The Bard is one of the most adaptable classes in Baldur’s Gate 3, but there are certain spells that stand out as especially effective. With their emphasis on Charisma, Bards are renowned for their skills in persuasion and charm, and they can also hold their own in battles with a diverse selection of spells.
While not a classic magic class like the Mage or Sorcerer, Bards boast access to over 50 spells in BG3. This extensive repertoire makes the Bard class a formidable choice for players looking to multi-class, buff allies, hinder foes, or provide substantial healing while still being able to inflict damage as a solo Bard.
10
Tasha’s Hideous Laughter (Level 1)
An Excellent Early-Game Spell for Immobilizing Foes
- Spell Level: 1
- Range: 18 meters
- Cost: Action + Level 1 Spell Slot
- Requires Concentration: Yes
Available from the start, Tasha’s Hideous Laughter is a key spell for Bards during the early phases of Baldur’s Gate 3. In the initial act of the game, rendering foes prone is a highly effective strategy that simplifies combat.
When a creature is Prone in Baldur’s Gate 3, they suffer disadvantage on Strength and Dexterity saving throws. Characters can use the Help action to assist an ally in standing up from being Prone.
Tasha’s Hideous Laughter inflicts a state of incapacitation on an enemy for up to ten turns if they fail a Wisdom saving throw. Its low casting cost and versatility in targeting various creatures ensure that it remains a viable option throughout the game. Although it requires concentration, with careful selection of targets, this spell becomes a strong choice for Bards.
9
Heroism (Level 1)
Empower Your Allies to Feel Invincible
- Spell Level: 1
- Range: 1.5 meters
- Cost: Action + Level 1 Spell Slot
- Requires Concentration: Yes
Another vital spell for Bards during the early game of Baldur’s Gate 3 is Heroism, which provides excellent support for the party’s frontliners. When a character is affected by Heroism, they gain immunity to fear and receive 5 temporary hit points each turn.
In the early stages of BG3, party members have less versatility in their roles until they advance in levels and skills. Therefore, those filling the roles of tank and damage-dealers must stay alive to eliminate enemies swiftly. Applying Heroism to the tank or melee damage dealer at the start of combat can be a critical strategy to keep them from going down early.
8
Glyph of Warding (Level 3)
Control the Battlefield Effectively
- Spell Level: 3
- Range: 9 meters
- Radius: 4 meters
- Cost: Action + Level 3 Spell Slot
- Requires Concentration: No
Bards excel in battlefield control, and Glyph of Warding is a top-tier spell for this purpose. It allows the Bard to create a glyph that activates when stepped on, and the Bard can choose from several effects, including Acid, Fire, Cold, or Lightning damage, or even put enemies to sleep.
This spell’s versatility is not just in the effects but also in its area of effect, allowing easy placement so that enemies are likely to trigger it while allies remain safe. Bards can have only one glyph active at a time, but it persists until it’s triggered or they take a Long Rest.
7
Dominate Person (Level 5)
Convert an Enemy into an Ally
- Spell Level: 5
- Range: 18 meters
- Cost: Action + Level 5 Spell Slot
- Requires Concentration: Yes
One of the most potent options for Bards is Dominate Person. This level 5 enchantment spell can turn a humanoid enemy into an ally for up to ten turns. The afflicted enemy can attempt a Wisdom saving throw at the beginning of each turn, but there’s no save initially when the spell is cast.
Though its level 5 cost may seem daunting, Dominate Person can be incredibly effective later in the game when faced with humanoid foes. Like many Bard spells, Dominate Person demands concentration, so strategic planning is key to leveraging its full potential in battle.
6
Confusion (Level 4)
Leave Enemies Bewildered
- Spell Level: 4
- Range: 18 meters
- Radius: 6 meters
- Cost: Action + Level 4 Spell Slot
- Requires Concentration: Yes
While single-target spells like Dominate Person are impactful, area-effect spells can have an even greater impact. Confusion casts a chaotic effect within a 6-meter cone, causing affected creatures to attack randomly, wander aimlessly, or even skip their turns altogether.
This spell is powerful due to its ability to influence several enemies, and importantly, it doesn’t affect allies within its area, allowing Bards to target clusters of foes without risk to their team. With a duration of three turns, Confusion can significantly impact the momentum of a battle, and its effectiveness can be enhanced at higher levels with increased radius.
5
Hold Monster (Level 5)
Leave Powerful Enemies Defenseless
- Spell Level: 5
- Range: 18 meters
- Cost: Action + Level 5 Spell Slot
- Requires Concentration: Yes
Once the Bard reaches level 9, they gain access to Hold Monster, perhaps the most powerful enchantment spell available in Baldur’s Gate 3. This spell acts as an upgraded version of
Hold Person and can affect any creature type aside from undead. When successfully cast, Hold Monster paralyzes the target for 10 turns unless they succeed on a Wisdom saving throw. A paralyzed creature can neither move nor take actions, making attacks against them have advantage; any attack made within 3 meters is automatically a critical hit.
While some top-tier enemies may not be hindered by Hold Person, they can be caught by Hold Monster, making it an invaluable addition to a Bard’s arsenal. Successfully casting this spell against powerful foes can drastically change the outcome of tough encounters, and using it with a higher-level spell slot allows for immobilizing an extra creature for even more effectiveness.
4
Dimension Door (Level 4)
A Flexible Spell for Team Mobility
- Spell Level: 4
- Range: 2 meters
- Cost: Action + Level 4 Spell Slot
- Requires Concentration: No
Not all powerful spells are strictly for combat. Dimension Door stands out as one of the most useful Bard spells not just for its power, but due to its immense versatility. This fourth-level conjuration spell allows the Bard to teleport themselves and an ally to any visible location within range.
A character’s normal vision range in Baldur’s Gate 3 is 30 meters.
While Dimension Door may be a bit toned down in BG3 compared to its Dungeons & Dragons roots due to its restriction to visible areas, its utility remains high. This spell can transport two characters to otherwise inaccessible locations, providing a significant advantage in both combat and exploratory situations.
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
Invisibility is a powerful enough spell, but Greater Invisibility amplifies this effect significantly. This fourth-level Illusion spell renders a target invisible for 10 turns. Attacks against the hidden target suffer from disadvantage, while the invisible character gains advantage on their own attack rolls.
The real strength of Greater Invisibility lies in its resilience; the first check to maintain invisibility is only DC 15, which increases to 17 with each subsequent action. If a Bard casts this spell on a team member good at stealth, they can potentially remain invisible throughout an entire combat scenario.
2
Mass Cure Wounds (Level 5)
The Top Healing Spell for Teams
- Spell Level: 5
- Range: 18 meters
- Cost: Action + Level 5 Spell Slot
- Requires Concentration: No
Bards are fantastic support characters in a party, and they can include powerful healing spells like Mass Cure Wounds, which can heal the entire party in one go. Within an 18-meter radius, Mass Cure Wounds restores health to the caster and all allies present, based on a roll of 3d8 plus the Bard’s spellcasting modifier, which derives from Charisma.
When Bards reach level 10, they possess two fifth-level Spell Slots, allowing them to use this powerful spell multiple times. Achieving level 11 grants them access to a sixth-level Spell Slot, which can also be utilized for Mass Cure Wounds to increase the healing outcome by an additional 1d8.
Mass Cure Wounds becomes even more effective in conjunction with items that enhance healing, like the Boots of Aid and Comfort.
1
Otto’s Irresistible Dance (Level 6)
Make an Enemy Dance Against Their Will
- Spell Level: 6
- Range: 9 meters
- Cost: Action + Level 6 Spell Slot
- Requires Concentration: Yes
While single-target paralysis spells like Hold Monster and Tasha’s Hideous Laughter can be effectively powerful, they can be negated by a successful Wisdom saving throw. However, Otto’s Irresistible Dance is the Bard’s top spell because it cannot be countered in this way. The spell guarantees that one enemy will spend their turns dancing instead of attacking, and while doing so, they suffer disadvantage on their attack rolls and Dexterity saving throws, while any attacks against them have advantage.
Bards can be tailored in myriad ways to complement their party in Baldur’s Gate 3; their diverse range of spells enables them to stop enemies, deal damage, enhance allies, and heal effectively. Many of the Bard’s most potent spells necessitate concentration, meaning that players should enter combat with a plan to maximize their Bard’s effectiveness.