Bard (Class)

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

Hit Dice 1d8
Maximum Level 14
Armor Leather, chainmail, no shields
Weapons Missile weapons, one-handed melee weapons
Languages Alignment, Common

Captivating Performance

By singing, playing music, or otherwise performing, can captivate subjects in a 30’ radius.

  • Doesn’t work in 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.

Divine Magic

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.

Lore

  • INT or WIS check to recall lore pertaining to magic items, heroes, legends, and myths.
  • Starting at 2nd level, base 2-in-6 chance of knowing the powers of recalled magic items.
    • Increases to 30in-6 at 4th level, 4-in-6 at 5th level, and 5-in-6 at 12th level.

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 charm or 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.

Advancement

Level Advancement
Level XP HD Atk
Mod
Saving Throws Spells Per Day
D[1] W[1:1] P[1:2] B[1:3] S[1:4] 1 2 3 4
1 0 1d8 0 13 14 13 16 15 - - - -
2 2,000 2d8 0 13 14 13 16 15 1 - - -
3 4,000 3d8 0 13 14 13 16 15 2 - - -
4 8,000 4d8 0 13 14 13 16 15 3 - - -
5 16,000 5d8 +2 12 13 11 14 13 3 1 - -
6 32,000 6d8 +2 12 13 11 14 13 3 2 - -
7 64,000 7d8 +2 12 13 11 14 13 3 3 - -
8 120,000 8d8 +2 12 13 11 14 13 3 3 1 -
9 240,000 9d8 +5 10 11 9 12 10 3 3 2 -
10 360,000 9d8+2 +5 10 11 9 12 10 3 3 3 -
11 480,000 9d8+4 +5 10 11 9 12 10 3 3 3 1
12 600,000 9d8+6 +5 10 11 9 12 10 3 3 3 2
13 720,000 9d8+8 +7 8 9 7 10 8 3 3 3 3
14 840,000 9d8+10 +7 8 9 7 10 8 4 4 3 3

  1. D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells ↩︎ ↩︎ ↩︎ ↩︎ ↩︎