level 15

Class: 13 Bard 2 Fighter

Class Features: None

Spell Change Log: Polymorph / + Simulacrum + Teleport

SPELL LEVELSPELL NAME
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
CantripVicious Mockery
1st Level SpellFeather Fall
1st Level SpellHealing Word
1st Level SpellSilvery Barbs
1st Level SpellUnseen Servant (R)
2nd Level SpellCloud of Daggers
2nd Level SpellSuggestion
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern
3rd Level SpellPlant Growth
4th Level SpellDimension Door
5th Level SpellStorm of Radiance
5th Level SpellSynaptic Static
5th Level SpellTelepathic Bond (R)
5th Level SpellWall of Force
6th Level SpellMass Suggestion
7th Level SpellSimulacrum
7th Level SpellTeleport

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.

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 Fighter

Class Feature: Master’s Flourish

Spell Change Log: None

SPELL LEVELSPELL NAME
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
CantripVicious Mockery
1st Level SpellFeather Fall
1st Level SpellHealing Word
1st Level SpellSilvery Barbs
1st Level SpellUnseen Servant (R)
2nd Level SpellCloud of Daggers
2nd Level SpellSuggestion
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern
3rd Level SpellPlant Growth
4th Level SpellDimension Door
5th Level SpellStorm of Radiance
5th Level SpellSynaptic Static
5th Level SpellTelepathic Bond (R)
5th Level SpellWall of Force
6th Level SpellMass Suggestion
7th Level SpellSimulacrum
7th Level SpellTeleport

You get your final subclass feature to work with – Master’s Flourish.

Instead of using your Bardic Inspiration die to Blade Flourish, you can use a 1d6 instead. While the die is small, getting this for free when you run out of Bardic Inspiration or simply don’t want to use it is quite powerful.


Level 17

Class: 15 Bard 2 Fighter

Class Features: Bardic Inspiration (d12)

Spell Change Log: + Maze

SPELL LEVELSPELL NAME
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
CantripVicious Mockery
1st Level SpellFeather Fall
1st Level SpellHealing Word
1st Level SpellSilvery Barbs
1st Level SpellUnseen Servant (R)
2nd Level SpellCloud of Daggers
2nd Level SpellSuggestion
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern
3rd Level SpellPlant Growth
4th Level SpellDimension Door
5th Level SpellStorm of Radiance
5th Level SpellSynaptic Static
5th Level SpellTelepathic Bond (R)
5th Level SpellWall of Force
6th Level SpellMass Suggestion
7th Level SpellSimulacrum
7th Level SpellTeleport
8th Level SpellMaze

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

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 Fighter

Feat: Charisma to 18

Class Features: None

SPELL LEVELSPELL NAME
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
CantripVicious Mockery
1st Level SpellFeather Fall
1st Level SpellHealing Word
1st Level SpellSilvery Barbs
1st Level SpellUnseen Servant (R)
2nd Level SpellCloud of Daggers
2nd Level SpellSuggestion
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern
3rd Level SpellPlant Growth
4th Level SpellDimension Door
5th Level SpellStorm of Radiance
5th Level SpellSynaptic Static
5th Level SpellTelepathic Bond (R)
5th Level SpellWall of Force
6th Level SpellMass Suggestion
7th Level SpellSimulacrum
7th Level SpellTeleport
8th Level SpellMaze

You get your final feat this level and you may as well make your Charisma better so your spell save DC is just a smidgen higher!


Level 19

Class: 17 Bard 2 Fighter

Class Features: None

Spell Change Log: + Wish

SPELL LEVELSPELL NAME
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
CantripVicious Mockery
1st Level SpellFeather Fall
1st Level SpellHealing Word
1st Level SpellSilvery Barbs
1st Level SpellUnseen Servant (R)
2nd Level SpellCloud of Daggers
2nd Level SpellSuggestion
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern
3rd Level SpellPlant Growth
4th Level SpellDimension Door
5th Level SpellStorm of Radiance
5th Level SpellSynaptic Static
5th Level SpellTelepathic Bond (R)
5th Level SpellWall of Force
6th Level SpellMass Suggestion
7th Level SpellSimulacrum
7th Level SpellTeleport
8th Level SpellMaze
9th 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 Fighter

Class Feature: Superior Inspiration

Spell Change Log: + True Polymorph

SPELL LEVELSPELL NAME
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
CantripVicious Mockery
1st Level SpellFeather Fall
1st Level SpellHealing Word
1st Level SpellSilvery Barbs
1st Level SpellUnseen Servant (R)
2nd Level SpellCloud of Daggers
2nd Level SpellSuggestion
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern
3rd Level SpellPlant Growth
4th Level SpellDimension Door
5th Level SpellStorm of Radiance
5th Level SpellSynaptic Static
5th Level SpellTelepathic Bond (R)
5th Level SpellWall of Force
6th Level SpellMass Suggestion
7th Level SpellSimulacrum
7th Level SpellTeleport
8th Level SpellMaze
9th Level SpellTrue Polymorph
9th 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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