Bard

A warrior-performer with a deep knowledge of lore and some spellcasting ability.

Hit Dice 1d8
Armor Leather, chainmail, no shields
Weapons Missile weapons, one-handed melee weapons
Languages Alignment, Common
Spellcasting Ability Charisma (CHA)

Core Features

Bard Features
Level HD Atk Save Spells /
Day
1 1d8 0 13 -
2 2d8 0 13 1
3 3d8 0 13 2
4 4d8 0 13 2
5 5d8 +2 12 3
6 6d8 +2 12 3
7 7d8 +2 12 4
8 9d8 +2 12 4
9 9d8 +5 10 5
10 9d8+2 +5 10 5
11 9d8+4 +5 10 6
12 9d8+6 +5 10 6
13 9d8+8 +7 8 7
14 9d8+10 +7 8 7

Saving Throw Mods

  • +2 to Save vs Spells (-2 overall)

Captivating Performance

By singing, playing music, or otherwise performing, can make a skilled CHA check to captivate subjects in a 30’ radius.

  • Only works outside of combat.
  • Up to 2 HD per bard level may be targeted (performer’s choice).
  • Types of subjects affected is determined by bard level:
    • 1st level: humanoids only
    • 4th level: animals or humanoids only
    • 7th level: any creatures
  • Targeted subjects must Save vs Spells or be captivated.
    • The attention of affected subjects is fully focused on the performer.
    • Affected subjects will follow the performer.
    • Continues until performance ends or is interrupted (ex: by violence or a loud noise).

Charming Captivated Subject

If the performance lasts for at least one turn and ends without interruption:

  • Each subject must Save vs Spells or be charmed for one turn per bard level.
  • Charmed subjects treat performer as trusted friend and ally (including defending performer).
  • Charmed subjects will obey performer’s commands (if they can understand the language).
    • Commands that contradict the subject’s nature or alignment (or that will lead to self-harm) are ignored.

Class Skills

  • Bardic Lore: INT or WIS check to recall lore pertaining to magic items, heroes, legends, and myths (including knowing some of the powers of a magic item).
  • Prestidigitation: Can use a combat action to make a skilled INT check to create a small, instant, illusory effect that inflicts no damage.
  • Ritual Casting: Some rituals require a skilled check.
  • Swashbuckling: Describe intended outcome, make a skilled check as indicated by GM.
    • ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.

Divine Magic

  • Can pray to nature to cast spells.
  • Must remain faithful to alignment and bardic faith.
  • At level 2, gains spell casting and learns how to conduct magical research.
  • May cast a number of spells each day up to to bard level - 1.
  • Bard Spell List

Casting Spells

To cast a spell, the bard prays to nature.

  • Make a skilled CHA check reduced by the level of the spell being attempted.
    • On a fumble, causes Doubt.
    • On a failure, nothing happens, and it doesn’t count towards casts for the day.
    • On a complicated success, the spell is cast, but something interesting (although not directly dangerous) may happen.
    • On a complete success, the spell casts as expected.
    • On a critical success, the spell works exceptionally well (ex: player may choose to double spell duration, range, or targets).

Doubt

Occurs whenever a fumble occurs while casting a spell.

  • Next attempt to cast spell gets -2 on roll.
  • Cleared by a successful cast.
  • Fumbling while already having Doubt severs connection to nature, preventing spell casting until next day.

Languages

  • With each even-numbered level beyond 3rd, may learn to speak an additional language.
  • May learn “Druidic”, the secret language of Druids, this way.

Musical Defense

While singing, playing music, or otherwise performing:

  • Allies within 30’ are immune to music-based magical effects and the charms of Fae creatures.
  • Allies already charmed or under a music-based magical effect may make a saving throw at +4 to end the charm or effect.

Scene

After 12th level, can establish a scene (ex: a venue, club, theater, manor, or traveling roadshow) with 2d6 apprentices of level 1.