Class: Bard

Invoking magic through music, dance, and verse, Bards are expert at inspiring others, soothing hurts, disheartening foes, and creating illusions. Bardic magic attempts to harness those words, which transcend any language.   Anything can inspire a new song or tale, so Bards are fascinated by almost everything. They become masters of many things, including performing music, working magic, and making jests.   A Bard’s life is spent traveling, gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer. But Bards’ depth of knowledge and mastery of magic sets them apart.

Class overview

 
Typicaly : Flamboyant minstrels, silver-tongued diplomats, lorekeepers, or wandering poets with a dagger up their sleeve.
Abilities : They blend support magic, distraction tactics, and inspiration. Some sway emotions, others bolster morale or confuse enemies. A few delve into forbidden tales and arcane riddles best left unsung.
Advancement : With time, Bards grow into masterful performers, influential leaders, or chroniclers of ancient truths.
Aptitudes : High aura and dexterity, but low strength and constitution.
Weapons and Armour : Light weapons and armor only. Instruments take priority over heavy gear.

Speed & Abilities

Speed : Average  
Available Spells

Rank 0 :

    (Abjuration)
  1. Blade Ward
  2.   (Conjuration)
  3. Mage Hand
  4.   (Divination)
  5. Spiritual Message
  6. True Strike
  7.   (Enchantment)
  8. Light
  9.   (Evocation)
  10. Dancing Lights
  11. Thunderclap
  12.   (Illusion)
  13. Minor Illusion
  14.   (Influence)
  15. Friends
  16. Mind Sliver
  17. Vicious Mockery
  18.   (Necromancy)
  19. Omen of death
  20. Sapping Sting
  21. Spare the Dying
  22.   (Transmutation)
  23. Control Flames
  24. Gust
  25. Mending
  26. Mold Earth
  27. Prestidigitation
  28. Shape Water

Rank 1 :

  1. Todo...

Rank 2 :

  1. Todo...

Rank 3 :

  1. Todo...

 
  Starting abilities (Pick 3) :
You start with 3 abilities from the following.
  1. Bardic Inspiration
    With a flourish of words, a snatch of song, or a subtle gesture, you awaken courage in your allies. Your presence reminds them of who they are — or who they could be — just when they need it most.  
    • Lvl 1 : The increase is a d6.
    • Lvl 3 : The increase is a d8.
    • Lvl 6 : The increase is a d10.
    • Lvl 10 : The increase is a d12.
    As a Bonus React (no roll required), when a creature within 60 ft that can see or hear you is about to roll a d20, you may inspire it.
    • The result will be increased by Bardic Inspiration (once per roll).
    • Not usable for long-duration rolls (e.g. Downtime).
      Number of uses :
    • 6 times.
    • You regain all expended uses when you sleep.

     
  2. Distracting Verse
    With a well-placed jest, a mocking rhyme, or a sudden burst of melody, you twist their focus and throw them off balance — all while keeping your rhythm steady.  
    • Lvl 1 : The reduction is a d6.
    • Lvl 3 : The reduction is a d8.
    • Lvl 6 : The reduction is a d10.
    • Lvl 10 : The reduction is a d12.
    As a Bonus React (no roll required), when a creature within 60 ft that can see or hear you is about to roll a d20, you may distract it.
    • The result will be reduced by Distracting Verse (once per roll).
    • Not usable for long-duration rolls (e.g. Downtime).
      Number of uses :
    • 6 times.
    • You regain all expended uses when you sleep.

     
  3. Expanding Repertoire
    As you journey through the world, your performances grow deeper and more complex. Every triumph, every sorrow, every fleeting moment becomes a verse in your unfolding symphony. What once was a simple tune now carries the weight of experience and the spark of inspiration.  
    When you Lvl-up, as you learn a new ability, you also learn a new spell from the Bard Available Spells depending of the new ability you unlocked.

     
  4. Musical Spellcasting
    You have learned to cast spells through your bardic arts.  
    Casting spells with musical instrument use Aura roll instead of Insight roll.
    • Only for Bard Available Spells.
      When you gain a Lvl, you may replace one Musical Spellcasting Spell (Rank 0) with another one from the Bard Available Spells.

     
  Standard abilities :
(See Advancement table down below)
  1. Alcohol Tolerance
    Whether by practice, heritage, or sheer stubbornness, you can hold your drink far better than most. While others sway or stumble, you remain sharp and steady.  
    Improve your usage of Alcohol (Consumable) :

     
  2. Center of Attention
    You’re the spark in the room, the voice in every ear, the name on everyone’s lips. Crowds gravitate to you, and silence feels like defeat. In any social setting, you don’t just participate — you dominate.  
     
  3. Countercharm
    With a defiant chord or a sharp phrase, you unravel the grip of fear and doubt. Your voice cuts through enchantments and illusions, reminding your allies of who they are — and silencing the whispers that would sway their minds.  
    You and allies within 30 feet of you have Advantage on rolls to resist being Terrified (Ailment) or any other power that attempts to influence.

     
  4. Fashionista
    Needle and thread are as familiar to you as lute and lyre. You can mend, modify, or create garments with care and precision — whether it’s stitching a hidden pocket, adjusting a disguise, or crafting stage-worthy attire that turns heads before you even speak.  
     
  5. Jack of All Trades
    You’ve dabbled in everything — and it shows. Rather than excel in one field, you’ve balanced your talents across the board. From blade to book, stage to saddle, you never struggle.  
    Alter your Aptitudes :
    • Reduce your highest Aptitude by 1, and raise your four others by 1.

     
  6. Magical Secrets
    Your mastery of the Psy unlocks deeper wells of power within you. Through focused rest and meditation, you draw more Psy from within yourself — and in doing so, gain the clarity to shape spells of every rank with ease.  
    You gain one Spell Slot (Rank 1) and one Spell Slot (Rank 2).   You regain Psy more easily.

     
  7. Superior Inspiration
    Your voice carries more weight, your words strike deeper. Whether lifting an ally’s spirit or unraveling an enemy’s focus, your performances now echo with undeniable power — each note sharper, each phrase more potent than before.  
    Improve Bardic Inspiration and Distracting Verse (Starting Ability) :
    • They gain +2 to their dice results.

     
  8. Weaponized Instrument
    Your instrument isn’t just for music — it’s a weapon or even a shield. Whether strumming with force, using its weight in a brawl.  
    Your instrument counts as Weapon or Shield (type varies by instrument).

     
  Advanced abilities :
(See Advancement table down below)
  1. Alter Ego
    You’ve crafted a second self — a convincing persona with its own voice, mannerisms, and history. It’s more than a disguise; it’s a fully realized identity that you can slip into as easily as a favorite cloak. To others, it is you — and sometimes, it almost feels that way to you too.  
    You can act as your Alter Ego at any time.

     
  2. Being Famous
    You’re never alone — because everyone knows your name. Whether it’s adoration, envy, or curiosity, you draw attention wherever you go. Doors open, crowds part, and strangers act like old friends. In every room, you're the conversation before it starts.  
    Choose a passive Reputation linked to your art that applies almost everywhere.   You have Advantage on your Aura roll if you socialise with a fan of your art.
    • Fans will be eager to go above and beyond to help you.
      Those who’ve heard of you could have a personal Social bond toward you.

     
  3. Font of Inspiration
    Inspiration flows through you like a never-ending stream. Your words uplift, your presence invigorates — and when others falter, you’re always ready with a spark to reignite their fire. You don’t run out of inspiration; you are the source.  
    Increases by 1 the Number of uses of Bardic Inspiration and Distracting Verse (Starting Ability).   You may expend Psy (no Action required) to recover one use of Bardic Inspiration OR Distracting Verse (Starting Ability).
    • One Psy recover one use.

     
  4. Influential Leader
    Your presence alone steadies hearts and sharpens resolve. Those who share a bond with you feel it — a quiet confidence, a sense of purpose, a reason to stand taller. In your orbit, allies don’t just follow — they thrive.  
    Creatures within 30 ft that share a Social bond with you gain +1 to all their rolls.

     
  5. Magic School Acceptation
    Your talents have earned recognition from a formal arcane institution. With access to its teachings and resources, you gain the right to study among dedicated mages — and the freedom to explore spells beyond the bounds of bardic tradition. The doors of deeper magic now stand open to you.  
    Choose one Magic School to join.

     
  6. Mastered Song
    Through endless practice and perfect recall, spells have become second nature — melodies etched into your soul. You no longer need effort or energy to call upon them; the moment you will them, they flow forth, as natural as breath.  
    You no longer need to roll to cast Spells (Rank 0).   Gain 25% chance to avoid spending Psy or Spell Slot on Spells (Rank 1).

     
  7. Tales Knowledge
    You've heard the stories — the whispered legends, the half-true songs, the myths tucked between lines of ancient verse. Whether drawn from tavern tales or dusty tomes, you can recall just the right tale at the right moment, offering insight, warning... or inspiration.  
      Once per Game Session, you may ask your GM for an information related to lost tales or legends that most other person have no information about.

     
  8. Versed in the Arcane
    Magic isn’t just something you perform — it’s part of your craft, woven into every note and gesture. Where others strain to cast, you make it look effortless. With practice and flair, you’ve unlocked ways to draw deeper from the arcane, granting you more spells to call upon.  
    You gain all the following Spell Slots :

     

Combat gear allowance



Class BARD - Melee weapons

Class BARD - Missile weapons


* Small Species restriction still applies. ** Large Species restriction still applies.
 

Advancement table


Bold value indicates the number has increased from the previous Lvl.  
* You can choose a Subclass at Lvl 3. If you take a Subclass, you gain that Subclass Starting Ability instead of the last one of the primary Class. You can alway choose a class abilities with a lower requirment instead (Standard instead of Advanced). You can choose a Maturative Species Ability instead of an Advanced Class Ability.
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Articles under Class: Bard


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