
The Bard class in Baldur’s Gate 3 stands out for its versatility, blending charm, combat prowess, and a diverse collection of spells. While most might associate Bards with charisma-driven roles like persuasion and support, their extensive spell options allow them to shine in various combat scenarios.
Unlike traditional arcane spellcasters such as Mages or Sorcerers, Bards have access to a remarkable spellbook containing over 50 unique spells. This vast array of capabilities makes Bards an excellent choice for players interested in multi-class builds aimed at buffing teammates or disabling enemies. Whether engaging as a dedicated Bard focusing on healing or a damage-dealing hybrid, their adaptability is key.
10 Tasha’s Hideous Laughter (Level 1)
A Great Early-Game Spell For Stopping Enemies



- Spell Level: 1
- Range: 18 meters
- Cost: Action + Level 1 Spell Slot
- Requires Concentration: Yes
Right from the outset, Tasha’s Hideous Laughter proves to be an indispensable spell for Bards in the early game. Particularly in Act 1, incapacitating foes by knocking them prone significantly simplifies combat.
In Baldur’s Gate 3, enemies that are prone suffer disadvantages on strength and dexterity saving throws, which can be exploited by teammates. If a character successfully lands this spell, the targeted enemy is rendered prone for a whole ten turns unless they succeed on a Wisdom saving throw. Given its low casting cost and effectiveness across various encounters, this spell maintains relevancy throughout the game as long as the Bard handles their concentration wisely.
9 Heroism (Level 1)
Make Allies Feel Unstoppable

- Spell Level: 1
- Range: 1.5 meters
- Cost: Action + Level 1 Spell Slot
- Requires Concentration: Yes
Another essential spell for Bards early in the game is Heroism, which offers critical support to frontline characters. This spell grants immunity to being frightened and bestows 5 temporary hit points to allies at the start of each turn.
In the formative stages of the game, characters are still developing their abilities and roles. Thus, ensuring that tanks and damage dealers survive skirmishes is vital for gaining quick victories. Heroism should ideally be cast on melee fighters before combat begins to maximize its effectiveness.
8 Glyph Of Warding (Level 3)
Protect The Battlefield



- Spell Level: 3
- Range: 9 meters
- Radius: 4 meters
- Cost: Action + Level 3 Spell Slot
- Requires Concentration: No
The Glyph of Warding allows Bards to excel in battlefield control. This spell creates an area that activates additional effects when enemies tread on it, such as inflicting various types of damage or inducing sleep on foes. Depending on the Bard’s choice, the aftermath can include Acid, Fire, Cold, or Lightning damage.
Not only is this spell adaptable through its diverse effects, but its cone-shaped area of effect also aids in strategic placement, helping Bards ensnare enemies while sparing allies. Bards can only maintain one glyph at a time, but it remains effective until triggered or during a Long Rest.
7 Dominate Person (Level 5)
Turn An Enemy Into An Ally

- Spell Level: 5
- Range: 18 meters
- Cost: Action + Level 5 Spell Slot
- Requires Concentration: Yes
The ability to turn foes against their allies is potent, and Dominate Person is a powerful enchantment available at level 5. This spell commands a humanoid enemy to fight alongside the Bard for up to ten turns, allowing for significant tactical advantages.
Though the enemy can make a Wisdom saving throw at the beginning of each turn to end the effect, the Bard has a unique opportunity to control pivotal moments during pivotal fights. Players should be mindful that this spell’s cost may seem steep, but the strategic rewards can be immense when faced with humanoid adversaries throughout the later stages of the game.
6 Confusion (Level 4)
Enemies Won’t Know What To Do



- Spell Level: 4
- Range: 18 meters
- Radius: 6 meters
- Cost: Action + Level 5 Spell Slot
- Requires Concentration: Yes
While single-target control spells like Dominate Person have their place, Confusion broadens that scope by affecting a large area and all creatures within it. Enemies caught in its 6-meter cone will act unpredictably, leading to potential chaos that can favor the Bard’s team.
This spell maintains its strength for up to three turns, which can dramatically alter the course of a battle. A key advantage is that allies within the effect remain unharmed, allowing Bards to cast Confusion freely among clustered adversaries, potentially turning a decisive moment in a tactical encounter.
5 Hold Monster (Level 5)
Render The Most Powerful Beings Helpless


- Spell Level: 5
- Range: 18 meters
- Cost: Action + Level 5 Spell Slot
- Requires Concentration: Yes
Once a Bard reaches level 9, they gain access to Hold Monster, an exceptionally potent enchantment that can paralyze enemies across various creature types (excluding undead).This spell can render even the toughest foes immobile for a significant duration of ten turns unless they succeed on a Wisdom saving throw.
While paralyzed, the affected creature cannot act or move. Furthermore, all attacks directed at it score advantages, with within 3 meters guaranteeing critical hits. Such high-impact control makes Hold Monster crucial in tough encounters, particularly against high-profile adversaries like Raphael.
4 Dimension Door (Level 4)
A Versatile Spell To Transport The Team



- Spell Level: 4
- Range: 2 meters
- Cost: Action + Level 4 Spell Slot
- Requires Concentration: No
The Bard’s utility extends beyond the battlefield; Dimension Door excels in offering tactical mobility. This fourth-level conjuration spell allows the Bard to teleport themselves alongside an ally to any visible location within a 30-meter range.
Despite some limitations compared to its Dungeons and Dragons 5e counterpart, this spell grants strategic advantages that can help the party navigate complicated scenarios. Whether fleeing from overwhelming foes or accessing hard-to-reach locales, Dimension Door enhances the Bard’s role in exploration and escape.
3 Greater Invisibility (Level 4)
They Can’t Hit What They Can’t See


- Spell Level: 4
- Range: 1.5 meters
- Cost: Action + Level 4 Spell Slot
- Requires Concentration: Yes
While basic invisibility is a common ability, Greater Invisibility elevates this power. This fourth-level Illusion spell grants invisibility for 10 turns, allowing the target to remain elusive even after taking actions or casting spells, which is crucial in strategic combat scenarios.
The resilience of Greater Invisibility is a game-changer for maintaining stealth; if used on a high-stealth character, the advantages in combat can lead to significant tactical benefits, allowing players to engage and disengage with minimal risk.
2 Mass Cure Wounds (Level 5)
The Best Group Healing Spell


- Spell Level: 5
- Range: 18 meters
- Cost: Action + Level 5 Spell Slot
- Requires Concentration: No
Bards are invaluable allies in battle, not only for their charm and enchanting spells but also for their healing capabilities.Mass Cure Wounds is among their most impactful spells, capable of restoring health to the Bard and all allies within an 18-meter range for an impressive sum of 3d8 plus the Bard’s Charisma modifier.
This spell’s potency increases with character progression, allowing for two uses at level 10 and an even more powerful version at level 11 using a sixth-level Spell Slot, enhancing healing by an additional 1d8 hit points. It becomes even more effective when paired with items that boost healing effects like Boots of Aid and Comfort.
1 Otto’s Irresistible Dance (Level 6)
Force An Enemy To Feel The Groove




- Spell Level: 6
- Range: 9 meters
- Cost: Action + Level 6 Spell Slot
- Requires Concentration: Yes
Among the most powerful spells in a Bard’s arsenal is Otto’s Irresistible Dance, which ensures that an enemy is compelled to dance and lose their actions indefinitely. Unlike other spells that allow saving throws to break the effect, this one guarantees control over a creature’s actions.
When enchanted by this spell, the target will be unable to act, suffers Disadvantage on attack rolls, and allows enemies to utilize Advantage against them, creating fantastic combat opportunities for the party. Bards, through smart spellcasting, can adapt to support and control their party’s effectiveness in various scenarios throughout Baldur’s Gate 3.
Ultimately, Bards in Baldur’s Gate 3 can be tailored to meet diverse party needs. Their extensive spell array embodies their unique role as crowd control, healers, damage dealers, and enablers within a party. However, the successful use of many of their most effective spells hinges upon maintaining concentration and making timely decisions during battles.
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