College of Lore Bard - All Spells And Abilities - Baldur's Gate 3 Subclass Guide

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hey guys Oma here today I'm going to be covering the College of lore subass for The Bard and showing you everything you get for levels 1 through 12 you know music is more than a fantasy it is power through study and Adventure you have mastered song speech and the magic within BS get weapon proficiencies and simple weapons hand crossbows long swords rapers and short swords this adds your proficiency bonus to attack rolls with these weapon types making it easier to hit to hit a Target your attack roll has to match or exceed the target's Armor class you also get armor Proficiency in light armor so wearing light armor will not impose a disadvantage on your attack roles or prevent you from casting spells to start you'll choose two c trips from vicious mockery blade Ward Mage hand true strike friends Dancing Lights light and minor illusion you'll then choose four spells from animal friendship pain charm person cure wounds disguised self dissonant Whispers fairy fire feather fall healing word heroism long Strider sleep speak with animals tsh's hideous laughter and Thunder Wave BS also get access to the class action Bic inspiration so you inspire an ally to a 1d6 bonus to their next attack roll ability check or saving throw and that'll last until a long rest this uses a bonus action and a baric inspiration charge to start you'll start with three of these charges and at level 12 you'll end up with five charges and they're replenished on a long rest here's what Bic inspiration looks like again that adds a 1 D6 bonus so if I use that on Shadow heart she'll have that until a long rest or until she makes an attack roll ability check or saving throw and with that she can actually toggle it on or off so she can choose when she wants to use it and actually if you pull up Shadow heart's reaction page here you can toggle on the defensive aspect of it or the attacking aspect so you can decide what you want to use it on you'll also get access to two level one spell slots to start out and they're restored on a long rest you'll then choose your starting instrument so this influences the soundscape when you cast spells and it can be changed later just by equipping a different instrument so you just choose whichever one you think sounds the best and then you'll apply your ability points and keep in mind Charisma is definitely your most important ability it's going to influence your spell casting ability which is your chance to hit with certain spells your spell save DC and your spell attack you'll then choose your skill proficiencies and The Bard can choose three from any of them so you have anything from Athletics to persuasion choose whichever ones you like the most once you get to level two you'll see your first Health increase you'll get your third level one spell slot and the class feature jack of all trades your vast experiences make you more likely to succeed in any undertaking add half your proficiency bonus rounded down to Ability checks that you're not proficient in so when you were selecting skills at the beginning you were selecting skills to be proficient in basically anything you didn't select there or that isn't granted already from your race getss this bonus you also get the class action song of rest you and your allies are revitalized as though you would have taken a short rest so this basically grants you a third short rest per long rest which is huge so here you'll see Shadow heart's Channel Divinity charge is already gone it recharges on a short rest but just go over here and use song of rest let's get going basically it just does a short rest for you and I still have my two short rests here and then she has her Channel Divinity charge back you'll then choose another spell from the level one spell list and then you have the option to replace a spell since you're limited how many spells you can have at one time all right once you hit Level three this is where you're going to choose your subass and for the video I'm choosing College of lore you pursue Beauty and Truth collecting Knowledge from scholarly Toms to peasants tailes and use your gifts to hold both audiences and enemies Spellbound this is going to great in your subass feature cutting words where you use your wit to distract a creature and sap its confidence so if you pull up the reactions page you'll see cutting words here so this reaction causes the target to receive a 1d6 penalty to attack roll ability check or it says damage dealt but it's actually a saving throw I think that's a typo or that's what it was originally going to be but it's actually saving throw so this will use a reaction an a bartic inspiration charge I always check it to ask so I have the option of using it when I want to so here if I use like disn't it Whispers that's a wisdom saving throw so there they roll a 15 and they need a 13 to saved so if I don't react they're going to just pass the saving throw so this will add 1 to six to that or it'll subtract one to six from theirs and you'll see there that he hit and he didn't pass the saving throw so now he's frightened and if I go to the log here you'll see that he roll 16 on a saving throw and it subtracted six because of cutting words and then minus one from a wisdom modifier so that gave him nine so that's why he was hit on the other side of that this also works for your saving throws so this guy right here is about to attack me with his bow he needed a 13 to hit and he rolled exactly 13 and since this subtracts a 1 to six from his attack roll it's going to guarantee that he misses behold the fool of now the only time that reaction's going to pop up is if it's actually going to affect the outcome so if he needed a 13 to hit and he rolled a 20 and that's a difference of seven then it's not going to pop up because it's not going to change the outcome anyways same thing is if they miss if they're going to miss their attack anyways it's not going to pop up because you don't need it at level five this bonus is going to increase to 1d8 and then at level 10 it's going to increase to 1 d10 on top of that you'll get your usual Health increase your fourth level one spell slot your first two level two spell slots and then if you go to your skills you'll apply two expertises so this is where your proficiency bonus will be doubled for any ability that you apply this to and you can apply it to a skill you're already proficient in so if I wasn't proficient in animal handle Ling I could become proficient in that and then apply an expertise to that as well on top of that you'll be able to choose three more skills to be proficient in you'll then choose another spell and now you have access to level two spells blindness calm emotions cloud of daggers crown of Madness detect thoughts enhance ability enthrall heat metal hold person invisibility knock lesser restoration fantasmal Force see invisibility shatter and silence and then finally you can choose to replace another spell on hitting level four your health will go up you'll get your third level two spell slot you can choose another which will bring you up to three you'll choose another spell from the levels one and two you can replace a spell and then you'll choose your first feet ability Improvement is always great I would try to get your charisma as high as possible lucky is good on pretty much everybody as well and then war cter is also really good with The Bard because you get advantage on saving throws to maintain concentration and a lot of your good spells are concentration spells like Buffs and debuffs you can also use a reaction to cast shock and grasp at a Target moving out of melee range once you get to level five your health will go up you'll get your first two level three spell slots the class feature your font of inspiration so now your Bic inspiration is going to recharge on a short or long rest so you'll see here that Bic inspiration now recharges on a short rest just do that and it brings me back up to Max charges and now at this level you will have four charges at maximum and then your baric inspiration will become improved so now it'll be instead of 1 to six that it goes up to 1 to8 you'll then be able to choose another spell and now you have access to level three spells bestow curse fear feain death gliph of warding hypnotic pattern plant growth speak with dead and stinking cloud and then finally you have the option to replace a moving on to level six you'll get your health increase your third level three spell slot and the class action counter charm you and any allies within 30 ft have advantage on saving throws against being Charmed or frightened for three turns so that's where it's going to use two dice and use the higher value on that and that's just going to make it a lot easier to not be Charmed or frightened you'll then choose another spell from the first three levels and then you will get two magical secret spells so you can choose from animate dead Warden of Vitality call lightning counter spell Crusader mantle daylight Fireball Grant flight sleet storm Rev ify remove curse Mass healing word lightning bolt hunger of Hadar haste gaseous form slow Spirit Guardians very very good spell vampiric touch Arcane lock blur darkness dark vision Misty step blast armor of agathys web spiritual weapon Spike growth scorching Ray Rave enfeeblement past without Trace chromatic orb command entangle false life guiding bolt hellish rebuke hex Hunter Mark Ray of frost Firebolt eldrich blast bone chill thunderous Smite Sanctuary magic Missile ice knife and sacred flame woo and then you will have the option to replace a spell once you hit Level Seven you'll get your health increase your first level four spell slot and then you can choose another spell with the level four spells confusion dimension door freedom of movement greater invisibility and polymorph being unlocked and then you'll be able to choose another spell to replace if you wish to do so level eight you get another Health increase your second level four spell slot you can choose another spell from the first four levels you can replace a spell and then you'll choose your second feet also at level eight you will now have five Bic inspiration charges and that'll be the highest you can go with these level 9ine your Health's going to go up you'll get your third level four spell slot and your first level five spell slot to choose another spell and now you have dominate person greater restoration hold monster Mass cure wounds pler binding seaming and and then seaming that's it and then you can replace a spell if you wish to do so all right once you get to level 10 your Health's going to go up like usual you'll get your second level five spell slot and your Bic inspiration will now be a 1 d10 roll instead of a 1 to eight when you to your skills you'll be able to choose two more expertises and skills you're already proficient in you'll then choose another canant trip bringing you to four unless you chose one from magical Secrets you'll be able to choose another spell from the first five levels and then you'll be able to apply two more magical secret spells so now you have level four and five spells unlocked and those are banishing Smite ranged cone of cold conjur elal contagion wall of stone banishment blight death Ward dominate Beast Fire Shield guardian of Faith ice storm and Wall of fire and then finally you'll be able to replace a spell level 11 you'll get that Health bump your first level six spell slot then you can choose another spell now you've got level six spells ibite Autos irresistible dance and that's it just those two and then you'll be able to replace a spell again and then last but not least you'll see your final Health increase you can choose another spell from the first six levels well all six levels I guess you can replace a spell and then you'll choose your third and final feat and that's going to be everything for the College of lore Bard and balers Gate 3 if you guys enjoyed this video hit that like button subscribe you know what to do thank you guys so much for watching we'll see you next time
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Channel: Omaha
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Length: 9min 33sec (573 seconds)
Published: Sat Nov 25 2023
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