The College of Swords Bard in Baldur's Gate 3: A Comprehensive Race and Build Guide
The Bard class in Baldur's Gate 3 is a highly versatile and potent force, capable of both inspiring allies and devastating foes. Among its subclasses, the College of Swords stands out, offering a unique blend of martial prowess and magical aptitude. This guide delves into the intricacies of building a College of Swords Bard, with a particular focus on racial choices and a comprehensive breakdown of abilities, spells, equipment, and strategic considerations to maximize your effectiveness.
Understanding the Bard and the College of Swords
At its core, the Bard is a spellcaster who excels at support, crowd control, and debuffing enemies. However, the College of Swords subclass significantly enhances their combat capabilities, granting them proficiencies with weapons and armor that other bards lack. This subclass allows a Bard to stand on the front lines, engaging in melee combat while still wielding their potent magic.
Key Bard Features:
- Bardic Inspiration: This fundamental Bard ability allows you to inspire an ally, granting them a bonus die (starting at 1d6, increasing to 1d8 and then 1d10) to their next Attack Roll, Ability Check, or Saving Throw. This resource is replenished after a Long Rest, and later, also after a Short Rest with the Font of Inspiration feature.
- Jack of All Trades: At level 2, Bards gain the ability to add half of their Proficiency Bonus (rounded down) to any Ability Check they are not already proficient in, further enhancing their out-of-combat utility.
- Song of Rest: Also gained at level 2, this passive ability provides an additional die of healing when allies use their Hit Dice during a Short Rest.
- Magical Secrets: At level 10, Bards gain the ability to learn two spells from any other spellcasting class, up to 5th level. This opens up a vast array of powerful options to customize your build.
College of Swords Subclass Features:
The College of Swords Bard is defined by its martial focus. They gain proficiency with light and medium armor, as well as with scimitars and rapiers. Their defining feature is the Weapon Flourish, which can be used with an attack to either gain a defensive bonus or impose a detrimental condition on the enemy.
- Weapon Flourishes: These are incredibly strong combat tools. They allow you to either make yourself more tanky or to control enemies, providing significant tactical advantages in battle.
- Extra Attack: At level 6, College of Swords Bards gain the Extra Attack feature, allowing them to make an additional attack when they take the Attack action. This significantly boosts their melee damage output.
Race Selection: Nuances for the Swords Bard
While the College of Swords Bard can be effective with any race, certain racial traits offer minor but notable advantages. Ultimately, personal preference plays a significant role, but understanding these differences can help optimize your character.
- Humans: Humans are a solid choice due to their unrestricted Skill choice. Bards already have broad skill access, and the Human's ability to choose three proficiencies by default, instead of two, can be beneficial. They also get a +1 to all ability scores, which is universally useful.
- Zariel Tieflings: These Tieflings gain access to the Thaumaturgy Cantrip, which provides a bonus to Intimidation and Performance ability checks. For a Bard, especially one focused on Charisma, these social skills are highly valuable, and Thaumaturgy can give you an edge in dialogue.
- Drow (Dark Elves): Drow start the game with Rapier proficiency, which is a primary weapon for a Swords Bard. This saves you from needing to find or select it through other means. They also possess innate Darkvision and advantage on saving throws against being Charmed, and magic can't put them to sleep.
- Elves: Elven Weapon Training grants bonuses to Longswords and Shortswords. While Rapiers and Scimitars are often prioritized, this proficiency can still be useful. Elves also benefit from Darkvision and advantage on saving throws against being Charmed, and magic can't put them to sleep.
- Halflings: Halflings are known for their Lucky trait, which allows them to reroll dice that would be a 1. This can be incredibly useful for both attack rolls and saving throws. They also gain the Brave feat, giving them advantage on saving throws against being Frightened.
- Gnomes: Gnomes possess Gnome Cunning, granting them advantage on Intelligence, Wisdom, and Charisma saving throws. This can be a significant defensive boon against many enemy spells.
Ultimately, the "best" race is subjective. Consider what you value most: raw statistical bonuses, utility, or roleplaying flavor.
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Character Creation: Core Stats, Skills, and Spells
When creating your College of Swords Bard, prioritize your ability scores, skills, and initial spell selection.
Ability Scores:
- Charisma (CHA): This is your primary spellcasting ability. It determines the effectiveness of your spells, your spell attack bonus, and your spell save DC. It should be your highest score.
- Dexterity (DEX): As a Swords Bard, you'll be using finesse weapons heavily. High Dexterity increases your attack and damage with these weapons, and also contributes to your Armor Class (AC) if you are wearing light armor. It should be your second highest score.
- Constitution (CON): This governs your hit points and your ability to maintain Concentration on spells. A higher Constitution score makes you more durable and less likely to lose concentration when taking damage. This should be your third highest score.
- Wisdom (WIS) / Intelligence (INT) / Strength (STR): The remaining points can be allocated based on your preference for certain skill checks or to round out your stats. Wisdom is often useful for Insight checks, while Intelligence can be helpful for Arcana or Investigation. Strength is generally the least important for a Swords Bard.
Skills:
Bards have a wide range of skill proficiencies. Prioritize skills that scale with Charisma, Dexterity, or Wisdom.
- Persuasion (CHA): Essential for influencing NPCs and succeeding in dialogue.
- Deception (CHA): Useful for lying and manipulating situations.
- Intimidation (CHA): For using threats to get your way.
- Performance (CHA): A classic Bard skill, useful for entertaining and influencing.
- Sleight of Hand (DEX): For picking pockets and disarming traps.
- Stealth (DEX): For moving unseen.
- Insight (WIS): To discern the truth behind what people say.
Starting Spells (Level 1):
You begin with access to four Level 1 spells and two Cantrips. Choose wisely, as you cannot prepare spells like a Wizard; learned spells are permanent unless swapped later.
Cantrips:
- Vicious Mockery (CHA): Deals psychic damage and imposes Disadvantage on the target's next attack roll. This is a fantastic offensive cantrip for Bards, especially early on.
- Blade Ward (CON): Grants resistance to bludgeoning, slashing, and piercing damage for one turn. This is a great defensive option when you anticipate taking damage.
- True Strike (DEX): Grants Advantage on your next attack roll. While situational, it can be useful for ensuring a crucial hit.
- Light (DEX): Provides a source of light, useful for exploring dark areas.
- Minor Illusion (INT): Creates an illusion to distract or deceive.
Level 1 Spells:
- Healing Word (WIS): A bonus action spell that heals an ally within 18m. Its bonus action cost makes it incredibly efficient, allowing you to heal and still take another action.
- Thunderwave (STR): An AoE spell that deals thunder damage and pushes creatures away. Excellent for creating space or knocking enemies off ledges.
- Dissonant Whispers (WIS): Deals psychic damage and can frighten an enemy, causing them to flee. This is a potent crowd control spell.
- Tasha's Hideous Laughter (WIS): Causes a single target to become Prone with laughter, incapacitating them as long as you maintain Concentration.
- Heroism (WIS): Grants temporary hit points and immunity to the Frightened condition. A solid defensive buff.
- Bane (WIS): Reduces the attack rolls and saving throws of up to three enemies.
Leveling Progression: Key Spells, Feats, and Abilities
As you level up, your Bard will unlock new spells, abilities, and opportunities for customization.
Level 2:
- Jack of All Trades: As mentioned, this enhances your skill utility.
- Song of Rest: Improves your party's Short Rest effectiveness.
- Spells: You can swap out learned spells at this level. Consider adding:
- Faerie Fire (WIS): Creates an AoE that makes creatures visible and grants Advantage on attack rolls against them.
- Sleep (WIS): Can incapacitate a group of low-HP enemies.
Level 3:
- College of Swords Subclass: You gain access to Weapon Flourishes.
- Expertise: Choose two skills to double your proficiency bonus in. Persuasion, Deception, or Sleight of Hand are excellent choices.
- Level 2 Spells:
- Heat Metal (CON): Deals damage to enemies wearing metal armor or wielding metal weapons, and forces them to drop them.
- Blindness (WIS): Inflicts Blindness, causing Disadvantage on attacks and giving attackers Advantage against the target.
- Hold Person (WIS): Paralyzes a humanoid target, making them easier to hit and preventing them from moving or acting.
Level 4:
- Feat: This is your first opportunity to select a Feat.
- Ability Improvement: Increase your Charisma and Dexterity to even numbers. This is generally the most recommended Feat for optimizing your core stats.
- Mobile: Increases movement speed and removes difficult terrain penalties, making you more elusive.
- Alert: Grants a bonus to initiative and prevents surprise.
- New Cantrip & Level 2 Spell: Choose any Cantrips you missed, and consider spells like Shatter (AoE damage) or Calm Emotions (AoE crowd control).
Level 5:
- Font of Inspiration: Regain all Bardic Inspiration charges on a Short Rest. This significantly increases your resource availability.
- Improved Bardic Inspiration: Your Bardic Inspiration die increases to 1d8.
- Level 3 Spells:
- Glyph of Warding (INT): Place a magical trap that triggers when an enemy steps on it, with various elemental effects.
- Stinking Cloud (CON): Creates an area that causes creatures within to become Blinded and prevents them from taking reactions.
- Hypnotic Pattern (WIS): An AoE spell that can incapacitate multiple enemies by charming them and making them passive.
Level 6:
- Countercharm (CHA): An action that grants allies within 9m Advantage on saving throws against being Charmed or Frightened.
- Extra Attack: You can now make two attacks when you take the Attack action.
- Level 3 Spell: Consider spells like Fear (AoE fear effect) or Vampiric Touch (melee spell attack that heals you).
Level 7:
- Level 4 Spells:
- Freedom of Movement (CON): Makes a creature immune to paralysis, speed reduction, and magical restraints.
- Polymorph (WIS): Transforms a creature into a sheep. A powerful incapacitation tool.
- Greater Invisibility (DEX): Renders a creature invisible, granting Advantage on attacks and making them harder to hit.
Level 8:
- Feat: Another Feat opportunity. Consider:
- Ability Improvement: Further boost your primary stats.
- War Caster: Grants Advantage on Concentration saving throws and allows you to cast spells as opportunity attacks. Essential for spellcasters who engage in melee.
- Level 4 Spell: Confusion (AoE spell that causes enemies to attack randomly) or Dominate Person (control a humanoid enemy) are strong choices.
Level 9:
- Level 5 Spells:
- Hold Monster (WIS): Paralyzes any creature, not just humanoids.
- Mass Cure Wounds (WIS): Heals multiple allies.
- Cone of Cold (INT): Deals significant cold damage in a cone.
Level 10:
- Improved Bardic Inspiration: Your Bardic Inspiration die increases to 1d10.
- Magical Secrets: Choose two spells from any class. Excellent choices include:
- Counterspell (INT): Nullify enemy spells as a reaction.
- Spirit Guardians (WIS): Deals radiant or necrotic damage to nearby enemies and halves their movement speed.
- Fire Shield (INT): Wreaths you in flames, dealing damage to melee attackers and providing resistance.
- New Cantrip & Level 5 Spell: Consider Friends (for social checks) or Mage Hand (utility).
Level 11:
- Level 6 Spells:
- Eyebite (WIS): Inflicts Dread, Sickness, or Sleep on targets.
- Mass Suggestion (CHA): Imposes a suggestion on multiple creatures.
Level 12:
- Feat: Your final Feat.
- Ability Improvement: Max out your key stats.
- Sentinel: Allows you to make opportunity attacks when an enemy attacks an ally, and prevents enemies you hit with opportunity attacks from moving.
- Lucky: Gain extra rerolls.
Multiclassing: The Bardbarian and Warlock Synergy
While a pure College of Swords Bard is powerful, multiclassing can unlock even more potent synergies.
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The Bardbarian (Bard/Barbarian)
This build leans into the martial aspect of the Swords Bard. By taking a few levels in Barbarian, you can gain access to Rage, which provides damage resistance and bonus damage. However, Rage prevents spellcasting, so this is a more melee-focused build.
The Bardlock (Bard/Warlock)
A highly popular and incredibly potent multiclass is the Bard/Warlock, specifically with the Pact of the Blade. This build leverages Charisma for both spellcasting and weapon attacks.
- Recommended Progression: Start with 1-3 levels in Bard (College of Swords), then take 3 levels in Warlock (Pact of the Blade), and then return to Bard for the remainder of your levels.
- Warlock Benefits: Pact of the Blade allows your melee attacks to use your Charisma modifier for attack and damage. This means your primary spellcasting stat directly boosts your weapon damage.
- Fighter Levels: Some players opt for 2 levels in Fighter for Action Surge, granting an extra action and thus an extra attack or spell cast.
This Bardlock build turns your Bard into a formidable melee combatant who can still provide excellent support and control.
Equipment Recommendations
Your gear choices will significantly impact your effectiveness. Focus on items that boost your primary stats, AC, and provide useful combat bonuses.
Weapons:
- Rapiers and Scimitars: These are Finesse weapons, allowing you to use your Dexterity or Charisma (if multiclassed with Warlock) for attacks. Look for any with bonuses to spellcasting, attack rolls, or critical hits.
- Speedy Reply: A good early-game rapier found in the Risen Road.
- Duelist's Prerogative: A legendary rapier obtained after the "Save Vanra" quest. It offers significant bonuses, including an additional reaction per turn and increased damage.
Armor:
- Medium Armor: As a Swords Bard, you have proficiency with medium armor. This generally offers a good balance of AC and freedom of movement.
- Cap of Curing: An excellent early-game helm that heals an ally for 1d6 HP when you use Bardic Inspiration on them. Found near Alfira in the Druid Grove.
- Armor of Agility: A strong medium armor option available later in the game.
- Elven Chain: A good medium armor alternative that is often cheaper.
- Cindermoth Cloak / Vivacious Cloak: Cloaks that offer defensive or offensive bonuses when casting spells at melee range.
- Boots of Brilliance: Grants the ability to restore Bardic Inspiration charges.
- The Pointy Hat: While Intelligence isn't your primary stat, this hat can add your Intelligence modifier to Persuasion checks, which can be situationally useful.
Accessories:
- Amulets and Rings: Look for items that increase your Charisma, Dexterity, Constitution, provide spell attack bonuses, or grant additional spell slots or abilities.
Playstyle and Strategy
The College of Swords Bard is a dynamic class that can adapt to various combat situations.
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- Opening Moves: Use spells like Faerie Fire or Hypnotic Pattern to control the battlefield and set up your allies for success.
- Melee Engagement: When in melee range, utilize your Weapon Flourishes to either protect yourself or debuff enemies. Combine this with your Extra Attack for consistent damage.
- Support: Don't forget your Bardic Inspiration. Use it to bolster your allies' crucial rolls, especially when they are attacking or making important saving throws. Healing Word is invaluable for bringing fallen allies back into the fight.
- Crowd Control: Spells like Dissonant Whispers, Tasha's Hideous Laughter, Hold Person/Monster, and Fear are essential for incapacitating dangerous enemies and preventing them from acting.
- Synergy: Coordinate with your party. Use your spells and abilities to complement their strengths and cover their weaknesses.
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