D&D 5E - Advise me on a Dragonborn Valor Bard

Alright. Another update. We'll be starting the campaign this weekend, so things are largely finalized at this point, though I am free to make any changes I like prior to Saturday evening. Also, something I forgot to mention previously: my DM has very graciously thrown me a bone with regard to my race choice, so Dragonborn are now Proficient with History. (He thought it was thematically fitting, and considers it essentially a 'ribbon' for the race, since it's not really a 'key' skill like Perception, Insight, etc.) There's already some good advice in this thread, but a few comments:

1) +1 on Versatile weapons if you go for Strength. The quarterstaff is versatile as a good starting point, until you get martial weapons.


Actually, since Bard starts with a Longsword, I believe sticking with that will be the superior choice. Also, due to other unrelated discussions initiated by another player, the DM has allowed the existence of a "buckler" shield, which gives +1 AC and allows the associated hand to count as "free" for most things (but not for wielding a versatile weapon in two hands, nor a two-handed weapon). I've already gotten the OK to use it along with grappling, once I get Shield proficiency, just need to confirm that it works with a spell pouch as well.

2) You're going down a Strength-based route to be good at grappling. But you don't necessarily have to do that.
<good advice snip>

This is theoretically an option, but unfortunately due to the skill/ability choices of the rest of the party, I am going to need to be the "Int skill guy" (Investigation and Arcana) in addition to my other stuff, so I really can't afford to have an Intelligence less than 12. While 14 Con and 15 Cha (pre-race) would be nice, it stretches my points so thin I will have trouble meeting the needs of the party, so I think I will probably stick with the following stats (post-race): Str 16; Dex 14; Con 12; Int 12; Wis 8; Cha 14. If I end up feeling seriously hampered by it, or the Int doesn't end up seeming as necessary as I thought, I'll ask the DM if I can re...buy? ("reroll" doesn't sound quite accurate...) at that point.

3) Your go-to spell is Vicious Mockery. It was great for Bards in 4e, and it's even better in 5e - it's one of the best cantrips in the game.
<more good advice snip>

Yeah, Vicious Mockery is a pretty sweet deal, and pairs very nicely with a grapple (since it doesn't require a free hand to cast) and makes it much harder for a grappled enemy to try to hurt me. I agree that a high Cha would help that, but...we really DO need some help in the Int department. (A new issue I hadn't noticed before: apart from the Rogue and Fighter subclasses with spells, Wizard is the only class that directly benefits from high Int, while 4 classes want Cha and 3 want Wis!)

4) A thing that people often miss - the 2nd level Jack of All Trades ability lets you add half your proficiency to all ability checks that you are not proficient in. Initiative is a Dexterity ability check - so you can apply JoAT to it.

Yeah, I was aware of this one. It's quite nice. :)

5) The Dissonant Whispers spell is monstrously awful, especially if you are standing next to the creature you cast it on. Shame you don't have a rogue, which would make it even more hilarious - a second sneak attack in a round is a big thing.
6) Healing Word will be very familiar to you from 4e, and works well if you're going for melee-based support. Since it's a bonus action to cast, you can still attack on the same turn.

I've certainly heard good things about both of these.

Anyway, a condensed summary of what I have chosen for my character thus far.
Leoben Nayax'ka, level 1 Dragonborn Bard
Background: Academy Graduate (Insight,* Arcana)
Stats: Str 16; Dex 14; Con 12; Int 12; Wis 8; Cha 14. HP: 9.
Proficient skills: History (racial), Athletics, Persuasion, Investigation, Insight,* Arcana
Spells Known
Cantrips: Vicious Mockery, Minor Illusion
1st level: Dissonant Whispers, Healing Word, Sleep, ???

Gear is still a little up in the air because the DM has decided to give us both the standard equipment pack and a roll for our starting wealth, so I have 140 GP (5d4*10 + 10 from backgound, rolled a 13) plus my Bard and Academy Graduate starting equipment.

*I'm really on the fence about this one. My DM is cool with backgrounds giving any reasonable skill, and "studied (Bard) magic in college" is a perfectly valid reason to get Performance instead of Insight. But Insight might have more practical use, especially since Instrument proficiency means I can do nearly everything Performance would allow, as long as I can play an instrument with it. Thoughts?

Finally, I'm not sure what to take for my fourth spell. Since I'm not pushing Cha as much as I possibly could, would I be better served taking something buff-y or that doesn't require a save? Or would Thunderwave be better, even though it does require a save? Tasha's Hideous Laughter is very highly regarded by the guides I've seen. Of course, I could always take one and then the other, but are there other/better ideas?

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