The Conductor – Bard/Cleric Multiclass Build Guide

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

Thanks to D&D Daily for the original 5e build!

Article Disclaimers

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 The Conductor?

Generally speaking, when you’re playing a spellcaster you are planning on getting to your higher level spells as fast as possible as that’s the best way to increase your strength. This build more or less nixes that and instead attacks at a completely different angle – utilizing your team’s reactions. The reaction is the hardest action to take advantage of as most of the time you need something to trigger it for you rather than something you can control. This build has not one, but two abilities that can let players use their reaction in a much more proactive way which drastically increases the action economy of your team, and for those who play a lot of D&D, they know action economy is everything!

Furthermore, in a real sense, this build looks really fun! You get to command your allies and enemies alike and you have an obscene amount of energy to help shape the outcome of fights, so if you like thinking a lot in your D&D combat (and general encounters as you’ll likely be the parties face) or being the leader of your squad, this is the build for you.



Quick Level Up Guide

LevelClass Features/FeatNotes
1 – 1 ClericSpellcasting, Divine Order (Thamaturge)+ Guidance + Light + Sacred Flame + Toll the Dead
+ Bless + Detect Magic
+ Guiding Bolt + Healing Word
2 – 2 ClericChannel Divinity (x2)+ Protection from Evil and Good
3 – 3 Cleric (Order)Bonus Proficiencies, Voice of Authority, Order Domain Spells,
Channel Divinity: Order’s Demand
+ Command (Order)
+ Heroism (Order)
+ Aid
+ Hold Person (Order)
+ Zone of Truth (Order)
4 – 4 ClericFeat: War Caster (CHA)+ Word of Radiance + Lesser Restoration
5 – 5 ClericSear Undead+ Mass Healing Word (Order)
+ Revivify
+ Slow (Order)
+ Spirit Guardians
6 – 1 Bard 5 ClericSpellcasting, Bardic Inspiration (d6)+ Prestidigitation
+ Vicious Mockery
+ Comprehend Languages + Feather Fall
+ Healing Word + Silvery Barbs
7 – 2 Bard 5 ClericExpertise, Jack of All Trades+ Hideous Laughter
8 – 3 Bard (Glamour) 5 ClericBeguiling Magic, Mantle of Inspiration+ Charm Person (Beguiling Magic)
+ Mirror Image (Beguiling Magic) + Suggestion
9 – 4 Bard 5 ClericFeat: Charisma to 20+ Mage Hand + Silence
10 – 5 Bard 5 ClericBardic Inspiration (d8), Font of Inspiration+ Dispel Magic
+ Hypnotic Pattern
11 – 6 Bard 5 ClericMantle of Majesty+ Command (Mantle of Majesty) + Tiny Hut
12 – 7 Bard 5 ClericCountercharm+ Polymorph
13 – 8 Bard 5 ClericFeat: Constitution to 16+ Dimension Door
14 – 9 Bard 5 ClericExpertise+ Greater Restoration
+ Telepathic Bond
15 – 10 Bard 5 ClericBardic Inspiration (d10), Magical SecretsComprehend Languages
+ Minor Illusion
+ Commune
+ Wall of Force
16 – 11 Bard 5 Cleric+ Mass Suggestion
17 – 11 Bard 6 ClericChannel Divinity (x3), Embodiment of the Law+ Aura of Vitality
18 – 11 Bard 7 ClericBlessed Strikes (Potent Spellcasting)+ Banishment
+ Compulsion (Order)
+ Locate Creature (Order)
19 – 11 Bard 8 ClericEpic Boon: Boon of Fate (CHA)+ Death Ward
20 – 12 Bard 8 ClericEpic Boon: Boon of Dimensional Travel (CHA)

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 Conductor?

The Conductor is such an interesting build to play because you have such a ridiculous abundance of potential plays that you can do in a fight. That being said, you are going to have three main strategies (which can all be done more or less simultaneously or in any order that makes sense).

The first strategy is to lay down some CC on the enemies like a Hypnotic Pattern to help make the fight easier.

The second strategy is to keep casting spells on allies so they can use their reactions to attack to increase the team’s average DPR. While you can do this on any martial character, big single hit damage dealers like a Barbarian or Rogue would benefit the most from this.

The final strategy is to constantly dole out Bardic Inspiration whether it’s the standard way, or using it through Mantle of Inspiration to heal allies.

All of these culminate to you having an extreme amount of agency in combat and helping your team in a lot of specific ways.


Important Notes For The Build

  • Your spell save DC will be different depending on which class spell list you are spellcasting off of (CHA for Bard, WIS for Cleric).
  • Both of your main abilities use your allies reaction, so you do have to be mindful about which one you want to use, and more importantly, when.
  • If you aren’t actively concentrating on a spell, readying an action with a spell that can affect allies (Aid probably being my favorite one) with the trigger of when the last enemy on the turn order ends their turn can be an extremely strong play that can give many allies the benefit of your Voice of Authority).

Level One Build


Species: Human

Attributes:

POINT BUY
STRENGTH8
DEXTERITY13 (+1 background) = 14
CONSTITUTION14
INTELLIGENCE8
WISDOM13
CHARISMA15 (+2 background) = 17

Class: Cleric

Class Features: Spellcasting, Divine Order (Thaumaturge)

Skill Proficiencies: Insight, Medicine, and Perception (Human)

Background: Entertainer (Musician)

Human Feat: Alert

Starting Equipment: Mace, Chain Mail, Explorer’s Pack, a Shield, Holy Symbol, 5gp + 50gp from background

Starting Spells:

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight
CantripSacred Flame
CantripToll the Dead
1st Level SpellBless
1st Level SpellDetect Magic (R)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word

Species: Human

Humans are simple – you get an extra Origin feat, Heroic Inspiration each long rest, and an extra skill. This is a great species for those who didn’t get their origin feat of choice with their background.

Human Feat: Alert

It’s hard to imagine a better feat than Alert for this build as this can help you go first, or if you prefer, to put someone else in front of you in initiative order so you can take advantage of your Voice of Authority asap.


Attributes

POINT BUY
STRENGTH8
DEXTERITY13 (+1 background) = 14
CONSTITUTION14
INTELLIGENCE8
WISDOM13
CHARISMA15 (+2 background) = 17

The stats on this build are a bit split, so this is the very best distribution we can realistically get.


Proficiencies: Insight, Medicine, and Perception (Human)

Solid proficiencies for Cleric as they’re all Wisdom based skills.


Background: Entertainer (Musician)

For this build, Charisma is going to be king so you can get the best background that comes with the best feat!


Starting Equipment – Chain Shirt, Shield, Mace, Holy Symbol, Priest’s Pack, 7gp + 50gp from background

Just the standard Cleric equipment works here.


Class – Cleric

Starting out, Clerics get two abilities – Spellcasting and Divine Order (Thamaturge).

Spellcasting is pretty much the same as the other full casters and will be expounded on in other sections.

Divine Order lets you choose between Protector and Thaumaturge. Protection gives you heavy armor and martial weapon proficiency and Thamaturge gives you an additional cantrip and the ability to add your WIS modifier to Arcana and Religion checks. Generally I would always pick Protector, but as your stats are too split to wear the best heavy armor, Thaumaturge is the choice.


Starting Spells

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight
CantripSacred Flame
CantripToll the Dead
1st Level SpellBless
1st Level SpellDetect Magic (R)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word

This is going to be an extremely standard spell list for a level one Cleric. You have good cantrips and versatile level one spells with varying effects with buffs, damage, and healing. Simple and effective.



The Build Level 2 Onward


Level 2-5


Level 2

Class: 2 Cleric

Class Features: Channel Divinity (x2)

Spell Change Log: + Protection from Evil and Good

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight
CantripSacred Flame
CantripToll the Dead
1st Level SpellBless
1st Level SpellDetect Magic (R)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellProtection from Evil and Good

Level two brings another spell, but more importantly, your Channel Divinity!

Your Channel Divinity brings two charges per day and two features to the table with Turn Undead and Divine Spark. Turn Undead potentially makes undead run in fear if they fail a WIS save which is a unique feature, but not always the most useful as this obviously only works against undead. Divine Spark lets you use your action to either deal or heal a little bit of damage. Definitely not great, but the healing can be helpful in a pinch.

For your spell, you can pick up Protection from Evil and Good. This is a pretty niche protection spell, it is really good against extraplanar enemies for pretty cheap so it’s a nice option to have on the backburner.


Level 3

Class: 3 Cleric (Order)

Class Features: Bonus Proficiencies, Voice of Authority, Order Domain Spells, Channel Divinity: Order’s Demand

Spell Change Log: + Command (Order) + Heroism (Order) + Aid + Hold Person (Order) + Zone of Truth (Order)

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight
CantripSacred Flame
CantripToll the Dead
1st Level SpellBless
1st Level SpellCommand (Order)
1st Level SpellDetect Magic (R)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellHeroism (Order)
1st Level SpellProtection from Evil and Good
2nd Level SpellAid
2nd Level SpellHold Person (Order)
2nd Level SpellSpiritual Weapon
2nd Level SpellZone of Truth (Order)

Level 3 brings your subclass which gives you many abilities and new spells!

First of all, Order Domain gets Heavy Armor proficiency (which you already have) and a free skill proficiency on top of it! I would opt for Persuasion, but you can grab Intimidation if you prefer.

The second ability you get is Voice of Authority. This ability is the whole reason you’re likely picking this class and it’s definitely a bit weird. Whenever you target a friendly with a spell, they can make a reaction attack. This is a very strange ability, but highly incentivizes you to play in a party with a lot of melee allies. Ideally, you actually have three allies that like getting into melee range (which won’t be realistic for most parties unless you have minimum 5 players), but two will still work very well. Overall, you need a few melee allies to play this class to make this ability sing.

Your third ability is your Order Domain spells which gives you Command, Heroism, Hold Person, and Zone of Truth.

While I’m not the biggest fan of it, Command is a decent save or suck option that’s available at lower levels. Unlike other slightly higher level save or suck options in other classes, Command you are trading your action and a first level spell slot just for the chance of ridding the enemy of their action. This is obviously not a particularly good trade. However, as you increase the spell level when casting this, you get to target an additional enemy so you have the chance for one spell to rid multiple enemies of their actions. Not necessarily the highest impact, but can be useful in some scenarios.

Heroism, similarly, is a pretty powerful spell. Being immune to frightened can be good in some situations, depending on the enemy you’re facing so that may or may not be good. The temporary hp on the other hand is quite strong. Reupping yourself or allies with temporary hit points every turn can add up over the course of a long fight making this pretty valuable. Great spell overall.

Hold Person is a very niche spell as you won’t often have humanoids as enemies, and to make matters tougher, human enemies tend to be really weak (where this would be unnecessary) or really strong (where this is unlikely to work) further limiting this spell’s usefulness. All that said, this spell is crazy powerful in the situations where it is both good and works making it a nice spell to have in the back pocket.

Lastly, Zone of Truth is a tough spell to use in general and is not particularly good. Not only can people save through it, but you can even “game” the zone if you’re smart enough making it really unreliable. If you’re clever or in particular campaigns, this can still be useful, but that’s likely the exception rather than the rule.

Finally, you get the Order Domain’s Channel Divinity – Order’s Demand. Charmed effects are generally not strong because those enemies can still be mad at your allies which doesn’t help, but compelling them to drop what they’re holding is extremely unique and can be debilitating to weapon users in a fight (some people can’t fight without them!) This is still pretty hit or miss, but it can obviously be great.

For this level, you can pick up a new spell with Aid.

Aid is an excellent temporary health buffer for your team as 15 total points for a second level slot is quite nice, and better yet, this scales quite well with higher spell slots put into it.


Level 4

Class: 4 Cleric

Feat: War Caster (CHA)

Class Feature: None

Spell Change Log: + Word of Radiance + Lesser Restoration

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight
CantripSacred Flame
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand (Order)
1st Level SpellDetect Magic (R)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellHeroism (Order)
1st Level SpellProtection from Evil and Good
2nd Level SpellAid
2nd Level SpellHold Person (Order)
2nd Level SpellLesser Restoration
2nd Level SpellZone of Truth (Order)

Level four brings a feat, cantrip, and new spells!

For your first feat, you absolutely have to pick up War Caster. Buffing your Wisdom to 18, getting advantage on concentration checks, and being able to spellcast when you don’t have two free hands is excellent.

For your cantrip, you already have the best ones, but Word of Radiance can be alright if you find yourself surrounded often enough. Since you may be getting into the fray relatively often, you should find ample opportunities to use this.

For your spell, you can pick up Lesser Restoration! While you won’t be using it often, being able to heal most conditions can be useful in a pinch so it’s good to have prepared!


Level 5

Class: 5 Cleric

Class Feature: Sear Undead

Spell Change Log: + Mass Healing Word (Order) + Revivify + Slow (Order) + Spirit Guardians

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight
CantripSacred Flame
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand (Order)
1st Level SpellDetect Magic (R)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellHeroism (Order)
1st Level SpellProtection from Evil and Good
2nd Level SpellAid
2nd Level SpellHold Person (Order)
2nd Level SpellLesser Restoration
2nd Level SpellZone of Truth (Order)
3rd Level SpellMass Healing Word (Order)
3rd Level SpellRevivify
3rd Level SpellSlow (Order)
3rd Level SpellSpirit Guardians

For level five, your Turn Undead feature upgrades with Sear Undead. Now undead that fail the saving throw for Turn Undead take damage equal to your WIS modifier in d8s. While this is still a pretty niche ability, it’s much better than the Clerics old features.

For your Domain spell list, you get two opposite ends of the spectrum with Mass Healing Word and Slow.

Mass Healing Word, in general, sucks. It’s just not a good spell, but when you use it to pick up multiple allies, this can be pretty good. That said, this will be pretty rare that multiple allies will go down before you get a chance to bring one back.

Slow, on the other hand, is an excellent CC spell. While it generally gets outclassed by classes that can normally cast it, it is extremely good for Clerics considering they don’t really get CC spells. This is something you’re likely to be casting very often.

For your third level spell choices, you get two excellent spells immediately with Revivify and Spirit Guardians.

Revivify is a staple spell that can bring back a freshly killed friend back, but generally, that’s more than good enough. You want minimum one Revivify user on your team to ensure that nobody has to go down permanently.

Your next choice is yet another Cleric staple – Spirit Guardians. This spell is egregiously good and really shines on tanky clerics as enemies will have a very hard time breaking your concentration on this. Walking up to a group of enemies, triggering this and then moving slightly out of the way so allies can shove them back into this is going to be a super common play pattern.


Level 6-10


Level 6

Class: 1 Bard 5 Cleric

Class Features: Spellcasting, Bardic Inspiration (d6)

Spell Change Log: + Prestidigitation + Vicious Mockery + Comprehend Languages + Feather Fall + Healing Word + Silvery Barbs

CLASSSPELL LEVELSPELL NAME
BardCantripPrestidigitation
BardCantripVicious Mockery
ClericCantripGuidance
ClericCantripLight
ClericCantripSacred Flame
ClericCantripToll the Dead
ClericCantripWord of Radiance
Bard1st Level SpellComprehend Languages (R)
Bard1st Level SpellFeather Fall
Bard1st Level SpellHealing Word
Bard1st Level SpellSilvery Barbs
Cleric1st Level SpellBless
Cleric1st Level SpellCommand (Order)
Cleric1st Level SpellDetect Magic (R)
Cleric1st Level SpellGuiding Bolt
Cleric1st Level SpellHealing Word
Cleric1st Level SpellHeroism (Order)
Cleric1st Level SpellProtection from Evil and Good
Cleric2nd Level SpellAid
Cleric2nd Level SpellHold Person (Order)
Cleric2nd Level SpellLesser Restoration
Cleric2nd Level SpellZone of Truth (Order)
Cleric3rd Level SpellMass Healing Word (Order)
Cleric3rd Level SpellRevivify
Cleric3rd Level SpellSlow (Order)
Cleric3rd Level SpellSpirit Guardians

For Bards, this is going to pretty much always be the starting spell list I would recommend.

For your cantrips, most players would say that Vicious Mockery is mandatory as it’s the Bards best attack cantrip. There is Starry Wisp if you prioritize damage, but giving up an average of 1 point of damage for a little bit of CC is well worth it in my eyes. For your second cantrip, it’s more up to you on what utility cantrip you’re interested in. I’m in the camp that Prestidigitation is the most versatile, but if you like Mage Hand or Minor Illusion more, absolutely feel free to take those (as this build will do eventually anyway).

For spell choices, I like grabbing Comprehend Languages, Feather Fall, Healing Word, and Silvery Barbs (Barbs in particular for this build as it’s an enchantment spell. assuming your table allows it). All are solid first level spells that are going to be relevant the entire campaign, which is exactly what you want when delaying your spell level progression.


Level 7

Class: 2 Bard 5 Cleric

Class Features: Expertise, Jack of All Trades

Spell Change Log: + Hideous Laughter

CLASSSPELL LEVELSPELL NAME
BardCantripPrestidigitation
BardCantripVicious Mockery
ClericCantripGuidance
ClericCantripLight
ClericCantripSacred Flame
ClericCantripToll the Dead
ClericCantripWord of Radiance
Bard1st Level SpellComprehend Languages (R)
Bard1st Level SpellFeather Fall
Bard1st Level SpellHealing Word
Bard1st Level SpellHideous Laughter
Bard1st Level SpellSilvery Barbs
Cleric1st Level SpellBless
Cleric1st Level SpellCommand (Order)
Cleric1st Level SpellDetect Magic (R)
Cleric1st Level SpellGuiding Bolt
Cleric1st Level SpellHealing Word
Cleric1st Level SpellHeroism (Order)
Cleric1st Level SpellProtection from Evil and Good
Cleric2nd Level SpellAid
Cleric2nd Level SpellHold Person (Order)
Cleric2nd Level SpellLesser Restoration
Cleric2nd Level SpellZone of Truth (Order)
Cleric3rd Level SpellMass Healing Word (Order)
Cleric3rd Level SpellRevivify
Cleric3rd Level SpellSlow (Order)
Cleric3rd Level SpellSpirit Guardians

Level 2 immediately brings a lot to the table in terms of abilities.

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 really like picking up Hideous Laughter. It is pretty close to Command inuse cases, but Hideous Laughter can potentially lock enemies down for multiple turns where Command is good for compelling an action. So if you are planning on the classic “grovel” from Command, you probably want to cast Hideous Laughter instead.


Level 8

Class: 3 Bard (Glamour) 5 Cleric

Class Features: Beguiling Magic, Mantle of Inspiration

Spell Change Log: + Charm Person (Beguiling Magic) + Mirror Image (Beguiling Magic) + Suggestion

CLASSSPELL LEVELSPELL NAME
BardCantripPrestidigitation
BardCantripVicious Mockery
ClericCantripGuidance
ClericCantripLight
ClericCantripSacred Flame
ClericCantripToll the Dead
ClericCantripWord of Radiance
Bard1st Level SpellCharm Person (Beguiling Magic)
Bard1st Level SpellComprehend Languages (R)
Bard1st Level SpellFeather Fall
Bard1st Level SpellHealing Word
Bard1st Level SpellHideous Laughter
Bard1st Level SpellSilvery Barbs
Bard2nd Level SpellMirror Image (Beguiling Magic)
Bard2nd Level SpellSuggestion
Cleric1st Level SpellBless
Cleric1st Level SpellCommand (Order)
Cleric1st Level SpellDetect Magic (R)
Cleric1st Level SpellGuiding Bolt
Cleric1st Level SpellHealing Word
Cleric1st Level SpellHeroism (Order)
Cleric1st Level SpellProtection from Evil and Good
Cleric2nd Level SpellAid
Cleric2nd Level SpellHold Person (Order)
Cleric2nd Level SpellLesser Restoration
Cleric2nd Level SpellZone of Truth (Order)
Cleric3rd Level SpellMass Healing Word (Order)
Cleric3rd Level SpellRevivify
Cleric3rd Level SpellSlow (Order)
Cleric3rd Level SpellSpirit Guardians

You get your subclass this level and it’s College of Glamour! Glamour gives you two new abilities right off the bat with Beguiling Magic and Mantle of Inspiration.

Your first ability is Beguiling Magic which does a few things. First, it gives you Charm Person (Beguiling Magic) and Mirror Image (Beguiling Magic) always prepared which is nice, even if neither spell is super high impact. Furthermore, whenever you cast an Enchantment or Illusion spell, you force a creature to make a WIS save or be either charmed or frightened of you for 1 minute. This is quite strong as this comes as a free rider with a spell cast rather than an ability you have to activate. While it only targets one creature and you can only do this once per long rest (or spend a Bardic Inspiration die to refresh), abilities that come “for free” are generally much better than they appear.

Mantle of Inspiration is an extremely interesting feature that, as a Bonus Action, lets you use a juiced up Aid and allow them to use their reaction to reposition. While this doesn’t seem like the most high impact of abilities, this is deceptively powerful as being able to to freely move around a battlefield is extremely strong, and being able to do that to multiple allies makes it that much stronger. Furthermore, between this and your Voice of Authority, your party will have a concsistent use for their reaction which is a very rare trait for most characters, but exceedingly rare for the whole party to get it. Action economy wins fights, and now you can get the most out of every possible action someone has.

With all of that out of the way, this level also brings 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 9

Class: 4 Bard 5 Cleric

Feat: Charisma to 20

Class Features: None

Spell Change Log: + Mage Hand + Silence

CLASSSPELL LEVELSPELL NAME
BardCantripMage Hand
BardCantripPrestidigitation
BardCantripVicious Mockery
ClericCantripGuidance
ClericCantripLight
ClericCantripSacred Flame
ClericCantripToll the Dead
ClericCantripWord of Radiance
Bard1st Level SpellCharm Person (Beguiling Magic)
Bard1st Level SpellComprehend Languages (R)
Bard1st Level SpellFeather Fall
Bard1st Level SpellHealing Word
Bard1st Level SpellHideous Laughter
Bard1st Level SpellSilvery Barbs
Bard2nd Level SpellMirror Image (Beguiling Magic)
Bard2nd Level SpellSilence
Bard2nd Level SpellSuggestion
Cleric1st Level SpellBless
Cleric1st Level SpellCommand (Order)
Cleric1st Level SpellDetect Magic (R)
Cleric1st Level SpellGuiding Bolt
Cleric1st Level SpellHealing Word
Cleric1st Level SpellHeroism (Order)
Cleric1st Level SpellProtection from Evil and Good
Cleric2nd Level SpellAid
Cleric2nd Level SpellHold Person (Order)
Cleric2nd Level SpellLesser Restoration
Cleric2nd Level SpellZone of Truth (Order)
Cleric3rd Level SpellMass Healing Word (Order)
Cleric3rd Level SpellRevivify
Cleric3rd Level SpellSlow (Order)
Cleric3rd Level SpellSpirit Guardians

This level brings a feat, a new cantrip, and a new spells!

For your second feat, rather than beat around the bush, I would just go to 20 Charisma for the strongest spellcasting possible. You are mostly using CC spells for this build, so you want that DC to be as hard as possible to beat.

For your cantrip, you can pick up another utility cantrip and I’m picking up Mage Hand at this point. This or Minor Illusion would be a great choice right now.

For your spell choice, I am a reasonably big fan of Silence. Being able to stuff spellcasters with the help of your party can be extremely useful as magic is scary no matter the level.


Level 10

Class: 5 Bard 5 Cleric

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

Spell Change Log: + Dispel Magic + Hypnotic Pattern

CLASSSPELL LEVELSPELL NAME
BardCantripMage Hand
BardCantripPrestidigitation
BardCantripVicious Mockery
ClericCantripGuidance
ClericCantripLight
ClericCantripSacred Flame
ClericCantripToll the Dead
ClericCantripWord of Radiance
Bard1st Level SpellCharm Person (Beguiling Magic)
Bard1st Level SpellComprehend Languages (R)
Bard1st Level SpellFeather Fall
Bard1st Level SpellHealing Word
Bard1st Level SpellHideous Laughter
Bard1st Level SpellSilvery Barbs
Bard2nd Level SpellMirror Image (Beguiling Magic)
Bard2nd Level SpellSilence
Bard2nd Level SpellSuggestion
Bard3rd Level SpellDispel Magic
Bard3rd Level SpellHypnotic Pattern
Cleric1st Level SpellBless
Cleric1st Level SpellCommand (Order)
Cleric1st Level SpellDetect Magic (R)
Cleric1st Level SpellGuiding Bolt
Cleric1st Level SpellHealing Word
Cleric1st Level SpellHeroism (Order)
Cleric1st Level SpellProtection from Evil and Good
Cleric2nd Level SpellAid
Cleric2nd Level SpellHold Person (Order)
Cleric2nd Level SpellLesser Restoration
Cleric2nd Level SpellZone of Truth (Order)
Cleric3rd Level SpellMass Healing Word (Order)
Cleric3rd Level SpellRevivify
Cleric3rd Level SpellSlow (Order)
Cleric3rd Level SpellSpirit Guardians

This level 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 11-15


Level 11

Class: 6 Bard 5 Cleric

Class Features: Mantle of Majesty

Spell Change Log: + Command (Mantle of Majesty) + Tiny Hut (R)

CLASSSPELL LEVELSPELL NAME
BardCantripMage Hand
BardCantripPrestidigitation
BardCantripVicious Mockery
ClericCantripGuidance
ClericCantripLight
ClericCantripSacred Flame
ClericCantripToll the Dead
ClericCantripWord of Radiance
Bard1st Level SpellCharm Person (Beguiling Magic)
Bard1st Level SpellCommand (Mantle of Majesty)
Bard1st Level SpellComprehend Languages (R)
Bard1st Level SpellFeather Fall
Bard1st Level SpellHealing Word
Bard1st Level SpellHideous Laughter
Bard1st Level SpellSilvery Barbs
Bard2nd Level SpellMirror Image (Beguiling Magic)
Bard2nd Level SpellSilence
Bard2nd Level SpellSuggestion
Bard3rd Level SpellDispel Magic
Bard3rd Level SpellHypnotic Pattern
Bard3rd Level SpellTiny Hut (R)
Cleric1st Level SpellBless
Cleric1st Level SpellCommand (Order)
Cleric1st Level SpellDetect Magic (R)
Cleric1st Level SpellGuiding Bolt
Cleric1st Level SpellHealing Word
Cleric1st Level SpellHeroism (Order)
Cleric1st Level SpellProtection from Evil and Good
Cleric2nd Level SpellAid
Cleric2nd Level SpellHold Person (Order)
Cleric2nd Level SpellLesser Restoration
Cleric2nd Level SpellZone of Truth (Order)
Cleric3rd Level SpellMass Healing Word (Order)
Cleric3rd Level SpellRevivify
Cleric3rd Level SpellSlow (Order)
Cleric3rd Level SpellSpirit Guardians

This level brings another subclass ability with Mantle of Majesty.

Mantle of Majesty does two things. First, you get Command as a prepared spell for free. Second, this allows you to take on a form where you can cast Command as a bonus action every turn for a minute, without consuming a spell slot. This part of the ability is crucial as you can’t cast two leveled spells in a turn that cost a spell slot, but since this Command doesn’t take up a spell slot, you can still spell cast normally on your turn. This ability is really strong and getting free Command every turn for a minute is super potent. Better yet, you can use this ability again by expending a third level spell slot or higher making this easy to use as needed.

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 12

Class: 7 Bard 5 Cleric

Class Feature: Countercharm

Spell Change Log: + Polymorph

CLASSSPELL LEVELSPELL NAME
BardCantripMage Hand
BardCantripPrestidigitation
BardCantripVicious Mockery
ClericCantripGuidance
ClericCantripLight
ClericCantripSacred Flame
ClericCantripToll the Dead
ClericCantripWord of Radiance
Bard1st Level SpellCharm Person (Beguiling Magic)
Bard1st Level SpellCommand (Mantle of Majesty)
Bard1st Level SpellComprehend Languages (R)
Bard1st Level SpellFeather Fall
Bard1st Level SpellHealing Word
Bard1st Level SpellHideous Laughter
Bard1st Level SpellSilvery Barbs
Bard2nd Level SpellMirror Image (Beguiling Magic)
Bard2nd Level SpellSilence
Bard2nd Level SpellSuggestion
Bard3rd Level SpellDispel Magic
Bard3rd Level SpellHypnotic Pattern
Bard3rd Level SpellTiny Hut (R)
Bard4th Level SpellPolymorph
Cleric1st Level SpellBless
Cleric1st Level SpellCommand (Order)
Cleric1st Level SpellDetect Magic (R)
Cleric1st Level SpellGuiding Bolt
Cleric1st Level SpellHealing Word
Cleric1st Level SpellHeroism (Order)
Cleric1st Level SpellProtection from Evil and Good
Cleric2nd Level SpellAid
Cleric2nd Level SpellHold Person (Order)
Cleric2nd Level SpellLesser Restoration
Cleric2nd Level SpellZone of Truth (Order)
Cleric3rd Level SpellMass Healing Word (Order)
Cleric3rd Level SpellRevivify
Cleric3rd Level SpellSlow (Order)
Cleric3rd Level SpellSpirit Guardians

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 get 4th level spells, you get access to the best one 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, even if you’re getting it 5 levels later than normal.


Level 13

Class: 8 Bard 5 Cleric

Feat: Constitution to 16

Class Feature: None

Spell Change Log: + Dimension Door

CLASSSPELL LEVELSPELL NAME
BardCantripMage Hand
BardCantripPrestidigitation
BardCantripVicious Mockery
ClericCantripGuidance
ClericCantripLight
ClericCantripSacred Flame
ClericCantripToll the Dead
ClericCantripWord of Radiance
Bard1st Level SpellCharm Person (Beguiling Magic)
Bard1st Level SpellCommand (Mantle of Majesty)
Bard1st Level SpellComprehend Languages (R)
Bard1st Level SpellFeather Fall
Bard1st Level SpellHealing Word
Bard1st Level SpellHideous Laughter
Bard1st Level SpellSilvery Barbs
Bard2nd Level SpellMirror Image (Beguiling Magic)
Bard2nd Level SpellSilence
Bard2nd Level SpellSuggestion
Bard3rd Level SpellDispel Magic
Bard3rd Level SpellHypnotic Pattern
Bard3rd Level SpellTiny Hut (R)
Bard4th Level SpellDimension Door
Bard4th Level SpellPolymorph
Cleric1st Level SpellBless
Cleric1st Level SpellCommand (Order)
Cleric1st Level SpellDetect Magic (R)
Cleric1st Level SpellGuiding Bolt
Cleric1st Level SpellHealing Word
Cleric1st Level SpellHeroism (Order)
Cleric1st Level SpellProtection from Evil and Good
Cleric2nd Level SpellAid
Cleric2nd Level SpellHold Person (Order)
Cleric2nd Level SpellLesser Restoration
Cleric2nd Level SpellZone of Truth (Order)
Cleric3rd Level SpellMass Healing Word (Order)
Cleric3rd Level SpellRevivify
Cleric3rd Level SpellSlow (Order)
Cleric3rd Level SpellSpirit Guardians

This level brings another feat, and while you could go a lot of directions, I like just bolstering Constitution for more health and better saving throws.

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 14

Class: 9 Bard 5 Cleric

Class Features: Expertise

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

CLASSSPELL LEVELSPELL NAME
BardCantripMage Hand
BardCantripPrestidigitation
BardCantripVicious Mockery
ClericCantripGuidance
ClericCantripLight
ClericCantripSacred Flame
ClericCantripToll the Dead
ClericCantripWord of Radiance
Bard1st Level SpellCharm Person (Beguiling Magic)
Bard1st Level SpellCommand (Mantle of Majesty)
Bard1st Level SpellComprehend Languages (R)
Bard1st Level SpellFeather Fall
Bard1st Level SpellHealing Word
Bard1st Level SpellHideous Laughter
Bard1st Level SpellSilvery Barbs
Bard2nd Level SpellMirror Image (Beguiling Magic)
Bard2nd Level SpellSilence
Bard2nd Level SpellSuggestion
Bard3rd Level SpellDispel Magic
Bard3rd Level SpellHypnotic Pattern
Bard3rd Level SpellTiny Hut (R)
Bard4th Level SpellDimension Door
Bard4th Level SpellPolymorph
Bard5th Level SpellGreater Restoration
Bard5th Level SpellTelepathic Bond (R)
Cleric1st Level SpellBless
Cleric1st Level SpellCommand (Order)
Cleric1st Level SpellDetect Magic (R)
Cleric1st Level SpellGuiding Bolt
Cleric1st Level SpellHealing Word
Cleric1st Level SpellHeroism (Order)
Cleric1st Level SpellProtection from Evil and Good
Cleric2nd Level SpellAid
Cleric2nd Level SpellHold Person (Order)
Cleric2nd Level SpellLesser Restoration
Cleric2nd Level SpellZone of Truth (Order)
Cleric3rd Level SpellMass Healing Word (Order)
Cleric3rd Level SpellRevivify
Cleric3rd Level SpellSlow (Order)
Cleric3rd Level SpellSpirit Guardians

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

You now get access to fifth level spells and you can pick up Greater Restoration. 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 15

Class: 10 Bard 5 Cleric]

Class Features: Bardic Inspiration (d10), Magical Secrets

Spell Change Log: Comprehend Languages / + Minor Illusion + Commune (R) + Wall of Force

CLASSSPELL LEVELSPELL NAME
BardCantripMage Hand
BardCantripMinor Illusion
BardCantripPrestidigitation
BardCantripVicious Mockery
ClericCantripGuidance
ClericCantripLight
ClericCantripSacred Flame
ClericCantripToll the Dead
ClericCantripWord of Radiance
Bard1st Level SpellCharm Person (Beguiling Magic)
Bard1st Level SpellCommand (Mantle of Majesty)
Bard1st Level SpellFeather Fall
Bard1st Level SpellHealing Word
Bard1st Level SpellHideous Laughter
Bard1st Level SpellSilvery Barbs
Bard2nd Level SpellMirror Image (Beguiling Magic)
Bard2nd Level SpellSilence
Bard2nd Level SpellSuggestion
Bard3rd Level SpellDispel Magic
Bard3rd Level SpellHypnotic Pattern
Bard3rd Level SpellTiny Hut (R)
Bard4th Level SpellDimension Door
Bard4th Level SpellPolymorph
Bard5th Level SpellCommune (R)
Bard5th Level SpellGreater Restoration
Bard5th Level SpellTelepathic Bond (R)
Bard5th Level SpellWall of Force
Cleric1st Level SpellBless
Cleric1st Level SpellCommand (Order)
Cleric1st Level SpellDetect Magic (R)
Cleric1st Level SpellGuiding Bolt
Cleric1st Level SpellHealing Word
Cleric1st Level SpellHeroism (Order)
Cleric1st Level SpellProtection from Evil and Good
Cleric2nd Level SpellAid
Cleric2nd Level SpellHold Person (Order)
Cleric2nd Level SpellLesser Restoration
Cleric2nd Level SpellZone of Truth (Order)
Cleric3rd Level SpellMass Healing Word (Order)
Cleric3rd Level SpellRevivify
Cleric3rd Level SpellSlow (Order)
Cleric3rd Level SpellSpirit Guardians

This level brings a lot to the table with a buff to Bardic Inspiration (d10), Expertise, and Magical Secrets.

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

Finally, you get Bard’s best ability – Magical Secrets. 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.

Since there are so many spells you want at this point, you have to nix ones to make room. While it’s likely been a bit helpful at this point, Comprehend Languages can hit the bin for now as this is nice to have, but far from a necessity.

Commune is an extremely underrated spell as getting to ask three questions and getting a succint, truthful reply can be extremely powerful in a lot of scenarios. Information is a very powerful tool in D&D, don’t be afriad to leverage it!

Finally, you get to pick up one of the best spells in the game, Wall of Force! Splitting an encounter in half is unbelievable or even just trapping the main enemy of the encounter, taking out all of the minions, and then going after the boss is an incredible use of this. You do have to be careful how often you use this as your DM might start preparing more active countermeasures to not have their encounters hosed by this, but otherwise, this is going to be incredible.


Level 16-20


Level 16

Class: 11 Bard 5 Cleric

Class Feature: None

Spell Change Log: + Mass Suggestion

CLASSSPELL LEVELSPELL NAME
BardCantripMage Hand
BardCantripMinor Illusion
BardCantripPrestidigitation
BardCantripVicious Mockery
ClericCantripGuidance
ClericCantripLight
ClericCantripSacred Flame
ClericCantripToll the Dead
ClericCantripWord of Radiance
Bard1st Level SpellCharm Person (Beguiling Magic)
Bard1st Level SpellCommand (Mantle of Majesty)
Bard1st Level SpellFeather Fall
Bard1st Level SpellHealing Word
Bard1st Level SpellHideous Laughter
Bard1st Level SpellSilvery Barbs
Bard2nd Level SpellMirror Image (Beguiling Magic)
Bard2nd Level SpellSilence
Bard2nd Level SpellSuggestion
Bard3rd Level SpellDispel Magic
Bard3rd Level SpellHypnotic Pattern
Bard3rd Level SpellTiny Hut (R)
Bard4th Level SpellDimension Door
Bard4th Level SpellPolymorph
Bard5th Level SpellCommune (R)
Bard5th Level SpellGreater Restoration
Bard5th Level SpellTelepathic Bond (R)
Bard5th Level SpellWall of Force
Bard6th Level SpellMass Suggestion
Cleric1st Level SpellBless
Cleric1st Level SpellCommand (Order)
Cleric1st Level SpellDetect Magic (R)
Cleric1st Level SpellGuiding Bolt
Cleric1st Level SpellHealing Word
Cleric1st Level SpellHeroism (Order)
Cleric1st Level SpellProtection from Evil and Good
Cleric2nd Level SpellAid
Cleric2nd Level SpellHold Person (Order)
Cleric2nd Level SpellLesser Restoration
Cleric2nd Level SpellZone of Truth (Order)
Cleric3rd Level SpellMass Healing Word (Order)
Cleric3rd Level SpellRevivify
Cleric3rd Level SpellSlow (Order)
Cleric3rd Level SpellSpirit Guardians

Now that you have sixth level spells, you get access to the best one – Mass Suggestion. Suggestion is already an excellent spell, and being able to to do that to up to twelve targets is extremely powerful.


Level 17

Class: 11 Bard 6 Cleric

Class Features: Channel Divinity (x3), Embodiment of the Law

Spell Change Log: + Aura of Vitality

CLASSSPELL LEVELSPELL NAME
BardCantripMage Hand
BardCantripMinor Illusion
BardCantripPrestidigitation
BardCantripVicious Mockery
ClericCantripGuidance
ClericCantripLight
ClericCantripSacred Flame
ClericCantripToll the Dead
ClericCantripWord of Radiance
Bard1st Level SpellCharm Person (Beguiling Magic)
Bard1st Level SpellCommand (Mantle of Majesty)
Bard1st Level SpellFeather Fall
Bard1st Level SpellHealing Word
Bard1st Level SpellHideous Laughter
Bard1st Level SpellSilvery Barbs
Bard2nd Level SpellMirror Image (Beguiling Magic)
Bard2nd Level SpellSilence
Bard2nd Level SpellSuggestion
Bard3rd Level SpellDispel Magic
Bard3rd Level SpellHypnotic Pattern
Bard3rd Level SpellTiny Hut (R)
Bard4th Level SpellDimension Door
Bard4th Level SpellPolymorph
Bard5th Level SpellCommune (R)
Bard5th Level SpellGreater Restoration
Bard5th Level SpellTelepathic Bond (R)
Bard5th Level SpellWall of Force
Bard6th Level SpellMass Suggestion
Cleric1st Level SpellBless
Cleric1st Level SpellCommand (Order)
Cleric1st Level SpellDetect Magic (R)
Cleric1st Level SpellGuiding Bolt
Cleric1st Level SpellHealing Word
Cleric1st Level SpellHeroism (Order)
Cleric1st Level SpellProtection from Evil and Good
Cleric2nd Level SpellAid
Cleric2nd Level SpellHold Person (Order)
Cleric2nd Level SpellLesser Restoration
Cleric2nd Level SpellZone of Truth (Order)
Cleric3rd Level SpellAura of Vitality
Cleric3rd Level SpellMass Healing Word (Order)
Cleric3rd Level SpellRevivify
Cleric3rd Level SpellSlow (Order)
Cleric3rd Level SpellSpirit Guardians

For the next three levels you’re shifting back to Cleric (so you can get double Epic Boons), so you get Embodiment of the Law! Simply you get top speed up the casting time of Enchantment spells a few times per day. Will you need to do this most of the time? Not really, but if you need to take an action (Dodge/Disengage/Dash) and cast a spell, this will definitely shine.


Level 18

Class: 11 Bard 7 Cleric

Class Features: Blessed Strikes (Potent Spellcasting)

Spell Change Log: + Banishment + Compulsion (Order) + Locate Creature (Order)

CLASSSPELL LEVELSPELL NAME
BardCantripMage Hand
BardCantripMinor Illusion
BardCantripPrestidigitation
BardCantripVicious Mockery
ClericCantripGuidance
ClericCantripLight
ClericCantripSacred Flame
ClericCantripToll the Dead
ClericCantripWord of Radiance
Bard1st Level SpellCharm Person (Beguiling Magic)
Bard1st Level SpellCommand (Mantle of Majesty)
Bard1st Level SpellFeather Fall
Bard1st Level SpellHealing Word
Bard1st Level SpellHideous Laughter
Bard1st Level SpellSilvery Barbs
Bard2nd Level SpellMirror Image (Beguiling Magic)
Bard2nd Level SpellSilence
Bard2nd Level SpellSuggestion
Bard3rd Level SpellDispel Magic
Bard3rd Level SpellHypnotic Pattern
Bard3rd Level SpellTiny Hut (R)
Bard4th Level SpellDimension Door
Bard4th Level SpellPolymorph
Bard5th Level SpellCommune (R)
Bard5th Level SpellGreater Restoration
Bard5th Level SpellTelepathic Bond (R)
Bard5th Level SpellWall of Force
Bard6th Level SpellMass Suggestion
Cleric1st Level SpellBless
Cleric1st Level SpellCommand (Order)
Cleric1st Level SpellDetect Magic (R)
Cleric1st Level SpellGuiding Bolt
Cleric1st Level SpellHealing Word
Cleric1st Level SpellHeroism (Order)
Cleric1st Level SpellProtection from Evil and Good
Cleric2nd Level SpellAid
Cleric2nd Level SpellHold Person (Order)
Cleric2nd Level SpellLesser Restoration
Cleric2nd Level SpellZone of Truth (Order)
Cleric3rd Level SpellAura of Vitality
Cleric3rd Level SpellMass Healing Word (Order)
Cleric3rd Level SpellRevivify
Cleric3rd Level SpellSlow (Order)
Cleric3rd Level SpellSpirit Guardians
Cleric4th Level SpellBanishment
Cleric4th Level SpellCompulsion (Order)
Cleric4th Level SpellLocate Creature (Order)

Level 7 brings a new class ability and more spells to the table.

Your ability for this level is Blessed Strikes which gives your melee weapons an additional 1d8 damage per turn (Divine Strike) or you get to add your WIS modifier to cantrip damage (Potent Spellcasting). Obviously Potent Spellcasting is the pickup, even if it’s not good on this build.

You get two more Domain spells to add to the list with Compulsion and Locate Creature .

Compulsion is a really strange spell at the best of times and ironically doesn’t work that well in this build. So the main use case of this is to not only compel movement from enemies, but to give your melee allies attacks of opportunity. However, if you want to give your melee allies more attacks, Voice of Authority already does that. So, if limiting movement is more important or the movement itself is really important (Booming Blade/Spike Growth/force them into AOE spells/etc), then this spell can be pretty good.

Locate Creature is also a strange spell, but has fewer and worse use cases. This just isn’t a good spell and will only matter if you’re trying to track a creature down, but this also has caveats that can sometimes nullify the spell. Weird and doesn’t even fit the subclass well in my opinion.

For your actual spell choice, you can pick the best one available with Banishment. Banishment is a solid CC spell that can take an enemy out of the fight for the length of the spell, but if the enemy is an extraplanar being, you have a chance to send them back to their home plane if they fail both saving throws! This can obviously be helpful in campaigns with a lot of extraplanar enemies, but will still be good in your average campaign.


Level 19

Class: 11 Bard 8 Cleric

Epic Boon: Boon of Fate (CHA)

Class Features: None

Spell Change Log: + Death Ward

CLASSSPELL LEVELSPELL NAME
BardCantripMage Hand
BardCantripMinor Illusion
BardCantripPrestidigitation
BardCantripVicious Mockery
ClericCantripGuidance
ClericCantripLight
ClericCantripSacred Flame
ClericCantripToll the Dead
ClericCantripWord of Radiance
Bard1st Level SpellCharm Person (Beguiling Magic)
Bard1st Level SpellCommand (Mantle of Majesty)
Bard1st Level SpellFeather Fall
Bard1st Level SpellHealing Word
Bard1st Level SpellHideous Laughter
Bard1st Level SpellSilvery Barbs
Bard2nd Level SpellMirror Image (Beguiling Magic)
Bard2nd Level SpellSilence
Bard2nd Level SpellSuggestion
Bard3rd Level SpellDispel Magic
Bard3rd Level SpellHypnotic Pattern
Bard3rd Level SpellTiny Hut (R)
Bard4th Level SpellDimension Door
Bard4th Level SpellPolymorph
Bard5th Level SpellCommune (R)
Bard5th Level SpellGreater Restoration
Bard5th Level SpellTelepathic Bond (R)
Bard5th Level SpellWall of Force
Bard6th Level SpellMass Suggestion
Cleric1st Level SpellBless
Cleric1st Level SpellCommand (Order)
Cleric1st Level SpellDetect Magic (R)
Cleric1st Level SpellGuiding Bolt
Cleric1st Level SpellHealing Word
Cleric1st Level SpellHeroism (Order)
Cleric1st Level SpellProtection from Evil and Good
Cleric2nd Level SpellAid
Cleric2nd Level SpellHold Person (Order)
Cleric2nd Level SpellLesser Restoration
Cleric2nd Level SpellZone of Truth (Order)
Cleric3rd Level SpellAura of Vitality
Cleric3rd Level SpellMass Healing Word (Order)
Cleric3rd Level SpellRevivify
Cleric3rd Level SpellSlow (Order)
Cleric3rd Level SpellSpirit Guardians
Cleric4th Level SpellBanishment
Cleric4th Level SpellCompulsion (Order)
Cleric4th Level SpellDeath Ward
Cleric4th Level SpellLocate Creature (Order)

Level 19 brings your Epic Boon, and it’s hard to go wrong with Boon of Fate. Being able to potentially turn a failure into a success and vice versa, even if it’s once per short or long rest, can be the difference between surviving an encounter and not.

For your spell choice, I like picking up Death Ward. Being able to potentially save yourself or an ally from death (instant or otherwise) when you have additional spell slots can be invaluable.


Level 20

Class: 12 Bard 8 Cleric

Epic Boon: Boon of Dimensional Travel (CHA)

Class Feature: None

Spell Change Log: None

CLASSSPELL LEVELSPELL NAME
BardCantripMage Hand
BardCantripMinor Illusion
BardCantripPrestidigitation
BardCantripVicious Mockery
ClericCantripGuidance
ClericCantripLight
ClericCantripSacred Flame
ClericCantripToll the Dead
ClericCantripWord of Radiance
Bard1st Level SpellCharm Person (Beguiling Magic)
Bard1st Level SpellCommand (Mantle of Majesty)
Bard1st Level SpellFeather Fall
Bard1st Level SpellHealing Word
Bard1st Level SpellHideous Laughter
Bard1st Level SpellSilvery Barbs
Bard2nd Level SpellMirror Image (Beguiling Magic)
Bard2nd Level SpellSilence
Bard2nd Level SpellSuggestion
Bard3rd Level SpellDispel Magic
Bard3rd Level SpellHypnotic Pattern
Bard3rd Level SpellTiny Hut (R)
Bard4th Level SpellDimension Door
Bard4th Level SpellPolymorph
Bard5th Level SpellCommune (R)
Bard5th Level SpellGreater Restoration
Bard5th Level SpellTelepathic Bond (R)
Bard5th Level SpellWall of Force
Bard6th Level SpellMass Suggestion
Cleric1st Level SpellBless
Cleric1st Level SpellCommand (Order)
Cleric1st Level SpellDetect Magic (R)
Cleric1st Level SpellGuiding Bolt
Cleric1st Level SpellHealing Word
Cleric1st Level SpellHeroism (Order)
Cleric1st Level SpellProtection from Evil and Good
Cleric2nd Level SpellAid
Cleric2nd Level SpellHold Person (Order)
Cleric2nd Level SpellLesser Restoration
Cleric2nd Level SpellZone of Truth (Order)
Cleric3rd Level SpellAura of Vitality
Cleric3rd Level SpellMass Healing Word (Order)
Cleric3rd Level SpellRevivify
Cleric3rd Level SpellSlow (Order)
Cleric3rd Level SpellSpirit Guardians
Cleric4th Level SpellBanishment
Cleric4th Level SpellCompulsion (Order)
Cleric4th Level SpellDeath Ward
Cleric4th Level SpellLocate Creature (Order)

For your final level up, you can grab Boon of Dimensional Travel! Now you can teleport around the battlefield every turn which is extremely powerful as positioning is everything in a lot of these fights, and staying out of harm’s way is really important at this level when enemies are going to be extremely deadly.


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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