Dance Bard Build Guide – Float Like a Butterfly

Learn the best build for the Dance Bard 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 the purposes of this guide, it will be assumed that you would not be multiclassing. While multiclassing can be excellent for many of these, this is for those who want to play the build all the way through in the same class. Guides that use multiclassing will be separate from these.

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 Dance Bard?

The first and most obvious reason you may want to play a Dance Bard, the subclass is brand new! New is always fun, but if that doesn’t matter much to you, it’s also both very unique and very good. While Bards already have Swords and Valor to play close quarters, Dance brings it a slightly different direction with a greater focus on weaving in and out of combat rather than just being your standard spellsword. If you like the idea of that, this is a great option for you to play!


Dance Bard Abilities Ranked

Dazzling Footwork (Level 3)C+ Tier – This has a lot of abilities stacked into this, but only a few really matter, the AC buff in particular is quite good. The extra damage can be alright, but it’s nothing special.

Inspiring Movement (Level 3)B- Tier – Repositioning tools are always nice, and being able to bring an ally with you is a nice bonus. This isn’t the best use of Bardic Inspiration, but is helpful in a pinch.

Tandem Footwork (Level 6)A+ Tier – Anything that increases initiative is really powerful, doubly so if you are able to share that will allies.

Leading Evasion (Level 14)C+ Tier – Giving Evasion to allies is definitely neat and incentives the squad to bundle up more against tougher enemies.


Quick Level Up Guide

LevelClass Features/FeatNotes
1Spellcasting, Bardic Inspiration (d6)+ Prestidigitation
+ Vicious Mockery
+ Detect Magic + Faerie Fire
+ Feather Fall + Healing Word
2Jack of All Trades, Song of Rest (d6)+ Comprehend Languages
3Dazzling Footwork, Unarmored Defense, Expertise+ Suggestion
4Feat: Inspiring Leader (CHA)+ Mage Hand + Aid
5Bardic Inspiration (d8), Font of Inspiration+ Dispel Magic
+ Hypnotic Pattern
6Inspiring Movement, Tandem Footwork+ Tiny Hut
7Countercharm+ Polymorph
8Feat: Resilient (CON)+ Dimension Door
9Song of Rest (d8)+ Greater Invisibility
+ Telepathic Bond
10Bardic Inspiration (d10), Expertise, Magical SecretsFaerie Fire
+ Minor Illusion
+ Scorching Ray
+ Conjure Minor Elementals
11Comprehend Languages
+ Spirit Guardians
+ Mass Suggestion
12Feat: Charisma to 20None
13Song of Rest (d10) + Teleport
14Leading EvasionNone
15Bardic Inspiration (d12)+ Maze
16Feat: Constitution to 18Polymorph
+ Simulacrum
17Song of Rest (d12) + Wish
18Superior Inspiration+ True Polymorph
19Epic Boon: Boon of Luck+ Mass Heal
20Words of Creation+ Power Word: Heal (Words of Creation)
+ Power Word: Kill (Words of Creation)
+ Shapechange

Level One Build


Species: Aasimar

Attributes:

POINT BUY
STRENGTH8
DEXTERITY15 (+1 background) = 16
CONSTITUTION15
INTELLIGENCE8
WISDOM8
CHARISMA15 (+1 background) = 17

Class: Bard

Class Features: Spellcasting, Bardic Inspiration

Skill Proficiencies: Insight, Performance, and Persuasion

Background: Entertainer (Musician)

Starting Equipment: Leather Armor, 2 Daggers, Musical Instrument of choice, Entertainer’s Pack, and 19 gp + 50gp from background

Starting Spells:

SPELL LEVELSPELL NAME
CantripPrestidigitation
CantripVicious Mockery
1st Level SpellDetect Magic
1st Level SpellFaerie Fire
1st Level SpellFeather Fall
1st Level SpellHealing Word


Species: Aasimar

The best species for your average build. Human is a consideration as well to grab Alert on top of Musician, but Aasimar just give a lot of value, and since you have a background you’re happy with, Aasimar is the next best choice.


Attributes

POINT BUY
STRENGTH8
DEXTERITY15 (+1 background) = 16
CONSTITUTION15
INTELLIGENCE8
WISDOM8
CHARISMA15 (+1 background) = 17

A Bard’s main stat is Charisma so that has to be buffed. Beyond that, Dexterity and Constitution are most important to not get constantly downed, so pumping those up is also a great idea.


Proficiencies: Insight, Performance, and Persuasion

As a Bard, you should be really good at playing instruments and really good at talking with people. These skills allow that the best in my opinion, but you can change these as you want.


Background: Entertainer

You need a background that gives you a bonus to Charisma at a minimum, but if you can get the best Origin feat to boot? This is an easy choice for Bards.


Starting Equipment – Leather Armor, 2 Daggers, Musical Instrument of choice, Entertainer’s Pack, and 19 gp + 50gp from background

Standard Bard fare, nothing novel here.


Class – Bard

Sorcerers get two inherent features at level one: Spellcasting and Bardic Inspiration.

Spellcasting will be discussed more in the next section, but like the other full casters now (sans Wizard who’s slightly different), you have a prepared list of spells rather than spells known which is a nice change.

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.


Starting Spells

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

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).

Since Bards don’t have the best damage options, I recommend sticking to what they’re good at – utility (Detect Magic, Feather Fall), support (Healing Word), and CC (Faerie Fire).



The Build Level 2 Onward


Level 2-5


Level 2

Class Features: Jack of All Trades, Song of Rest (d6)

Spell Change Log: + Comprehend Languages

SPELL LEVELSPELL NAME
CantripPrestidigitation
CantripVicious Mockery
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire
1st Level SpellFeather Fall
1st Level SpellHealing Word

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

The first 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.

The second ability is Song of Rest (d6), which simply means that Short Rests heal everyone an additional 1d6 health. Not super high impact, but the larger the party, the more health you’re restoring which can definitely add up over time, especially as this doesn’t consume a resource.

Overall, all solid abilities for level 2.

For your spell choice, I like picking up Comprehend Languages nice and early. In some campaigns this is not going to be a helpful spell, but in most, you will get use out of this.


Level 3

Class: College of Dance

Class Features: Dazzling Footwork, Unarmored Defense, Expertise

Spell Change Log: + Suggestion

SPELL LEVELSPELL NAME
CantripPrestidigitation
CantripVicious Mockery
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire
1st Level SpellFeather Fall
1st Level SpellHealing Word
2nd Level SpellSuggestion

You pick your subclass at level 3, and of course, it’s College of Dance! Dance gives you two nice features immediately with Dazzling Footwork and Unarmored Defense.

Dazzling Footwork is a neat ability that lets you have advantage on Performance checks involving dancing, but more importantly, lets you make unarmed strikes whenever you use a Bardic Inspiration die. While the damage isn’t super high, free damage is free damage!

Unarmored Defense is a simpler ability that gives you an AC of 10 + DEX + CHA which is really nice, especially since you’re going to be maxing out Charisma.

Your final ability is Expertise, which as the name says, gives you Expertise in two skills of your choice that you’re already proficient in. While you can choose any of the skills you are proficient in, I like starting with Insight and Persuasion as you’re going to be using these constantly.

With all of that out of the way, level 3 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 4

Feat: War Caster (CHA)

Class Features: None

Spell Change Log: + Mage Hand + Aid + Lesser Restoration

SPELL LEVELSPELL NAME
CantripMage Hand
CantripPrestidigitation
CantripVicious Mockery
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire
1st Level SpellFeather Fall
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellSuggestion

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

Since you want to get that coveted 18 Charisma, you should take the excellent feat – Inspiring Leader. Inspiring Leader gives you and your team a good amount of temporary health at the end of every short or long rest which is really powerful. If you already have an ally with this feat, I would opt for Fey-Touched instead to grab Silvery Barbs (or Hideous Laughter if your campaign doesn’t allow Silvery Barbs) and Misty Step. If you do use this feat, don’t forget about using Musician as well!

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.

Finally, you get a new spell with Aid.

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


Level 5

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

Spell Change Log: + Dispel Magic + Hypnotic Pattern

SPELL LEVELSPELL NAME
CantripMage Hand
CantripPrestidigitation
CantripVicious Mockery
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire
1st Level SpellFeather Fall
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellSuggestion
3rd Level SpellDispel Magic
3rd 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 6-10


Level 6

Class Features: Inspiring Movement, Tandem Movement

Spell Change Log: + Tiny Hut

SPELL LEVELSPELL NAME
CantripMage Hand
CantripPrestidigitation
CantripVicious Mockery
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire
1st Level SpellFeather Fall
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellSuggestion
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern
3rd Level SpellTiny Hut (R)

Level 6 brings more abilities with Inspiring Movement and Tandem Footwork.

If an enemy ends their turn too close to you, you can spend your reaction and a Bardic Inspiration die to move half your movement speed without provoking opportunity attacks. The best part? You can bring a friend with you if you want! This ability is quite nice, especially as you get a free unarmed strike on top of that.

Tandem Footwork is probably the best ability for Dance Bards as, when you roll initiative, you can roll a Bardic Inspiration die and add that to your and your allies initiative. This is really powerful and you can get a serious initiative boost even on mediocre rolls.

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 7

Class Feature: Countercharm

Spell Change Log: + Polymorph

SPELL LEVELSPELL NAME
CantripMage Hand
CantripPrestidigitation
CantripVicious Mockery
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire
1st Level SpellFeather Fall
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellSuggestion
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern
3rd Level SpellTiny Hut (R)
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’re level 7, 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 8

Feat: Resilient (CON)

Class Features: None

Spell Change Log: + Dimension Door

SPELL LEVELSPELL NAME
CantripMage Hand
CantripPrestidigitation
CantripVicious Mockery
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire
1st Level SpellFeather Fall
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellSuggestion
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern
3rd Level SpellTiny Hut (R)
4th Level SpellDimension Door
4th Level SpellPolymorph

Level 8 brings your second feat and this is a good time to pick up Resilient (CON). Getting more health on top of proficiency in constitution saving throws is really good for casters, especially if you don’t pick up War Caster.

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 9

Class Features: Song of Rest (d8)

Spell Change Log: + Greater Invisibility + Telepathic Bond

SPELL LEVELSPELL NAME
CantripMage Hand
CantripPrestidigitation
CantripVicious Mockery
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire
1st Level SpellFeather Fall
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellSuggestion
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern
3rd Level SpellTiny Hut (R)
4th Level SpellDimension Door
4th Level SpellGreater Invisibility
4th Level SpellPolymorph
5th Level SpellTelepathic Bond (R)

Level 9 brings a buff to Song of Rest bringing it up to 1d8, which again, nothing incredible but definitely solid.

For your spell choice, you can pick up the excellent buff – Greater Invisibility. While this is active, you can give yourself advantage on all attacks and enemies will have disadvantage on all of their attacks against you. Simply, yet extremely effective.

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 10

Class Features: Bardic Inspiration (d10), Expertise, Magical Secrets

Spell Change Log: Faerie Fire / + Minor Illusion + Scorching Ray + Conjure Minor Elementals

SPELL LEVELSPELL NAME
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
CantripVicious Mockery
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellScorching Ray
2nd Level SpellSuggestion
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern
3rd Level SpellTiny Hut (R)
4th Level SpellConjure Minor Elementals
4th Level SpellDimension Door
4th Level SpellGreater Invisibility
4th Level SpellPolymorph
5th Level SpellTelepathic Bond (R)

Level 10 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.

Expertise comes back around and you can now cover your Performance and Stealth checks.

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. To that end, I recommend grabbing Scorching Ray and Conjure Minor Elementals.

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, Lesser Restoration can hit the bin for now as this is nice to have, but far from a necessity.

For your latter two spells, combining Scorching Ray and Conjure Minor Elementals is extremely potent. While an additional 2d8 damage per attack roll is solid by itself, when upcast, all attacks you do deal an additional 2d8 damage per spell level. That can get out of control really quickly, especially as you start getting higher level spell slots as you can combine this with anything that has multiple attack rolls (in this case, Scorching Ray) to deal an obscene amount of damage.


Level 11-15


Level 11

Class Feature: None

Spell Change Log: Comprehend Languages / + Spirit Guardians + Mass Suggestion

SPELL LEVELSPELL NAME
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
CantripVicious Mockery
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellScorching Ray
2nd Level SpellSuggestion
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern
3rd Level SpellSpirit Guardians
3rd Level SpellTiny Hut (R)
4th Level SpellConjure Minor Elementals
4th Level SpellDimension Door
4th Level SpellGreater Invisibility
4th Level SpellPolymorph
5th Level SpellTelepathic Bond (R)
5th Level SpellMass Suggestion

Since you want a few spells this level, you need to yet again cut a spell to make room, and this time its Comprehend Languages. This isn’t a spell you really need anymore, and if you really do, you can pick it back up later.

For this level, you can pick up Spirit Guardians and Mass Suggestion.

Spirit Guardians is an excellent emanation spell that minces enemy, deals a bunch of damage, and even slows enemies that are near you. This is really powerful if you cast it at base level, or upcast it to blend enemies even more. If you have allies that can push or pull enemies into your Spirit Guardians, the damage potential here is super high.

You have sixth level spells now, so 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 12

Feat: Charisma to 20

Spell Change Log: None

SPELL LEVELSPELL NAME
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
CantripVicious Mockery
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellScorching Ray
2nd Level SpellSuggestion
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern
3rd Level SpellSpirit Guardians
3rd Level SpellTiny Hut (R)
4th Level SpellConjure Minor Elementals
4th Level SpellDimension Door
4th Level SpellGreater Invisibility
4th Level SpellPolymorph
5th Level SpellTelepathic Bond (R)
5th Level SpellMass Suggestion

Your next feat is here and you should look to max out your Charisma. The best spells and conversation skills possible is really nice.


Level 13

Class Feature: None

Spell Change Log: + Teleport

SPELL LEVELSPELL NAME
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
CantripVicious Mockery
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellScorching Ray
2nd Level SpellSuggestion
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern
3rd Level SpellSpirit Guardians
3rd Level SpellTiny Hut (R)
4th Level SpellConjure Minor Elementals
4th Level SpellDimension Door
4th Level SpellGreater Invisibility
4th Level SpellPolymorph
5th Level SpellTelepathic Bond (R)
6th Level SpellMass Suggestion
7th Level SpellTeleport

Seventh level spell time!

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


Level 14

Class Features: Leading Evasion

Spell Change Log: None

SPELL LEVELSPELL NAME
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
CantripVicious Mockery
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellScorching Ray
2nd Level SpellSuggestion
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern
3rd Level SpellSpirit Guardians
3rd Level SpellTiny Hut (R)
4th Level SpellConjure Minor Elementals
4th Level SpellDimension Door
4th Level SpellGreater Invisibility
4th Level SpellPolymorph
5th Level SpellTelepathic Bond (R)
6th Level SpellMass Suggestion
7th Level SpellTeleport

You get your final subclass feature to work with – Leading Evasion.

Since your abilities have been in the spirit of helping your companions, you can now give Evasion to any ally within 5 feet of you. Rather than spreading out against enemies with AOE damage, it’s time to huddle up and get personal!


Level 15

Class Features: Bardic Inspiration (d12)

Spell Change Log: + Maze

SPELL LEVELSPELL NAME
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
CantripVicious Mockery
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellScorching Ray
2nd Level SpellSuggestion
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern
3rd Level SpellSpirit Guardians
3rd Level SpellTiny Hut (R)
4th Level SpellConjure Minor Elementals
4th Level SpellDimension Door
4th Level SpellGreater Invisibility
4th Level SpellPolymorph
5th Level SpellTelepathic Bond (R)
6th Level SpellMass Suggestion
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 16-20


Level 16

Feat: Constitution to 18

Class Feature: None

Spell Change Log: Polymorph / + Simulacrum

SPELL LEVELSPELL NAME
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
CantripVicious Mockery
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellScorching Ray
2nd Level SpellSuggestion
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern
3rd Level SpellSpirit Guardians
3rd Level SpellTiny Hut (R)
4th Level SpellConjure Minor Elementals
4th Level SpellDimension Door
4th Level SpellGreater Invisibility
5th Level SpellTelepathic Bond (R)
6th Level SpellMass Suggestion
7th Level SpellSimulacrum
7th Level SpellTeleport
8th Level SpellMaze

Level 16 brings your final feat, and now is a great time to buff your Constitution a bit. Getting better concentration saves and more health can never be a bad thing.

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 won’t prepare 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 Features: Song of Rest (d12)

Spell Change Log: + Wish

SPELL LEVELSPELL NAME
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
CantripVicious Mockery
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellScorching Ray
2nd Level SpellSuggestion
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern
3rd Level SpellSpirit Guardians
3rd Level SpellTiny Hut (R)
4th Level SpellConjure Minor Elementals
4th Level SpellDimension Door
4th Level SpellGreater Invisibility
5th Level SpellTelepathic Bond (R)
6th Level SpellMass Suggestion
7th Level SpellSimulacrum
7th Level SpellTeleport
8th Level SpellMaze
9th Level SpellWish

Level 9 spell time, and as a treat, your final buff to Song of Rest, all the way up to a d12.

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 18

Class Features: Superior Inspiration

Spell Change Log: + True Polymorph

SPELL LEVELSPELL NAME
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
CantripVicious Mockery
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellScorching Ray
2nd Level SpellSuggestion
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern
3rd Level SpellSpirit Guardians
3rd Level SpellTiny Hut (R)
4th Level SpellConjure Minor Elementals
4th Level SpellDimension Door
4th Level SpellGreater Invisibility
5th Level SpellTelepathic Bond (R)
6th Level SpellMass Suggestion
7th Level SpellSimulacrum
7th Level SpellTeleport
8th Level SpellMaze
9th Level SpellTrue Polymorph
9th Level SpellWish

You get your penultimate 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!


Level 19

Epic Boon: Boon of Luck

Class Features: None

Spell Change Log: + Mass Heal

SPELL LEVELSPELL NAME
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
CantripVicious Mockery
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellScorching Ray
2nd Level SpellSuggestion
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern
3rd Level SpellSpirit Guardians
3rd Level SpellTiny Hut (R)
4th Level SpellConjure Minor Elementals
4th Level SpellDimension Door
4th Level SpellGreater Invisibility
5th Level SpellTelepathic Bond (R)
6th Level SpellMass Suggestion
7th Level SpellSimulacrum
7th Level SpellTeleport
8th Level SpellMaze
9th Level SpellMass Heal
9th Level SpellTrue Polymorph
9th Level SpellWish

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, you can pick up Mass Heal. Mass Heal simply doles out SEVEN HUNDRED points of healing amongst your team, which in nearly every scenario, is going to be a full heal. Use this in a tough combat to really turn the tide on the enemy.


Level 20

Class Feature: Words of Creation

Spell Change Log: + Power Word: Heal (Words of Creation) + Power Word: Kill (Words of Creation) + Shapechange

SPELL LEVELSPELL NAME
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
CantripVicious Mockery
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellScorching Ray
2nd Level SpellSuggestion
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern
3rd Level SpellSpirit Guardians
3rd Level SpellTiny Hut (R)
4th Level SpellConjure Minor Elementals
4th Level SpellDimension Door
4th Level SpellGreater Invisibility
5th Level SpellTelepathic Bond (R)
6th Level SpellMass Suggestion
7th Level SpellSimulacrum
7th Level SpellTeleport
8th Level SpellMaze
9th Level SpellMass Heal
9th Level SpellPower Word: Heal (Words of Creation)
9th Level SpellPower Word: Kill (Words of Creation)
9th Level SpellShapechange
9th Level SpellTrue Polymorph
9th Level SpellWish

For your capstone ability, you get Words of Creation! Words of Creation gives you both Power Word: Heal and Power Word: Kill for free, which isn’t that exciting as neither spell is that great. However, this ability lets you target an additional creature within 10 feet of your original target which is super cool. I don’t envision that you are going to use this too often, but this can be pretty high impact when you do.

Your final spell choice is Shapechange! Shapechange does a very similar thing as True Polymorph, but instead of being able to make the transformation permanent, you can change forms in order to reset health and any other abilities the new form you’re switching to will have. Excellent for tough fights, just a bit less versatile than True Polymorph.


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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