Player's Handbook

Bard

A rogue class.

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Requirements

Ability minimumsDexterity 12, Intelligence 13, Charisma 15
Prime requisitesDexterity, Charisma
AlignmentLawful Neutral, Neutral Good, True Neutral, Neutral Evil, Chaotic Neutral
Level limitsCentaur 12, Mongrelman 8, Wemic 10Passing a limit warns; the level still stands, and your DM decides.

Advancement

Advancement

Bard experience levels

Experience needed for each level, and the hit dice that come with it.
LevelExperienceHit dice
101d6
21,2502d6
32,5003d6
45,0004d6
510,0005d6
620,0006d6
740,0007d6
870,0008d6
9110,0009d6
10160,00010d6
11220,00010d6+2
12440,00010d6+4
13660,00010d6+6
14880,00010d6+8
151,100,00010d6+10
161,320,00010d6+12
171,540,00010d6+14
181,760,00010d6+16
191,980,00010d6+18
202,200,00010d6+20

Combat

Weaponsany
Armourup to chain mail, no shield
SpecializationMay not specialize in a weapon.
Combat

Bard THAC0

The number you need to roll to hit Armour Class 0, by level.
LevelTHAC0
120
220
319
419
518
618
717
817
916
1016
1115
1215
1314
1414
1513
1613
1712
1812
1911
2011
Saving throws

Bard saving throws

Target numbers by level. Lower is better; roll this or higher to save.
LevelParalyzation, Poison, DeathRod, Staff, WandPetrification, PolymorphBreath WeaponSpell
11314121615
21314121615
31314121615
41314121615
51212111513
61212111513
71212111513
81212111513
91110101411
101110101411
111110101411
121110101411
131089139
141089139
151089139
161089139
17968127
18968127
19968127
20968127

Magic

CastsWizard spells
Spells

Bard spell slots

Spells castable per day at each level, before any bonus from a high score.
Level123456
1
21
32
421
531
632
7321
8331
9332
103321
113331
123332
1333321
1433331
1533332
16433321
17443331
18444332
19444432
20444443

Kits

Humanoid Bard

A performer whose songs carry real weight in a fight, when the audience is listening.

Ability minimumsDexterity 13, Intelligence 13, Charisma 15
RacesAarakocra, Centaur, Flind, Mongrelman, Satyr, Voadkyn, Wemic
AlsoFor a mongrelman, the 15+ requirement is measured among its own kind. At least partially . Mandatory for the Bard — see the RequiresKit linkage.
Bonus proficienciesLocal History
WeaponsThief weapon restrictions apply.
Proficiencies requiredA musical instrument, and one of Chanting, Dancing, Juggling, Poetry or Singing
Proficiencies recommendedActing, Artistic Ability, Chanting, Craft Instrument, Crowd Working, Dancing, Drinking, Eating, Etiquette, Fortune Telling, Languages (modern), Poetry, Rope Use, Voice Mimicry, Whistling/Humming
Proficiencies barredSpellcraft
ProficienciesLocal History is a free bonus . Every warrior-, priest- and rogue-group proficiency is recommended except Spellcraft, which is NEVER learnable.
ArmourArmor up to chain mail; any equipment except shields.
Starting money3d6 x 5 gp

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.

Shinobi Bard

The clan's bard: the traveller nobody questions, who comes back knowing what the next town is talking about.

RacesHuman, Half-elf
AlsoBards only. Secondary skill: Scribe.
Proficiencies requiredp-reading-writing

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.