Main Character Honor Mode Build

College of Lore Bard

Main Character (Lore Bard)

Charm, debuff, and tempo control to keep Honor Mode fights predictable.

Role: Party Face & Battlefield ControlDifficulty: Honor ModeLevel Range: 1-12Guide Owner: Kevin

Origin & Identity

  • Race / Subrace: Wood Half-Elf
  • Background: Entertainer
  • Guardian: Custom Dream Visitor

Wood Half-Elf grants the mobility and stealth perks needed to reposition safely between turns, while Entertainer keeps performance, disguise, and social skill checks on brand for a manipulative Bard.

Class Path

  • Main Class: College of Lore Bard
  • Primary Focus: Crowd Control & Party Buffs

College of Lore combines Cutting Words with three additional skill proficiencies and Magical Secrets at 6, letting you borrow premier control magic from other lists without delaying Bard progression.

Ability Scores

Point-buy prioritises Dexterity for AC/initiative and Charisma for spell DCs, with enough Constitution to hold concentration through spike damage.

AbilityBaseRacialFinalNotes
Strength8+08Dump stat—avoid melee grapples and let party tanks handle shoves.
Dexterity15+116Initiative and AC backbone; fuels finesse weapon off-hand attacks when needed.
Constitution14+014Keeps Concentration checks manageable before you unlock Resilient (Con).
Intelligence8+08Skill coverage from Expertise compensates for the low INT spread.
Wisdom10+010Baseline to avoid common crowd-control saving throws.
Charisma15+217Primary casting stat for DCs, spell attack rolls, and social dominance.

Spellbook & Cantrips

Use debuffs to collapse enemy action economy, then pivot to emergency heals when fights get scrappy.

Cantrips

  • Vicious Mockery — universal debuff that punishes crit-fishing enemies.
  • Friends — short-term dialogue swing; clear the charmed target before the hostility proc.

Level 1 Spells

  • Cure Wounds — efficient touch heal for stabilising frontline attrition.
  • Healing Word — ranged pickup tool while preserving the bonus action.
  • Faerie Fire — your early-game advantage engine for Honor Mode accuracy checks.
  • Thunderwave — emergency peel when melee packs collapse your formation.

Proficiencies & Kits

Skills

  • Athletics — pairs with Enhance Ability for emergency shoves and grapple saves.
  • Sleight of Hand — opens every trapped chest before a wipe forces a reload.
  • Persuasion — lead face rolls with Bardic Inspiration pre-buffed.

Instruments & Tools

  • Flute — free inspire moments for ambience; lean on the expertise vibe.
  • Thieves' Tools — Bard takes over trap duty whenever Astarion is benched.

Pick additional proficiencies from Background/Expertise to cover Arcana or Insight gaps depending on companion availability.

Combat Script & Tactics

Rehearse encounter openers so you can compress the deadliest turns before enemies act.

  • Lead with Faerie Fire or Tasha's when initiative breaks your way; otherwise hold Cutting Words for enemy crits.
  • Bonus-action Bardic Inspiration lives on high-accuracy allies (Lae'zel / Astarion) before they roll.
  • Prioritise positioning for wide Thunderwave cones—knockoffs save more HP than healing mid-fight.

Roleplaying Hooks

Play the charismatic tether that keeps the party unified despite darker impulses—every dialogue choice should aim to avoid unnecessary combat on Honor Mode.

Leverage Entertainer fame to soft-scout dangerous hubs, then fall back to Withers for respecs when story beats demand alternate faces.

Main Character — Level 2

  • Spell: Tasha's Hideous Laughter — repeatable single-target lock for priorities that resist Sleep.
  • Features: Jack of All Trades and Song of Rest land simultaneously; use the former to pad initiative and the latter to reduce camp frequency.

Main Character — Level 3

  • Spell: Knock - It's good for passing up some checks later, and none of the other spells I really use enough to care
  • Subclass: College of Swords - Ranged flourishes and bow damage will make you a monster
  • Fighting Style: Two-Weapon Fighting, doesn't really matter, but we can use dual wield for most the game and then switch to 1 of the strong bows towards the end
  • Skill Expertise: Sleight of Hand/Persuasion

Main Character - Level 4

  • Cantrip: Mage hand - doesn't really matter, I don't use any of the remaining ones so just get what you feel like
  • Spells: Hold person
  • Feat: Sharpshooter or ASI dex +2. Either you'll miss more for awhile, or you'll do less damage per hit, up to you really. I would go with ASI since your chance to hit jumps down to like 30-50% for most things right now.

Main Character - Level 5

  • Spells: Glyph of Warding