Bard
A rogue class.
Requirements
Advancement
Bard experience levels
Experience needed for each level, and the hit dice that come with it.| Level | Experience | Hit dice |
|---|---|---|
| 1 | 0 | 1d6 |
| 2 | 1,250 | 2d6 |
| 3 | 2,500 | 3d6 |
| 4 | 5,000 | 4d6 |
| 5 | 10,000 | 5d6 |
| 6 | 20,000 | 6d6 |
| 7 | 40,000 | 7d6 |
| 8 | 70,000 | 8d6 |
| 9 | 110,000 | 9d6 |
| 10 | 160,000 | 10d6 |
| 11 | 220,000 | 10d6+2 |
| 12 | 440,000 | 10d6+4 |
| 13 | 660,000 | 10d6+6 |
| 14 | 880,000 | 10d6+8 |
| 15 | 1,100,000 | 10d6+10 |
| 16 | 1,320,000 | 10d6+12 |
| 17 | 1,540,000 | 10d6+14 |
| 18 | 1,760,000 | 10d6+16 |
| 19 | 1,980,000 | 10d6+18 |
| 20 | 2,200,000 | 10d6+20 |
Combat
Bard THAC0
The number you need to roll to hit Armour Class 0, by level.| Level | THAC0 |
|---|---|
| 1 | 20 |
| 2 | 20 |
| 3 | 19 |
| 4 | 19 |
| 5 | 18 |
| 6 | 18 |
| 7 | 17 |
| 8 | 17 |
| 9 | 16 |
| 10 | 16 |
| 11 | 15 |
| 12 | 15 |
| 13 | 14 |
| 14 | 14 |
| 15 | 13 |
| 16 | 13 |
| 17 | 12 |
| 18 | 12 |
| 19 | 11 |
| 20 | 11 |
Bard saving throws
Target numbers by level. Lower is better; roll this or higher to save.| Level | Paralyzation, Poison, Death | Rod, Staff, Wand | Petrification, Polymorph | Breath Weapon | Spell |
|---|---|---|---|---|---|
| 1 | 13 | 14 | 12 | 16 | 15 |
| 2 | 13 | 14 | 12 | 16 | 15 |
| 3 | 13 | 14 | 12 | 16 | 15 |
| 4 | 13 | 14 | 12 | 16 | 15 |
| 5 | 12 | 12 | 11 | 15 | 13 |
| 6 | 12 | 12 | 11 | 15 | 13 |
| 7 | 12 | 12 | 11 | 15 | 13 |
| 8 | 12 | 12 | 11 | 15 | 13 |
| 9 | 11 | 10 | 10 | 14 | 11 |
| 10 | 11 | 10 | 10 | 14 | 11 |
| 11 | 11 | 10 | 10 | 14 | 11 |
| 12 | 11 | 10 | 10 | 14 | 11 |
| 13 | 10 | 8 | 9 | 13 | 9 |
| 14 | 10 | 8 | 9 | 13 | 9 |
| 15 | 10 | 8 | 9 | 13 | 9 |
| 16 | 10 | 8 | 9 | 13 | 9 |
| 17 | 9 | 6 | 8 | 12 | 7 |
| 18 | 9 | 6 | 8 | 12 | 7 |
| 19 | 9 | 6 | 8 | 12 | 7 |
| 20 | 9 | 6 | 8 | 12 | 7 |
Magic
Bard spell slots
Spells castable per day at each level, before any bonus from a high score.| Level | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| 1 | — | — | — | — | — | — |
| 2 | 1 | — | — | — | — | — |
| 3 | 2 | — | — | — | — | — |
| 4 | 2 | 1 | — | — | — | — |
| 5 | 3 | 1 | — | — | — | — |
| 6 | 3 | 2 | — | — | — | — |
| 7 | 3 | 2 | 1 | — | — | — |
| 8 | 3 | 3 | 1 | — | — | — |
| 9 | 3 | 3 | 2 | — | — | — |
| 10 | 3 | 3 | 2 | 1 | — | — |
| 11 | 3 | 3 | 3 | 1 | — | — |
| 12 | 3 | 3 | 3 | 2 | — | — |
| 13 | 3 | 3 | 3 | 2 | 1 | — |
| 14 | 3 | 3 | 3 | 3 | 1 | — |
| 15 | 3 | 3 | 3 | 3 | 2 | — |
| 16 | 4 | 3 | 3 | 3 | 2 | 1 |
| 17 | 4 | 4 | 3 | 3 | 3 | 1 |
| 18 | 4 | 4 | 4 | 3 | 3 | 2 |
| 19 | 4 | 4 | 4 | 4 | 3 | 2 |
| 20 | 4 | 4 | 4 | 4 | 4 | 3 |
Kits
Humanoid Bard
A performer whose songs carry real weight in a fight, when the audience is listening.
Benefits
- Influences group NPC reactions as a true bard: of another at +3, NPCs of the bard's own race save at -2.
- Inspires companions with 4 of heroic song or tale: hearers within 10 feet choose one (bard's pick): +1 attack, +1 , or +2 morale; hearers of the bard's own get +1 more. Lasts 1 round per . A combatant already engaged cannot be inspired.
- Counters sound-based attacks (songs, chants, wails, magical commands or suggestions) with intense concentration, per the PHB bard rules.
- 5% per chance to identify the general purpose or function of a magical item.
Hindrances
- No spellcasting.
- -3 to all entertaining another ; a mongrelman bard's performance affects other-race crowds only negatively.
True Bard
The bard as the Player's Handbook prints him, bound into the system so that every other kit has something to be measured against.
Benefits
- Influence Reactions: performance of 1d10 ; all who hear it , Save vs. paralyzation at -1 per three of the bard (round down). Failure shifts the reaction one step in the chosen direction; a successful save shifts it one step the opposite way.
- Rally Allies: 3 or more of performance; allies within 10 feet per gain one chosen effect of +1 attack, +1 or +2 morale, lasting 1 round per level. Those already actively fighting cannot be rallied.
- Counter Song: once per encounter, moving at half speed only; on a successful vs. spell it negates hostile sound-based effects within 30 feet. It does not stop spellcasting or command words.
- Legend Lore: 1d10 of scrutiny, 5% per . Table 12 (3d6, rolled once per bard level on a success) is the optional detail table: 3 charges or uses left; 4 intelligent?; 5 cursed or evil?; 6 market value; 7 name; 8 famous past owners; 9 age; 10 creating ; 11 where made; 12 who crafted it; 13 owners' ; 14 who can use it; 15 general effects; 16 activation; 17 item type; 18 the full entry.
Blade
A performer whose act is the weapon itself, and who fights as a rogue rather than a warrior.
Benefits
- Weapons Display: once per encounter, one full uninterrupted with a non-missile weapon and room to extend the arms; lasts 1 round per . Opponents of Int 5+ who know weapons, are not already in and can see it take -2 morale (no immediate check); allies gain +1 attack.
- Handle Weapon: two-weapon fighting at no penalty on the primary hand and -2 on the secondary, where the rogue default is -2/-4. The Blade is ambidextrous and takes no off-hand penalties. Catching a thrown small weapon via Juggling adds the Blade's to the roll.
- Trick Throw: called shots with missile and hurled weapons at -4, reduced by 1 per five ( up): levels 1-5 -3, 6-10 -2, 11-15 -1, 16-20 0. Blind-fighting extends to hurled and missile attacks out to 30 feet.
- Defensive Spin: once per combat, making no attacks while spinning; AC improves by ceil(/2), and attackers vs. paralyzation or take ceil(level/2) , capped at the weapon's maximum damage including bonuses. Lasts up to ; any hit on the Blade ends it.
- Offensive Spin: one full without attacking, then a normal attack the next round; on a hit, a target of Int 5+ makes a morale check or keeps 10 or more feet away. Once per creature, and only against creatures that have not yet damaged the Blade.
Hindrances
- No 10th- to use any written magical item.
Charlatan
A confidence artist who treats a costume and a story as the working tools of the trade.
Benefits
- Charm: a group of up to '' persons in average or better spirits, after 1d10 of mingling. vs. paralyzation at -1 per three levels of the bard (round down). Failure produces a charm person effect that is non-magical: no or time-based re-save, but a new save each time the relationship is stressed. A natural 20 sees through the facade.
- Masquerade: fake any nonweapon or secondary skill. Skeptics to detect it, Save vs. paralyzation at -1 per three of the bard ( down). An check at -10 lets the Charlatan actually function as though proficient, for one check.
- Detect Fakery: a check detects lies, false pretenses and swindles. A Charisma check at -10, after 1d10 of conversation, reveals .
- Swindling: for purchases up to 10 gp per , roll Pick Pockets; success means paying that rolled of the price. Failing by more than the Charlatan's means the con is detected, and a roll above 95 is always detected.
Gallant
A romantic who fights by a code, and whose word about that code is worth more to him than the fight.
Benefits
- Essence of Purity: +1 per , in addition to any bonus. Any failed that would cause death may be rerolled. A Gallant slain while defending love, innocence, beauty or the opposite sex fights on for 1d4 more , or until further equal to his level is taken.
- Code of the Gallant: while keeping the code, a +2 usable once per on ONE of attack, , AC or a , declared before the roll and never split. Breaking the code loses the bonus until atonement. The code: defend lovers, innocents and the opposite sex; never marry or vow to one person; never retreat before allies of the opposite sex; never overstay a welcome; spend half of all money on the innocent or on romance; own only what can be carried.
- Romantic Appeal: non-hostile encounters shift one step friendlier unless the NPC , Save vs. paralyzation at -1 per three of the bard ( down). Same-sex who SUCCEED on the save shift one step worse instead.
- Poetic Charm: one target of the opposite sex, over 1d10 including a poem. vs. paralyzation at -1 per three of the bard ( down). Failure means charmed, non-magical, and permanent until abused, with each abuse allowing a new save at the DM's modifiers.
Hindrances
- Never builds a stronghold, and attracts no at 9th .
Gypsy-bard
A traveller whose road, whose animals and whose fortune-telling are all the same trade.
Benefits
- Animal Rapport: Animal Handling, Animal Lore, Animal Training and Riding (land-based) are granted FREE, in addition to the four bonus . Training and riding extend to any familiar animal. Once per day as a spell-like : animal friendship at 5th , locate animals or plants at 10th, speak with animals at 15th.
- Allure of the Gypsies: a group performance with three or more Gypsy-bards, or a willing audience, over 1d10 ; produces the effect of any one enchantment or charm spell that one of the performers could cast and knows.
- Fortune Telling: with any scrying item, usable by the or not, or a deck of many things, produces an augury effect, one question per five ( up) per day. Cards drawn from a deck of many things this way never affect the Gypsy-bard.
Hindrances
- Climb Walls at -25% on cliffs, building walls and cave walls. Trees are unaffected.
Herald
A messenger and a walking record of who holds what, and of who said so first.
Benefits
- Identify Rumors: learns twice as many rumors as anyone else, and a check tells true from false.
- Local Lore: after one day per 1,000 inhabitants, an check recalls the names of officials, at -2 to recognize one on sight. A natural 20 means the information is false.
- Basal Communication: with any speaking creature of Low or better within 10 feet and no distractions, a Read Languages roll sends a message and a separate roll receives one.
- Persuade Crowd: 1d10 minutes of rumor and news in a shared language. vs. paralyzation at -1 per three of the bard ( down). Failure shifts the hearer one step toward the Herald's opinion; a successful save shifts one step the opposite way.
Jester
A licensed fool whose luck is real, and who is hardest to attack in exactly the moment he is most annoying.
Benefits
- Fool's Luck: +1, or +5% on a roll, to , , , , thief skill checks, and sub-checks such as or ; and +1 to AC. It does NOT apply to attack rolls, rolls, character generation or rolls.
- Jesting: one silent sentence per to anyone who passes a check at -5, within 30 feet and in full view. Taunt: viewers within 30 feet vs. paralyzation at -1 per three or must try to strike the Jester, ignoring tactics, for as long as the jesting continues.
- Joking: 1d10 in a shared language. vs. paralyzation at -1 per three of the bard (round down). Failure shifts the reaction one step in the desired direction; a successful save shifts it one step the opposite way. A one-round joke grants everyone affected by fear a second save, vs. spell if no save was allowed the first time.
- A Jester's Mind: immune to insanity attacks; a bonus equal to against wizard enchantment/charm and the priest charm , though a natural 1 still fails; and mind-readers have a chance equal to the Jester's level in percent of being confused.
Jongleur
An acrobat and juggler whose whole defence is being somewhere else by the time the blow lands.
Benefits
- Extended . Juggling: add to the catch roll, and oversize missiles may be deflected. Jumping: double level for jump calculations, poles up to 20 feet longer than the Jongleur, vaulting from a 15-foot run, and the pole is kept on a second successful check. Tightrope Walking: all penalties halved, dropping fractions (-5 on a one-inch rope, -2 on two-to-six-inch, -2 to attack), and a balancing rod gives +4. Tumbling: the +4 AC applies in any is won, even if the Jongleur attacks later; no check is needed to reduce falling , and a successful check doubles the distances (no damage to 20 feet, half to 120 feet).
- Dodge: a vs. paralyzation, to which only the defensive bonus applies, fully avoids falls, things dropped from above, dodgeable area spells such as fireball, lightning bolt and web, and, at the DM's option, . It replaces every other save for that hazard. It does not work against missiles, hurled weapons, single-target spells, or spells with no physical effect.
- Entertain Crowd: as Influence Reactions but only in the friendlier direction, over 1d10 . vs. paralyzation at -1 per three (round down); a natural 1 worsens the reaction one step.
Hindrances
- No 10th- to use any written magical item.
- All special benefits are suspended while wearing anything heavier than leather, studded leather, padded or elven chain.
Loremaster
A scholar who reads the item, the inscription and the room, and is a ahead of his own spellbook.
Benefits
- Legend Lore: as the True Bard, except that all of the optional rules, Table 12 included, are mandatory for this .
- Arcane Lore: may attempt ANY magical item on a successful check, rolled per use. Casts and memorizes spells as one higher than actual.
- Persuasion: 1d10 ; listeners who understand , Save vs. paralyzation at -1 per three of the bard (round down). Failure shifts the reaction one step in either direction, the Loremaster's choice; a successful save has no effect, and a natural 20 shifts one step the opposite way.
- Etymology: two Read Languages attempts on ancient (dead) languages; runes, glyphs and pictograms may be read with Read Languages; and an Ancient Languages check grants elementary use of an unknown ancient tongue at one-tenth the normal rate.
Meistersinger
A singer whose audience is the wildlife, and who ends up wearing some of it.
Benefits
- Song of Companionship: an animal companion at 1st (tiny or small, granting its primary sense), at 5th (small or medium, allowing the Meistersinger to polymorph arms and head for unarmed attacks at his own with the animal's and number of attacks), and at 10th (medium or large, allowing a shape change into it once per day). A companion's equal the Meistersinger's at the level the companion was gained, and are fixed. On a companion's death: a or die, then 101 days of mourning; one replacement per level gained. Maximum three companions.
- Song of Sanction: attacking animals and monsters , Save vs. paralyzation at -1 per three of the bard ( down). Failure means ignoring the Meistersinger and everyone within 1 foot per level. It ends if he moves, or on any attack made from inside the area.
- Animal Charm: one animal, giant animals included, of no greater than the Meistersinger's , over 1d10 . vs. paralyzation at -1 per three levels of the bard (round down). Failure means charmed; a natural 20 means enraged and attacking. Total charmed Hit Dice may not exceed twice his level.
- Influence Reactions: as the True Bard, but on animals only.
Hindrances
- No and no typical stronghold.
Riddlemaster
A puzzle-solver whose habit of being right about small things keeps turning out to matter.
Benefits
- Probable Path: a secret check made by the DM, penalized by the number of prior uses that day; success reveals significant clues, and a natural 20 is misleading.
- Riddles and Puzzles: double the attempts, one free mistake, and double the time on in-game riddles and puzzles. +10% to learn spells, to a maximum of 95%. The use-any-written-magic-item arrives at 8th instead of 10th.
- Sense: +1 AC, and +1 (or +5% on a roll) to , individual , attack rolls, rolls, , thief skill checks, and -based rolls. It does NOT apply to , character generation, rolls, , or monster damage.
- Riddling and Rhyming: Influence Reactions exactly as the True Bard.
Skald
A war-poet whose chant is worth a rank of shields, and who cannot read a word of it.
Benefits
- War Chant: begun three or more before combat, ranging 10 feet per ; it ends at the Skald's first wound, or after a number of rounds equal to his level if he is never wounded. The number of effects chosen is 1 at 1st level, 2 at 3rd, 3 at 6th, 4 at 9th, 5 at 12th and 6 at 15th. The effects: bonus equal to the Skald's ; +1 morale per six levels (round up); +1 attack; +1 ; +1 ; and -1 to AC, an improvement.
- Influence Reactions: 1d10 . vs. paralyzation at -1 per three of the bard (round down). Failure shifts the reaction one step better; a successful save has no effect, and a natural 20 shifts it one step worse. This one improves reactions only.
- Battle Chant: +1 attack whenever chanting in combat, and +1 with a broadsword, any axe, or a spear while chanting and proficient with it.
- Legend Lore: as the True Bard, but restricted to items of war and combat.
Hindrances
- Cannot take Reading/Writing at character creation, and gains no Read Languages at 3rd while living in his home society. On contact with a literate culture, Reading/Writing costs double and Read Languages starts at a base of 0%.
- No spells at all until contact with a spellcasting culture. From the after that contact he begins as a 2nd-level caster, if he is at least 3rd level, and gains one caster level per level thereafter.
- No 10th- to use any written magical item.
Thespian
An actor who can hold a room with a performance, and who has never in his life been proficient with a sword.
Benefits
- General Acting: a performance treated as an illusion; skeptics vs. SPELL at -1 per three to see through it. Note that this save is vs. spell, where most of the in this book use paralyzation.
- Spell Acting (requires Spellcraft): one of fake casting; targets make a morale check or flee. If a real, flashy spell is cast alongside it, the morale check takes a penalty equal to that spell's .
- Influence Reactions: 1d10 . vs. paralyzation at -1 per three of the bard (round down). Failure shifts the reaction one step in the desired direction; a successful save shifts it one step the opposite way.
- Observe Motions: in any the Thespian wins , +2 AC, +2 and +1 attack.
Hindrances
- AC is 1 worse in any armor outside the bard's own allowance, and a carried shield grants no AC bonus.
Dwarven Chanter
A dwarf whose chant sets the rhythm of a shift at the forge and of a shield wall alike.
Benefits
- Counter Chant: the demi-bard counter spell, performed as a chant. It additionally cancels a learned spell already in effect, a wall of force for instance, for a number of equal to the Chanter's on a successful chance-to-learn roll, and permanently if that roll comes up less than or equal to his level.
- War Chant: up to ten dwarves per , or one non-dwarf per level, who join the chant. After 1d10 the chanters gain +1 , +2 against and +2 morale, while opponents take -1 initiative and -2 morale.
- Timing Chant: for mining, forging, marching or labor, +5% productivity per , to a maximum of 75% at 15th. Each hour requires a check or 1d4 temporary are lost, regained at 1 per hour of rest; at 0 hit points the Chanter collapses and must make a Constitution check or die. Requires a percussion instrument.
- Trance: 1d10 to enter, then one activity continues until a preset condition is met. A check is required for each missed drink (1d8), meal (1d3), rest (1d4) and sleep (1d8). Only reaching 0 breaks it early.
Hindrances
- No wizard spells at all.
- No 10th- to use any written magical item.
Elven Minstrel
The only road an elf has into the bard , and one that runs through the instrument rather than around it.
Benefits
- Special : +2 on against music-based magical effects, and a save is granted where none would normally be allowed.
- Spell Singing: the becomes singing and the becomes playing a stringed, or other hand-manipulated, instrument. are carried in a prepared deer-leather bag and are consumed without being handled. Spells that emanate from the hand emanate from the instrument instead. Casting is otherwise normal.
- Influence Reactions: as the True Bard; if the Minstrel is both singing AND playing, the reaction shifts two steps instead of one. This does not stack with Crowd Working or with reputation.
- Counter Song: identical to the True Bard's.
Hindrances
- Cannot cast any spell with a without an instrument in hand.
Gnome Professor
A gnome academic who lectures, tinkers, and occasionally blows a finger off proving a point.
Benefits
- Legend Lore: as the True Bard.
- Profess: after 1d10 of study, hand out a number of single-use +1 bonuses (or +5% on a roll) equal to the Professor's , to any die rolls made by allies who follow the plan. They do not stack.
- Mechanically Inclined: Find/Remove Traps at the thief-average progression, with no racial, or armor adjustments. The same serves as a general mechanical check.
- Invention: a mechanical roll with a DM modifier of -25 to +25. A roll under the Professor's is a great success; 95 or more causes injury; and 100 is fatal unless a vs. paralyzation succeeds.
- Armor experiment: once per month, one other armor type or a shield may be worn for up to 1d10 days, at 1 worse AC and with all defensive adjustment lost.
Hindrances
- Spell selection is restricted to the illusionist's schools.
Halfling Whistler
A halfling who whistles the weather in, and whose pockets are full of exactly the right rocks.
Benefits
- Influence Reactions: exactly as the True Bard.
- Counter Tune: the demi-bard counter spell, performed by whistling against spells with a , or by humming.
- Chattering: fundamental communication with any natural animal that squeaks, chirps or whistles.
- Stormwhistle: priest spells cast once per day each, by whistling and with no components: pass without trace at 1st , obscurement at 3rd, plant growth at 5th, speak with plants at 7th, control winds at 9th, weather summoning at 11th, control weather at 13th and entangle at 15th.
Hindrances
- No wizard spells at all.
- No 10th- to use any written magical item.
Shinobi Bard
The clan's bard: the traveller nobody questions, who comes back knowing what the next town is talking about.
Benefits
- Table 10 replaces the bard's Table 33 bases: Pick Pockets 10%, Open Locks 5%, Find/Remove Traps 5%, Silently 5%, Hide in Shadows 5%, Detect Noise 30%, Climb Walls 50%, Read Languages 10%. Progression as a bard.
- No more than half a clan is -. A clan member of any other class MUST take their — it is not an optional choice within the clan.
Hindrances
- Spell progression runs two behind an ordinary bard's, so the first spell arrives at 4th level.
- Full clan obligation, identical to a 's: assignments are not optional, and the clan's interest outranks every other .
Notes
- Casts wizard spells from a spellbook; no armor heavier than chain while casting; no specialization.
- No spells at 1st ; a 2nd-level bard starts with 1d4 wizard spells.
- Influence reactions / inspire allies (rally vs. fear, +1 attack & ).
- Counter-song: counter sound-based magic and song attacks.
- Legend lore: 5% per chance to know a legend.
- Can attempt to use most magical items (including many wizard scrolls).
- Skills: 20 points at 1st , +15 per level.
- Non-elven chain mail = additional −5% to thief-skill rolls.