Top 10 D&D 5e Magical Secrets Spells for Bards | Nerd Immersion

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what's going on folks ted from nerd immersion here and it's late and i'm tired but i wanted to make sure i got my top 10 video out yes it'll be on wednesday and i'm sorry about that but i uh time just got away from me today i was working on a very special project for an upcoming giveaway but a lot involved a lot of very frustrating angles and uh a lot of woodworking so more to come on that soon but anyway my patrons voted last week and the way it's kind of worked out is to make sure i kind of appease everybody i put out a poll they vote and whatever wins gets the first week gets that and then the second week after that is what the runner-up is which is what we're talking about this week which is the top 10 magical secret spells for bards so that is a little bit tricky right because there's a ton it's basically every spell in the game but this is my top ten so anyway if you want to see what the rules are and all that fun stuff about magical secrets stay tuned it's magical anyway what's going on folks uh let's talk about the rules so uh it has to be a spell that is eligible for magical secrets which means all official spells and fifth edition dungeons and dragons we're not gonna deal with any homebrew here uh and for the purposes of this i'm only gonna pick spells that are not already on the bard's list i know that that seems like it makes sense but you know there may be situations where you want to get more spells known off the bards list so we're only going to talk about ones that are non-barred spells another thing is i'm not really going to distinguish between whether you're lore bard or otherwise so i'm just going to give you the spells that i like this is my personal top 10 list this isn't necessarily the best or the strongest this is ted's top 10 magical secrets uh for the couple of bards that i've gotten a chance to play some of these have obviously made it on that list uh and that's pretty much it so it'll cover you know whether if you're a laura bard great you'll get access to some of these early if not you'll have to wait till later on before we jump into number 10 though i did want to save a 50k giveaway going on we broke 50 000 subscribers here on youtube so i have a massive like 23 prize giveaway including a bunch of custom hex chests from elder wood academy that are you know a limited run of 10 that look like this and have the nerd immersion logo on it and like my signature on the back and stuff like that as well as a chance for me to just run you a game you and up to four of your friends there'll be a link in the description and all you really have to do is check out social media and sign up for it but if you haven't taken a chance to subscribe i would really appreciate it if you did so anyway on to the next well the first number i guess or number 10. number 10 destructive wave i absolutely love this spell and for the most part it's hidden behind two classes uh one would be the paladin which unfortunately has a fifth level spell for a palette and you're not going to get this to level 17 so it's very rare for any paladin to ever even gain access to this awesome spell and by the time you're getting a fifth level spell at level 17 the casters and other folks are just gonna probably be able to out damage you with straight spell damage anyway so i guess the real way to truly make the best of it was to be a tempest domain cleric but another way to do that is to be a bard it is thunder damage as well so i feel like it fits with the bard and you could choose to flavor this however you want but it says you strike the ground creating a burst of divine energy that ripples out from you it is a constitution saving throw it brings a 30-foot radius uh um sorry it's each creature within 30 feet so it's 30 feet on all directions con saver take 5d6 thunder damage as well as 5d6 radiant or necrotic you get to pick and be knocked prone if they succeed they take half damage and aren't knocked prone i think it's definitely better if you could get this as saying this to say like a level 10 uh bard with your magical secrets because it's gonna do a decent amount of damage has the potential to knock prone and thunder damage and radiant or necrotic damage are pretty hard uh to resist there's not a lot of creatures that have that 10 d6 damage is also nice but it is a con save and most monsters have that so that's why it's so high on this list i just really really love this spell and not enough people technically have access to it so that's why i try to get it when i can as a bard number nine wish everybody knows wish they know what it does it does a ton of amazing things uh but i don't put it so high up on this list because are so low depending on how you look at it how many games get to the point where you're level 17 and you wouldn't even be able to get this i think till level 18 bard is when you get your magical secrets and so it's very rare that games get that high and also wish is a spell that has inborn into it the ability to make it so you can never cast it ever again um and it just it can do pretty much almost anything in the game depending on how your dm runs it and how you word things but it could duplicate any eighth level or lower spell so that's a great way that basically gives you access to every other class's spell list for level 8 and below you don't need the requirements including any components so this could potentially be a resurrection option for you and you can also do all the list of things here 25 uh one object worth 25 000 gold pieces that isn't magic allow 20 creatures to regain all hit points and get the effects of greater restoration 10 creatures gained a damage resistance to a damage type of your choice that's a really powerful one because these are the abilities that it can basically do with no chance of like bad things happening it just these are the things it can do um and that's a pretty good one because don't forget things like bludgeoning piercing slashing are damage types so in theory with a wish you could grant your party permanent resistance to bludgeoning piercing or slashing damage as well as all the other elemental types up to 10 creatures you can see gain immunity to a single spell or other magical effect for instance you can make yourself and all companions immune to a lich's life drain attack that is a very specific one but if you know you're going up against a specific type of enemy or a specific target that could be something to consider uh and then you can undo a single recent event by forcing a re-roll of any role made within the last round including your turn reality reshapes itself to accommodate this result for example i wish uh spell could undo an opponent's successful save a foe's critical hit or a friend's failed saving throw you can force the reroll to be made with advantage or disadvantage and you can choose whether to use the real the re-roll or the original role and then it says you might be able to do something above and beyond this but this is the one that's left kind of up to the dm's whim this is the one that a lot of people think about the kind of monkey's paw style wish what are you gonna do how are you gonna word it in such a way that it's iron clad that nobody can get weasel word into it or anything it says the stress of casting this spell to produce any effect other than duplicating another spell weakens you so if you do the spell of eighth level or lower there's no issue all of all of these options here or like the whatever other world shaping crazy one you might want to do they have the chance to weaken you after enjoying that stress each time you cast the spell until you finish the long rest you take a d10 the chronic you said you guessed a spell any spell you take a d10 necrotic damage per level of that spell it can't be reduced or prevented in any way and in addition your strength drops to three if it isn't already three or lower for two to four days for each of these days that you spend cast resting and doing nothing more than light activity your main recovery uh your remaining recovery time decreases by two days and there's a 33 chance that you're unable to cast a wish ever again if you suffer this stress so super powerful ninth level spell but how often are you actually gonna get a chance to use it number eight i feel like this one often gets overlooked when it comes to bard's magical secrets because they're usually focused on the higher level spells right if typically even if you're a laura bard you can start access with third level spells with your level six magical secrets so i feel like people start with level three and above spells but there's something to be said about pass without trace it is a wonderfully fantastic buff a one hour concentration plus 10 to stealth checks uh and you can't be tracked by magical means obviously we've all seen this used to great effect in a number of different games uh and it's it's limited access to this spell right druid ranger trickery domain cleric and then circle of the land druid but that's already a druid so if you don't have a ranger a druid or a trickery domain cleric in your party which is highly possible that you don't and you're going to be doing possibly stealth style missions or you have someone like a paladin or a fighter with heavy armor in your party you may benefit from pass without trace again it's not probably a choice everybody's going to want to make but i do think it should be looked at it's very powerful it's a useful buff and you know you would have access to a game-changing stealth utility spell number seven telekinesis is a great spell it has a ton of awesome utility i've seen it used to great effect in campaigns that i've played in and run and it's unfortunately not a bard spell just accessed by the sorcerer the wizard and the great old one warlock and uh it's just so good so let's take a look at what telekinesis does right so it's the ability to move things with your mind we all know what telekinesis is uh it's 10 minutes concentration and it works out to 60 feet um you know as an action and each round after that you can exert your will on a creature or an object and you can do different things based on that you can affect the same object round after round or choose a new one at any time um if you switch the previous ones ignore it loses that effect if you choose a creature you can move a huge or smaller creature you could try to anyway make an ability check with your spell casting ability contested by their strength check if you win the contest you move up uh the creature up to 30 feet in any direction including upward but not beyond the range of this spell which is 60 feet until the end of your turn the creature is restrained in your telekinetic grip a creature lifted upward is suspended in mid-air on subsequent rounds you can use your action to attempt to maintain your telekinetic grip on the creature by repeating this contest so it's a spell casting ability check i will remind you that as a bard having jack of all trades you add half of your proficiency bonus to any ability check with which you are not proficient you are technically not proficient with this so this is going to get the benefit of adding half of your proficiency bonus to this check that you're going to make so it will be your charisma modifier plus your half of your proficiency bonus uh verse plus your roll versus a strength check from them not a strength saving throw just a strength check and there's a little bit of a combo that we'll talk about when we get to the end of this for an object you can move an object that weighs up to a thousand pounds if it isn't being worn or carried you automatically move it up to 30 feet in any direction but not beyond that range the range of the spell if the object is worn or carried by a creature you can make an ability check with your spell casting modifier contested by strength check if you succeed you pull the object away from the creature and move it up to 30 feet in any direction but not beyond the range of the spell you can exert fine control on objects with your telekinetic grip such as manipulating a simple tool opening a door container stowing or retrieving an item or from an open container or pouring the contents of a vial so it has a lot of utility i'll tell you an example of used in one of my games we were in princes of the apocalypse they were fighting one of kind of like the main villains of the game and one the ranger in the party opened up a bag of holding and the wizard used telekinesis versus uh one of the person with one of like the super powerful elemental weapons and telekinetically pulled the weapon into a bag of holding and they shut the bag of holding and then therefore it's on a different plane of existence could not be recalled to the villain another thing i wanted to talk about which will bring it up again later but is the one very interesting bard spell glibness which if you're unfamiliar with glibness is an eighth level spell uh and is a duration of an hour so this would be a situational thing but until the spell ends whenever you make a charisma check you can replace the number you roll with a 15. additionally no matter what you say magic that would determine if you're telling the truth indicates you were being truthful well remember if you go back here telekinesis for example you make a spell casting ability check well what is that that is a charisma check for you you're already taking your charisma modifier and adding half of your proficiency bonus from jack of all trades and if you use have liveness up your roll minimum is a 15 so you will pretty much always succeed not all not 100 of the time but it's something to consider number six rari's telepathic bond another super useful utility spell that i love that doesn't get a ton of use in games that i play in and it's unfortunate it is typically hidden behind only the wizard although the unity domain uh cleric which is an africana technically has access to it but it's also a ritual spell which is something to consider here as well because bards have access to ritual casting so if you have this you could in theory cast this as a ritual it's an action to cast it lasts for an hour non-concentration and you can forge a telepathic link between up to eight willing creatures of your choice um physically or psychically linking them all for the duration creatures of intelligence of two aren't affected and until the spell ends the targets can communicate telepathically through the bond whether or not they have a common language the communication is possible over any distance though it doesn't explain i extend to other planes so this as i feel like a spell that a lot of groups think that they're kind like inadvertently using which is something that always seems to happen when people are discussing combat plans during a combat that's like a sort of small pet peeve for me where like we are in combat and we're all fighting you technically don't have time for your characters to have like a pow-wow and discuss what you want to do in combat with the enemy listening in because they will know what you're planning to do like i know it's like sort of like a weird meta gaming we're talking out of game but that always just kind of bugs me like if you're in combat you do what you're gonna do on your turn you're unable to communicate with your party unless you have a means to do so you can either do it out loud and let the enemy know what you're gonna do or have something like rari's telepathic bond where you can just think it and your party can hear it so it's completely uh you know preventable from the enemy of hearing it and again the fact that this is a ritual spell this is something you could continue to keep up all throughout the day with no loss of spell slot and again you could use it with a spell slot if you really wanted to number five fireball or lightning bolt they kind of both serve the same purpose with a little bit of different utility but you know these are the big blasty spells that the wizards get at level three and they're typically sorcerer and wizard only though some of them do have uh other options right like a light cleric uh a fiend warlock an artillerist artificer and the the two unarchanas circle of wildfire and genie uh warlock can get access to fireball lightning bolt is sore for wizard mountain druid lurker in the deep on arthur khanna warlock and armorer uh artificer also on art arcana and their third level spell they're an action to do and they do 8d6 damage of a type the lightning bolts 100 foot long line five feet wide for a dexterity saving throw fireballs 150 feet and then explodes in a 20-foot radius they're classic spells right everybody is familiar with these if you've been playing d and d fireball has a nice bigger radius and can do damage to uh flammable objects a lightning bolt has a little bit more control harder to line up but things to consider again it depends you may not be like a blasty bard you may be a utility healing bard but having this in your back pocket is never a bad thing number four wall of force wall of force is a fantastic battlefield control utility spell that can be immensely frustrating to use against other players dms etc if they're unaware of how it works so it's concentration lasts for 10 minutes you make an invisible wall you choose the orientation as horizontal vertical barrier or in an angle it can be free floating so in mid air or resting on a solid surface you can form it into a hemispherical dome or sphere with a radius of up to 10 feet or you can shape a flat surface made up of up to 10 by 10 10 10 by 10 panels each panel must be contiguous with another panel in any form the wall is a quarter inch thick it lasts for the duration of up to 10 minutes if the wall cuts through a creature's space when it appears the creature is pushed to one side of the wall your choice that's also super abusable nothing can physically pass through the wall it is immune to all damage and can't be dispelled by dispel magic a disintegrate spell destroys the wall however uh the spell also extends into the ethereal plane blocking ethereal travel through it reminder that wall of force is a fifth level spell disintegrate is a six level spell so in theory if you have this it may not be super possible unless the dean has a higher level enemy fighting you happens to have disintegrate but obviously you can use this for all sorts of things you can use this to basically block off a group of enemies they're going to stay in your wall of force over there you guys keep on going through the dungeon uh you can again the fact that when you cast it through a space you can choose which way they're shunted you could shunt them off a cliff into a bed of lava you could cast it basically at like ankle height right if you want it in a long flat plane and have you and all your parties shunted to the top of it and all the enemies shunted below it and now they're trapped underneath at five foot laying flat on the floor underneath a wall of force that they cannot destroy unless they have access to a disintegrate and you can just waltz right over top of them and out of the room um i was in a game where we used this to they're supposed to be like a treacherous rope bridge lava like trap uh and the wizard in the party just cast a wall of force across the bed of lava and we just walked across it completely negated that whole encounter wall of force has a lot of interesting ways to use it uh and again it's typically a wizard only spell but oath of redemption uh paladin can get access to it which is really interesting it's a paladin but it won't be to level 17. and then artillerist artificer as well as the armorer artificer which is on arthurcona so again a super powerful super useful spell definitely can have a lot of interesting combinations depending on what you think of and what other spells you have access to number three find steed or find greater steed depending on when you can get access to them or what one you prefer uh anybody who's played a paladin and knows about the fine steed spell it is an amazing spell it can basically give you an additional party member um for the purposes of dealing damage and you know helping with uh you know travel and all sorts of stuff um so you know as a base fine steed is a second level spell and gets you access to the forums of a war horse a pony a camel an elk or mastiff again you can use these for transport you can use these to pull wagons to haul different things a war horse is a size a pretty decent uh you know party member to deal decent amount of damage it serves you as your mount in and out of combat uh you fight as a seamless unit well mounted on your steed you can make any spell that you you cast the targets only you target them this could be healing this could be teleportation right if you happen to have misty step um let's say if you took that as a you know as a magical secret you could misty step and bring it with you you have i think dimension door you could bring it with you there's a bunch of options and things you can do with the share spell options of feinstein as a bard and when steve drops to zero his points it disappears when it's in a mile of you you can communicate with it telepathically it also bumps up whatever the uh the steed's previous intelligences up to six and they can understand the language of your choice that you speak so you can do a lot of interesting stuff with feinstein the second level spell and then find greater steed the fourth level spell is going to give you a lot more options including flight based options so you've got a griffin a pegasus periton a direwolf a rhinoceros or a saber-toothed tiger and that'll give you a ton of options for again combat utility for travel make yourself just look badass flying on a pegasus as a bard playing music you'd be pretty sweet to do that and it just really depends on which one you'd prefer to have and what level you'd get it number two you knew it'd be somewhere on this list it is one of the best spells if not the best spell in the game and it is just super useful to have on anybody and even if you have a cleric in the party and you're a bard and you gain access to this you will not be disappointed because two spirit guardians is basically just a meat grinder for your enemies so it's a third level spell self uh range 10 or 15 foot radius from you lasts for 10 minutes um and then when you cast it you can designate any creatures to be unaffected by it which is nice because if there's creatures in the area that you can't see to designate as friendly uh if they're invisible they will take the damage if they enter the spirit guardians thus potentially making them known to you while in that area their speed is halved it's also interesting because it says their speed is half does not consider difficult terrain so if you happen to have difficult terrain around you and they enter spirit guardians their speed is cut in half again a second time uh when they enter the area for the first time or start their turn there they must make a wisdom saving throw on a failed save they take 3d8 radiant damage or necrotic damage if you're evil and a success they take half as much and then for each level you up cast it above third it does an additional d8 of damage so you can see you could just potentially be doing up to 24 damage a turn for 10 minutes while still having this up and doing other things in the meantime again typically only accessible by clerics and oath of the crown paladin we may see that change when we get the class feature variants in tasha's cauldron of everything but again as a bard you will not be upset to have this number one counterspell it is one of the best spells in the game is exceptionally useful it's one of the only spells and abilities in the game there are few out there but that lets you basically completely undo something that an enemy is doing uh as we stated before with telekinesis you add half your proficiency bonus to your ability check made to counter higher level spells right so counter spell is a third level spell works on a reaction when a creature within 60 feet of you is casting a spell you attempt to interrupt a creature in the process of casting a spell if the creature is casting a spell of third level lower it immediately succeeds uh if it's casting a spell a fourth level or higher you can make an ability check using your spell casting ability the dc is 10 plus the spell's level on a success the creature fails uh and has no eff and it has no effect and if you cast it out of a higher level slot it just raises the level of spell you can count right if you tested up a fourth level slot it counters a fourth or below out of a seventh level slot it's a seventh or below so if you happen so you'll have jack of all trades you'll be adding half your proficiency bonus to this check so you've got your charisma modifier plus half your proficiency bonus plus the d20 and you're shooting for somewhere in the range of 11 to counter a first level spell or 19 to counter a ninth level spell also if you happen to be a lower bard in your higher level you can self-inspire yourself adding potentially i think of either a d10 or a d12 depending on the level to an ability check that you make this could be setability check and then boost that if you happen to gain access to some magic items like things like the stone of good luck which boost your ability checks like things like this will really go a long way again counterspell typically only accessible by sorcerer warlock wizard and the oath of the redemption paladin as well as now the oath of the watcher on africana paladin subclass i always thought it was weird that bards don't have counterspell i kind of also stand by everyone should have access to counterspell if you can cast spells why can't you counter them especially because every class that can cast spells gets access to dispel magic uh why don't they all get access to counterspell i guess you could make an argument that like maybe if you have counterspell it can only counter arcane spells because sorcerers warlock and wizards can do it but like a counterspell count can counter divine magic from a cleric or a paladin just the same so i'm more for giving more people access to counterspell just because it you know like that shouldn't be a determining factor like i'm going to play an oath of redemption paladin even though i don't really want to play it but it has counter spell so that's awesome uh you know i don't see why again if you can cast a spell and dispel magic what's the jump that only sorcerers warlock and wizards can do to learn how to counter it actively uh guys coincidentally some of those are also the ones that get shield which is to counter physical damage and you know i don't know let me know your thoughts in the comments down below do you think every class that casts spells uh and by that i mean i don't mean like subclasses necessarily uh but like you know paladins uh clerics druids rangers should they have access to counterspell or do you think not so much as you know if you've watched the video on my channel i'm all for counterspell i know other people have other opinions but i like counterspell also our reference to glibness from earlier on where you can replace any roll you make for a charisma check with a 15 glimpness would also factor in to the use of counter spells so something you can consider if you're going to get into a combat with spell casters pre-enter yourself with glibness go into that combat and not have to worry about it at all so anyway folks that's my top 10 magical secrets spells uh again there's a ton to choose from i'm not a huge fan of taking cantrips with magical secrets i've played with people who've taken like eldritch blast or guidance for their magical secrets and to me that seems like a waste um i also like mass healing word but that may end up becoming a bard spell with the unarthritic class feature variants uh so we may not need that either let me know your favorite or your go-to magical secret it's my guess is it was probably on this list because it was either feinsteed spirit guardians or counterspell but if it's or wish if it was something else let me know uh again there'll be a link in the description for my giveaway for 50 000 subscribers uh good luck to everyone who entered also if you entered the iceman dale giveaway check your email i emailed you uh emailed the winners and let them know um and thank you again to my patrons over on patreon for voting for this topic as well as continuing to support me and the channel thank you all so much for watching and i'll see you next time [Music]
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Channel: Nerd Immersion
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Keywords: Nerd Immersion, top 10, top 10 D&D, top 10 D&D 5e, Dungeons and Dragons, Dungeons & Dragons top 10, Dungeons & Dragons, Dungeons and Dragon top 10, nerd immersion top 10, top 10 list, D&D 5e top 10 list, d&d 5e, 5th edition, nerd immersion D&D, D&D top 10, d&d 5th edition, D&D 5e magical secrets, magical secrets best spells, best magical secrets bard 5e, best magical secrets bard, best magical secrets choices, best magical secrets picks 5e, best spells for magical secrets
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Length: 28min 11sec (1691 seconds)
Published: Wed Oct 21 2020
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