Whether it's 168澳洲幸运5开奖网:Baldur's Gate 3 or Dungeons & Dragons, bards are all about supporting the team with spells, swords, and songs🐽. The College of Valor embodies this noble profession better than any of the bard subclasses. You've got weapons and armor to stand toe-to-toe with anyone in combat, you've got powerful spells to disrupt and dismay opponents, and you can play inspirational songs that add damage or defense to your teammates.

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With the right spells and the right equipment, a College of Valor bard can t𒀰ake on any of the challenges Bladur's Gate 3 can throw at you. If you're ready to enroll in the College of Valor, read on.
College Of Valour Bard Overview
Hit Points Per Level |
5 plus Constitution modifier |
---|---|
Saving Throw Proficiencies |
Charisma, Dexterity |
Weapon Proficiencies |
Simple Weapons, Martial Weapons |
Armor Proficiencies |
Light Armour, Medium Armor, Shields |
Skill Proficiencies (Choose Three) |
History, Insight, Medicine, Persuasion, Religion, 🌊Deception, Intimidation, Performanꩲce, Acrobatics, Sleight of Hand, Stealth, Animal Handling, Arcana, Investigation, Athletics, Nature, Perception, Survival |
Spellcasting Ability |
Charisma |
The College of Valor bard is all about supporting the team, whether that's plugging a hole in your battle line, healing your tank before they collapse from exhaustion, or inspiring your damage dealer to new heights of power. You're also the consummate jack-of-all-trades, able💙 to do a little bit of everything wit🐷hout being spectacular at any particular task.
You begin enrolling in the College of Valor at level three, at which point you immediately gain proficiency with medium armor, shields, and martial weaponsꩵ. This gives the College of Valor access to all equipmꦆent barring heavy armor. You're not necessarily the best at firing a bow or wielding a sword, but you can certainly hold your own in a fight.
You also gain Combat Inspiration upon enrolling in the College of Valor. This expands your Bardic Inspiration to be more versatile, allowin𒈔g allies to choose to add damage or armor class as a reaction alongside the original three options of attack rolls, ability checks, and saving throws.
You'll generally want to give your Combat Inspiration liberally during combat. Starting at level five, Font of Valor recoups your Inspiration Charges every short rest, allowing incredible flexibility with how your alli൩es use their Inspiration.
Although you're a decent fighter, you're still a spellcaster at heart. Your focus during combat should be on supporting your allies with spells before wading into battle with 🎶sword and shield. Those are just kind of nice bonuses to have over something like a wizard or sorcerer.
Starting Ability Scores
Strength |
Dexterity |
Constitution |
Intelligence |
Wisdom |
Charisma |
---|---|---|---|---|---|
8(-1) |
16(+3) |
14(+2) |
10(0) |
10(0) |
16(+3) |
We're starting off with equal scores in Dexterity and Charisma, although the focus will be on Charisma as you level up. Charisma is your primary spellcasting stat, so improving it willꦡ make you a better spellcaster.
Dexterity at 16 is sufficient to make you a valid combat character in the early game, with plenty of armor class and the ability to wield rapiers and bows with some skill.
This ability wanes somewhat as your Dexterity won't increase much during the course of the game, but you'll still be able to make use of that extra attack with the right late-game equipment.
Constitution at 14 provides sufficient hit points to 💛take the occasional hit, and we'll be boosting this saving throw later to ensure your abilit♏y to maintain concentration on your spells.
Intelligence and Wisdom are at 10 just to provide a good baseline for your saving throws, and Strength is left at 8 as the bare minimum required to make certain jumps. You'ܫll be sticking with finesse weapons, so strength won't matter in the long run.
Leveling The Build And Spell Choices
At level one, we're starting with a strong assortment of support spells. Vicious Mockery can keep a character from being struck each turn, while Healing Word can bring them back from the brink of death. Friends is an incredibly useful social cantrip (although be careful using it on higher difficulty levels), and Longstrider is a ritual spell that should be cast every day to improve the movement of your♐ en💦tire party.
Tasha's Hideous Laughter and Dissonant Whispers are two concentration spells that can totally disable an enemy, either by causing them to fall to the ground laughing or becomi꧋ng frightened of the ꧒party.
At level two, Faerie Fire is a great support spell that can reveal invisible enemies and make them easier to hit. At level three, you join the College of Valor and can equip medium armor and shields, greatly increasing your survivability. Cloud of Daggers is an incredible of♈fensive tool for maps with choke po꧅ints or limited area.
At level four, Mage Hand is essential for some of the game's side quests, while Lesser Restoration cements your role as the party's healer (if Shadowheart is around, take Shatter instead for more offensive options). At level five, Hypnotic Pattern offers wildly efficient c🅘rowd control over an extremely wide area.
Glyph of Warding at level six offers exceptional utility, able to deal damage, push, or send enemies to sleep in a large AOE. Greater Invisibility and Dimension Door at levels seven and eight are utility spells that are just too good to be ignored, and Greater Restoration at level nineꦍ cures almost every status ailment in the game.
At level ten comes the all-important decision of Magical Secrets. Our two choices are Counterspell for a useful reaction and Banishing Smite. The latter choice brings a bit more swordplay to the College of Valor bar🦋d by adding immense potential damage to a single attack (and with the late-game equipment, you should still be landing hits regularly).
Minor Illusion is a useful cantrip for when trickery is called for, and Mass Cure Wounds heals up the party after an AOE attack.
Level 11 brings Otto's Irresistible Dance. This is preferaꦗble to Eyebite as the enemy doesn't get an initial saving throw, guaranteeing they'll be disabl꧑ed for at least one turn. Level 12 brings the final ability score improvement. Up until now, we've been pushing Charisma to ensure spell potency, but you can now boost Dexterity a touch to improve your armor class and saving throws.

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Best Races For A College Of Valour Bard
Several races provide beneficial bonuses to a College of Valour bard. Below we have the potential races ranked best to worst.
Elf |
Wood elf offers two skill proficiencies, advantage against being charmed, immunity to sleep, Darkvision, and increased movement speed. That's more than any other race will offer. |
---|---|
Drow |
In second place is the drow. For one less skill proficiency and less movement speed, you get better Darkvision and a few useful spells in Dancing Lights, Faerie Fire, and Darkness. |
Half-Elf |
Either wood or drow half-elf will offer most of the benefits of being an elf, but you might as well just be an elf. None of the weapon or arm♏or proficiencies of this race are relevant. |
Tiefling |
A useful damage resistance, Darkvision, and several spells for flavoring. Asmodeus tiefling is probably the most useful, but🅷 you can make either Mephistopheles or Zariel tieflings 🍎work too. |
Half-Orc |
You're still mostly a spellcaster, but you're still stabbing with a melee weapon often enough for Savage Attacks to not be completely useless. Intimidation proficiency, Darkvision, and Relentless Endurance make half-orc a surprisingly decent bard. |
Gnome |
You'll probably want to go with forest or deep gnome as history expertise isn't all that useful. Being able to Speak with Animals or having an advantage in stealth is way better. |
Halfling |
Halfling Luck is always great to have, but the advantage against being frightened is largely mitigated by Countercharm. Strongheart halfling's resistance to poison i𝐆s probably the better call over Lightfoot's advantage on stealth checks. |
Dwarf |
Stay away from shield dwarf as it gives you next to nothing. Your choices are gold dwarf for more hit points or duergar for Superior Darkvision, advantage against being charmed or paralyzed, and the Enlarge and Invisibility spells. Both get resistance to poison too. |
Human |
All human provides is 25 percent better carrying capacity and one skill proficiency. You can do better. |
Githyanki |
You've already got proficiency in everything githyanki offers and you've also got Jack of All Trades, reducing the efficacy of Astral Knowledge. This leaves you with Githyanki Psionics, which are a few nice spells, but they're by no means essential. |
Dragonborn |
One damage resistance and a breath weapon are all Dragonborn brings to the table. |

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Early Game Equipment Build For A College Of Valour Bard
The goal of the early game is maximum resilience and support. Cap of Curing, Boots of Aid and Comfort, and Wondrous Gloves all make inspiring your allies more fruitful. Breastplate +1 and Safeguard Shield provide excellent armor cla🎐ss🌳 and a slight boost to your saving throws.
Be sure to grab the Safeguard Shield from Dammon in the Druid Grove, and Boots of Aid and Comfort from Grat the Trader in the Goblin Camp. Both are🐼 missable depending on your actions.
Phalar Aluve can be found in the Underdark and is the perfect College of Valour bard weapon. It's a longsword, but it's also a finesse weapon,🎉 meaning you can use your Dexterity instead of strength. It also adds to your Performance skill and provides⛎ an incredibly useful ability in combat.
Harold is likely your best ranged attack option. Being able to potentially bane targets makes it exceptionally useful when you're saving spell slo🍷ts.
Strange Conduit Ring is great to use alongside Tasha's Hideous Laughter or Dissonant Whispers. Crusher's Ring adds some movement, and Silver Pendant is great to add t🀅o your saving throws and ability checks.

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Late Game Equipment Build For A College Of Valour Bard
In the late game, you might not hit very hard, but you're incredibly tough to take down. Amulet of Greater Health provides you with 23 Constitution and advantage on Constitution saving throws, making it very hard for you to lose concentration on spells. Your spells also land more easily thanks to Ketheric's Shield and Helldusk Gloves.
You should have 25 armor class thanks to Helm of Balduran, Armor of Agility, Ketheric's Shield, and Ring of Protection, with Cloak of Displacement making you even harder to hit. Orphic Ring is prov﷽iding Confusion, which iꩵs another great crowd-control spell.
Infernal Rapier makes it so we can deal melee damage based on our Charisma rather than Dexterity, making you almost as good at swordplay as you are at spellcasting. Planar Ally: Cambion is also 💖a great perk.
The Dead Shot isn't quite as strong as Harold in terms of damageℱ, but it offers improved reliability thanks to doubling your proficiency bonus.
If you'd prefer to forgo ranged attacks entirely (outside of spellcasting), then Darkfire Shortbow offers two damage resistances and Haste.

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