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The Bard: Voice of the World, Weaver of Magic

Introduction

In the grand tapestry of adventurers, the Bard stands apart—not merely as a warrior or spellcaster, but as a conduit of stories, songs, and secrets. Where others wield steel or sorcery, the Bard channels the raw essence of emotion and memory, crafting magic through performance. Their power lies not just in melody or verse, but in the profound ability to inspire, deceive, and transform the world around them.

The Bard’s Role

Bards are the embodiment of versatility. With a keen intellect and a heart attuned to the rhythms of the world, they traverse the realms collecting tales, uncovering lost lore, and breathing life into forgotten legends. Whether rallying allies with a stirring anthem, unraveling truths with a well-placed quip, or ensnaring foes in illusions spun from song, the Bard adapts to any challenge with flair and finesse.

Real-World Inspirations

The Bard’s roots delve deep into the annals of history and myth:

  • Celtic Bards: In ancient Gaelic societies, bards were esteemed poets and historians, entrusted with preserving genealogies, laws, and heroic deeds through oral tradition. Their words held such power that a well-crafted satire could ruin reputations.
  • Norse Skalds:
  • Southern European Minstrels:
  • Orpheus:
  • Väinämöinen:
  • Amergin Glúingel:

The Bard in Your Story

Choosing to play a Bard is embracing the role of the storyteller within the story. It’s a commitment to shaping narratives, influencing outcomes not just through might or magic, but through the subtle art of performance. Whether as a charismatic leader, a cunning trickster, or a seeker of ancient truths, the Bard leaves an indelible mark on the world, reminding all that words and music can be as mighty as any blade.



  • Bard (One D&D 2024)
  • Bard , Pathfinder

Bard (One D&D 2024)

In a nutshell, the Bard remains a Charisma‑driven full caster (d8 Hit Die, +2 – +6 proficiency bonus) who now prepares spells (Charisma modifier + ½ level), trades “Known” casting for greater flexibility, and wields reaction‑triggered Bardic Inspiration that lasts one hour and can be spent after an ally fails an attack, check, or save. Expertise kicks in at 2nd level, Jack of All Trades arrives immediately alongside it, Song of Rest is removed, and new tools like Font of Inspiration (slot‑fuelled recharge), Countercharm (reaction), and revamped Magical Secrets (at 10th) enrich the toolkit. You choose from four Colleges—Glamour, Lore, Valor, and the all‑new College of Dance—and capstone at 20th level with Words of Creation, which always leaves Power Word Heal and Power Word Kill at your fingertips.


Core Bard Traits

  • Primary Ability: Charisma
  • Hit Die: d8 per Bard level
  • Saving Throws: Dexterity, Charisma
  • Skill Proficiencies: Any three
  • Weapon Proficiencies: Simple weapons
  • Tool Proficiencies: Three musical instruments
  • Armor Training: Light armor
  • Starting Equipment: Leather armor (or 90 gp), two daggers, musical instrument(s), entertainer’s pack

Bard Class Table (Levels 1–20)

LevelPBInsp DieCantripsPrepared Spells1st2nd3rd4th5th6th7th8th9thFeatures
1+2d6242Bardic Inspiration, Spellcasting
2+2d6253Expertise, Jack of All Trades
3+2d62642College (Subclass)
4+2d63743ASI
5+3d839432Font of Inspiration
6+3d8310433Subclass Feature
7+3d83114331Countercharm
8+3d83124332ASI
9+4d831443331Expertise
10+4d1041543332Magical Secrets
11+4d10416433321
12+4d10416433321ASI
13+5d104174333211
14+5d104174333211Subclass Feature
15+5d1241843332111
16+5d1241843332111ASI
17+6d12419433321111
18+6d12420433331111Superior Inspiration
19+6d12421433332111Epic Boon
20+6d12422433332211Words of Creation

Spell Slots refresh on a long rest.


Bardic Inspiration

  • You gain a pool of Inspiration dice equal to your Charisma modifier (minimum 1).
  • Reaction: After an ally fails an attack, ability check, or saving throw, you can expend one die.
  • Duration: The die lasts for 1 hour.
  • Scaling: d6 at levels 1–4, d8 at 5–9, d10 at 10–14, d12 at 15+.

Spellcasting

  • Preparation: Charisma modifier + ½ Bard level (rounded down) spells each day.
  • Cantrips: 2 at 1st, a 3rd at 4th, a 4th at 10th.
  • Slots: Full progression through 9th‑level spells.
  • Focus: Any musical instrument.

Key Class Features by Level

  • 2nd: Expertise (double proficiency in two skills) & Jack of All Trades.
  • 5th: Font of Inspiration (regain expended Inspiration dice on a short rest or expend a spell slot to regain one).
  • 7th: Countercharm (reaction to grant allies advantage against charm/frighten effects).
  • 10th: Magical Secrets (add spells from any class to your prepared list).
  • 18th: Superior Inspiration (start combat with up to two unused Inspiration dice).
  • 19th: Epic Boon or Feat.
  • 20th: Words of Creation (always have Power Word Heal/Kill prepared; can extend effect to a second target).

Bard Colleges (Subclasses)

Choose one at 3rd level; you gain features at 3rd, 6th, and 14th.

  • College of Dance (new): Graceful defense, dance‑powered strikes, extra movement.
  • College of Glamour: Mantle of Inspiration & Majesty enhancements, beguiling magic.
  • College of Lore: Bonus proficiencies, cutting words upgrade, extra Magical Secrets.
  • College of Valor: Armor/weapon training, extra attack synergy, Combat Inspiration.

Major Changes from 2014 Edition

  • Prepared Casting replaces “Known” spells.
  • Bardic Inspiration is now a reaction on failure, lasts 1 hour, and can boost damage/healing as well as rolls.
  • Expertise comes online at 2nd and again at 9th.
  • Removed: Song of Rest.
  • New: Font of Inspiration, Countercharm as a reaction, College of Dance, Words of Creation capstone.

Global Bardic Traditions: A D&D 5e Character Inspiration Guide

Explore the rich tapestry of bardic traditions from around the world to inspire your Dungeons & Dragons 5e Bard character. Each tradition offers unique cultural elements that can be translated into compelling character concepts.




1. West African Griot

Oral historians and musicians who preserve ancestral memories and genealogies through powerful performances.

  • Region & Origin: West Africa — Mande, Wolof, and Hausa cultures
  • Background Options: Sage or Entertainer
  • Primary Arms: Dagger
  • Secondary Arms: Shortsword, sling
  • Armor Options: Leather armor, padded armor
  • Special Equipment: Kora, balafon, djembe, calligrapher’s supplies, drum, flute
  • Class Subclasses: College of Lore
  • Deity Choices: Nyame, Ogun, Anansi

2. Central Asian Bakshy

Mystic poets and healers who travel the steppes chanting epic tales and invoking spiritual wisdom.

  • Region & Origin: Central Asia — Turkmen, Kazakh, Kyrgyz nomadic traditions
  • Background Options: Outlander or Hermit
  • Primary Arms: Scimitar
  • Secondary Arms: Shortbow, dagger
  • Armor Options: Studded leather, hide armor
  • Special Equipment: Dombra, komuz, shawm, herbalism kit, calligrapher’s supplies
  • Class Subclasses: College of Spirits
  • Deity Choices: Tengri, Umai

3. Persian Shahnameh Reciter

Courtly performers who preserve the grandeur of Persia’s past through poetry, music, and elegance.

  • Region & Origin: Persia (Iran) — Zoroastrian and courtly traditions
  • Background Options: Noble or Sage
  • Primary Arms: Rapier
  • Secondary Arms: Scimitar, dagger
  • Armor Options: Chain shirt, padded armor
  • Special Equipment: Ney, setar, dulcimer, calligrapher’s supplies, painter’s supplies
  • Class Subclasses: College of Eloquence
  • Deity Choices: Ahura Mazda, Mithra

4. Hawaiian Hula Practitioner

Dancers and storytellers who convey sacred histories and mythologies through rhythmic movement and chant.

  • Region & Origin: Polynesia — Indigenous Hawaiian traditions
  • Background Options: Entertainer or Folk Hero
  • Primary Arms: None
  • Secondary Arms: None
  • Armor Options: Unarmored, padded armor
  • Special Equipment: Ipu, pahu, pan flute, herbalism kit, cook’s utensils
  • Class Subclasses: College of Dance
  • Deity Choices: Pele, Laka, Kanaloa

5. Indian Bharatanatyam Dancer

Sacred dancers of temple tradition whose gestures and rhythms invoke divine stories.

  • Region & Origin: India — Tamil Nadu and broader Hindu traditions
  • Background Options: Acolyte or Entertainer
  • Primary Arms: None
  • Secondary Arms: None
  • Armor Options: Unarmored, padded armor
  • Special Equipment: Mridangam, veena, flute, calligrapher’s supplies, painter’s supplies
  • Class Subclasses: College of Glamour
  • Deity Choices: Shiva (Nataraja), Saraswati, Krishna

6. Celtic Bard

Keepers of lore and legend, these bards held high status as poets, musicians, and advisors.

  • Region & Origin: Western Europe — Celtic traditions (Ireland, Wales, Gaul)
  • Background Options: Sage or Entertainer
  • Primary Arms: Rapier
  • Secondary Arms: Shortsword, sling
  • Armor Options: Leather armor, studded leather armor
  • Special Equipment: Harp, flute, bagpipes, calligrapher’s supplies, herbalism kit
  • Class Subclasses: College of Lore
  • Deity Choices: Brigid, Lugh, The Dagda

7. Norse Skald

Warrior-poets who immortalize heroism through song and often accompany raiding bands.

  • Region & Origin: Scandinavia — Viking Age Norse culture
  • Background Options: Outlander or Soldier
  • Primary Arms: Longsword
  • Secondary Arms: Axe, hand crossbow
  • Armor Options: Studded leather armor, chain shirt
  • Special Equipment: Drum, horn, lyre, navigator’s tools, cartographer’s tools
  • Class Subclasses: College of Valor
  • Deity Choices: Odin, Bragi, Freyja

8. Irish Filí

Visionary poets and seers whose words could bless, curse, or change the fate of rulers.

  • Region & Origin: Ireland — Pre-Christian Gaelic traditions
  • Background Options: Sage or Acolyte
  • Primary Arms: Quarterstaff
  • Secondary Arms: Dagger
  • Armor Options: Leather armor, padded armor
  • Special Equipment: Lyre, harp, flute, herbalism kit, calligrapher’s supplies
  • Class Subclasses: College of Whispers
  • Deity Choices: The Morrigan, Ogma, Danu

9. Anglo-Saxon Scop

Storytellers who recited heroic sagas around hearth fires and courts, shaping tribal identity.

  • Region & Origin: England — Early medieval Anglo-Saxon period
  • Background Options: Entertainer or Folk Hero
  • Primary Arms: Longsword
  • Secondary Arms: Dagger
  • Armor Options: Chain shirt, studded leather armor
  • Special Equipment: Lyre, shawm, cartographer’s tools, calligrapher’s supplies
  • Class Subclasses: College of Valor
  • Deity Choices: Woden, Thunor, Eostre

10. Welsh Bard (e.g., Taliesin)

Poet-priests whose verses unlocked cosmic truths and spiritual insight.

  • Region & Origin: Wales — Medieval Welsh and Arthurian traditions
  • Background Options: Sage or Noble
  • Primary Arms: Shortsword
  • Secondary Arms: Dagger
  • Armor Options: Leather armor, padded armor
  • Special Equipment: Harp, flute, lyre, calligrapher’s supplies, herbalism kit
  • Class Subclasses: College of Eloquence
  • Deity Choices: Ceridwen, Arianrhod

11. Kazakh Aitys Performer

Improvisational duelists of poetry and wit who compete in lyrical battles before crowds.

  • Region & Origin: Kazakhstan and Central Asia — Turkic traditions
  • Background Options: Entertainer or Folk Hero
  • Primary Arms: None
  • Secondary Arms: None
  • Armor Options: Unarmored, padded armor
  • Special Equipment: Dombyra, shawm, calligrapher’s supplies, herbalism kit
  • Class Subclasses: College of Eloquence
  • Deity Choices: Tengri, Erlik

12. Japanese Biwa Hōshi

Blind monks who recited epic tales of battle and loss, guiding the spirits of the dead with song.

  • Region & Origin: Japan — Buddhist and Samurai-era traditions
  • Background Options: Sage or Hermit
  • Primary Arms: None
  • Secondary Arms: None
  • Armor Options: Unarmored, padded armor
  • Special Equipment: Biwa, flute, calligrapher’s supplies, herbalism kit
  • Class Subclasses: College of Spirits
  • Deity Choices: Benzaiten, Amaterasu

Non-Human Bardic Concepts (Real-World Inspired)

Each non-human D&D race below is tied to a real-world cultural origin, offering a rich background for bard characters. Use this for character creation, worldbuilding, or campaign flavor.


1. Elf (High Elf)

Refined and ancient, High Elves preserve timeless knowledge and wield graceful artistry. Their bardic traditions echo the fae melodies of old forests and starlit halls.

  • Region & Origin: Northern & Western Europe — Celtic and Scandinavian forest spirits
  • Background Options: Sage, Noble
  • Primary Arms: Longbow
  • Secondary Arms: Rapier, dagger
  • Armor Options: Elven chain, leather armor
  • Special Equipment: Harp, flute, calligrapher’s supplies, herbalism kit
  • Class Subclasses: College of Lore
  • Deity Choices: Brigid, Freyja, Arianrhod

2. Dwarf (Mountain Dwarf)

Stalwart and grounded, Mountain Dwarves are keepers of stone-lore, martial songs, and craft. Their bards recount clan legends amid anvil rings.

  • Region & Origin: Alpine and Nordic Europe — Norse and Germanic miners and smiths
  • Background Options: Guild Artisan, Soldier
  • Primary Arms: Warhammer
  • Secondary Arms: Handaxe, light crossbow
  • Armor Options: Scale mail, chainmail
  • Special Equipment: Drum, horn, brewer’s supplies, smith’s tools
  • Class Subclasses: College of Valor (2024)
  • Deity Choices: Thor, Weyland, Svarog

3. Halfling (Lightfoot)

Cheerful and clever, Lightfoot Halflings excel in subterfuge and song. Their tales delight and disarm in equal measure.

  • Region & Origin: British Isles — Fair folk and rural trickster spirits
  • Background Options: Entertainer, Charlatan
  • Primary Arms: Sling
  • Secondary Arms: Shortsword, dagger
  • Armor Options: Leather armor
  • Special Equipment: Pan flute, cook’s utensils, thieves’ tools
  • Class Subclasses: College of Whispers
  • Deity Choices: Brigid, Puck, Epona

4. Tiefling

Marked by infernal legacy, Tieflings sing of forbidden truths and bittersweet freedom. Their art often shocks or seduces.

  • Region & Origin: Middle East & Byzantine — Djinn, demons, and mystical beings
  • Background Options: Charlatan, Hermit
  • Primary Arms: Rapier
  • Secondary Arms: Whip, dagger
  • Armor Options: Studded leather armor
  • Special Equipment: Oud, forgery kit, calligrapher’s supplies
  • Class Subclasses: College of Glamour
  • Deity Choices: Ishtar, Lilith, Hecate

5. Dragonborn

With proud draconic ancestry, Dragonborn bards merge martial valor and elemental rhythm in their booming verse.

  • Region & Origin: East Asia — Chinese and Japanese dragon spirits
  • Background Options: Soldier, Acolyte
  • Primary Arms: Glaive
  • Secondary Arms: Longsword, shortbow
  • Armor Options: Chain shirt, scale mail
  • Special Equipment: War drum, smith’s tools, artisan’s tools
  • Class Subclasses: College of Valor (2024)
  • Deity Choices: Ryujin, Longmu, Fuxi

6. Gnome (Forest Gnome)

Tinkering geniuses and nature’s tricksters, gnome bards weave whimsy and wisdom into every performance.

  • Region & Origin: Central/Eastern Europe — Forest spirits and fae craftspeople
  • Background Options: Guild Artisan, Sage
  • Primary Arms: Light crossbow
  • Secondary Arms: Dagger, blowgun
  • Armor Options: Leather armor
  • Special Equipment: Flute, zither, tinker’s tools, alchemist’s supplies
  • Class Subclasses: College of Creation
  • Deity Choices: Domovoi, Radegast, Perun

7. Orc / Half-Orc

Fierce yet poetic, Half-Orc bards channel primal energy into rhythmic war chants and soulful elegies.

  • Region & Origin: Central Asia — Nomadic steppe cultures, Mongolian epics
  • Background Options: Outlander, Gladiator
  • Primary Arms: Greataxe
  • Secondary Arms: Javelin, longbow
  • Armor Options: Hide armor, studded leather
  • Special Equipment: War horn, drum, survival gear
  • Class Subclasses: College of Swords
  • Deity Choices: Tengri, Erlik Khan, Khorlo Demchog

8. Drow (Dark Elf)

Shrouded in mystery, Drow bards blend seductive charm with chilling secrets whispered in shadowed halls.

  • Region & Origin: Subterranean Europe — Svartálfar and dark fey mythos
  • Background Options: Criminal, Sage
  • Primary Arms: Hand crossbow
  • Secondary Arms: Shortsword, whip
  • Armor Options: Studded leather, drow chain shirt
  • Special Equipment: Lyre, disguise kit, poisoner’s kit
  • Class Subclasses: College of Whispers
  • Deity Choices: Hel, Ereshkigal, Kali, Lolth

9. Aasimar

Touched by divinity, Aasimar bards speak in elevated tones, often acting as divine heralds and healers.

  • Region & Origin: Mediterranean — Greco-Roman and Levantine celestial figures
  • Background Options: Acolyte, Sage
  • Primary Arms: Spear
  • Secondary Arms: Longsword, light crossbow
  • Armor Options: Chain shirt, scale mail
  • Special Equipment: Harp, healer’s kit, priest’s pack
  • Class Subclasses: College of Eloquence (2024)
  • Deity Choices: Apollo, Athena, Isis

10. Tabaxi

Wandering storytellers and divine feline avatars, Tabaxi bards prowl across jungles with myth and melody.

  • Region & Origin: Central America & Africa — Jaguar gods and animal spirits
  • Background Options: Outlander, Entertainer
  • Primary Arms: Claws (unarmed)
  • Secondary Arms: Scimitar, blowgun
  • Armor Options: Leather armor
  • Special Equipment: Pan flute, drum, explorer’s pack
  • Class Subclasses: College of Spirits (2024)
  • Deity Choices: Tezcatlipoca, Bastet, Ogun

11. Firbolg

Ancient and reclusive, Firbolg bards speak for the forest, reciting the language of stone, stream, and sky.

  • Region & Origin: Gaelic Ireland — Giant-kin and druidic spirits
  • Background Options: Hermit, Outlander
  • Primary Arms: Quarterstaff
  • Secondary Arms: Sling, longbow
  • Armor Options: Hide armor, bark armor
  • Special Equipment: Herbalism kit, flute, nature tools
  • Class Subclasses: College of Nature
  • Deity Choices: Danu, Cernunnos, Tailtiu

12. Triton

Champions of the sea, Triton bards echo the tides and tempests in ballads passed down from coral-throne courts.

  • Region & Origin: Greek Isles & Polynesia — Oceanic spirits and sea demigods
  • Background Options: Sailor, Acolyte
  • Primary Arms: Trident
  • Secondary Arms: Net, spear
  • Armor Options: Scale mail, coral armor
  • Special Equipment: Shell harp, navigator’s tools, sea charts
  • Class Subclasses: College of Valor
  • Deity Choices: Poseidon, Kanaloa, Tangaroa

young man, guitarist, night, Bard
Bard

Untold wonders and secrets exist for those skillful enough to discover them. Through cleverness, talent, and magic, these cunning few unravel the wiles of the world, becoming adept in the arts of persuasion, manipulation, and inspiration. Typically masters of one or many forms of artistry, bards possess an uncanny ability to know more than they should and use what they learn to keep themselves and their allies ever one step ahead of danger. Bards are quick-witted and captivating, and their skills might lead them down many paths, be they gamblers or jacks-of-all-trades, scholars or performers, leaders or scoundrels, or even all of the above. For bards, every day brings its own opportunities, adventures, and challenges, and only by bucking the odds, knowing the most, and being the best might they claim the treasures of each.

Role: Bards capably confuse and confound their foes while inspiring their allies to ever-greater daring. While accomplished with both weapons and magic, the true strength of bards lies outside melee, where they can support their companions and undermine their foes without fear of interruptions to their performances.

The bard class is versatile, capable of combat and of magic. Bards use their artistic talents to induce magical effects. The class is loosely based on the special magic that music holds in stories such as The Pied Piper of Hamelin, and in earlier versions was much more akin to being a Celtic priest or a Norse Skald. Listed inspirations for bards include Taliesin, Homer, Will Scarlet and Alan-a-Dale.

Alignment Any nonlawful

Hit Die d6

Class Skills

The bard’s class skills (and the key ability for each skill) are Appraise (Intelligence), Balance (Dexterity), Bluff (Charisma), Climb (Strength), Concentration (Constitution), Craft (Intelligence), Decipher Script (Intelligence), Diplomacy (Charisma), Disguise (Charisma), Escape Artist (Dexterity), Gather Information (Charisma), Hide (Dexterity), Jump (Strength), Knowledge (all skills, taken individually) (Intelligence), Listen (Wisdom), Move Silently (Dexterity), Perform (Charisma), Profession (Wisdom), Sense Motive (Wisdom), Sleight of Hand (Dexterity), Speak Language (n/a)Spellcraft (Intelligence), Swim (Strength), Tumble (Dexterity), and Use Magic Device (Charisma).

Skill Points at 1st Level (6 + Intelligence modifier) x4.

Skill Points at Each Additional Level 6 + Intelligence modifier.

The Bard
 —- Spells per Day —-
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial01st2nd3rd4th5th6th
1st+0+0+2+2Bardic music, bardic knowledge, countersong, fascinate, inspire courage +12
2nd+1+0+3+3 30
3rd+2+1+3+3Inspire competence31
4th+3+1+4+4 320
5th+3+1+4+4 331
6th+4+2+5+5Suggestion332
7th+5+2+5+5 3320
8th+6/+1+2+6+6Inspire courage+23331
9th+6/+1+3+6+6Inspire greatness3332
10th+7/+2+3+7+7 33320
11th+8/+3+3+7+7 33331
12th+9/+4+4+8+8Song of freedom33332
13th+9/+4+4+8+8 333320
14th+10/+5+4+9+9Inspire courage +3433331
15th+11/+6/+1+5+9+9Inspire heroics443332
16th+12/+7/+2+5+10+10 4443320
17th+12/+7/+2+5+10+10 4444331
18th+13/+8/+3+6+11+11Mass suggestion4444432
19th+14/+9/+4+6+11+11 4444443
20th+15/+10/+5+6+12+12Inspire courage +44444444
T01900 10
The Bard 1778 Benjamin West 1738-1820 Purchased 1974 http://www.tate.org.uk/art/work/T01900
Bard Spells Known
—– Spells Known —–
Level01st2nd3rd4th5th6th
1st4
2nd521
3rd63
4th6321
5th643
6th643
7th64421
8th6443
9th6443
10th644421
11th64443
12th64443
13th6444421
14th644443
15th644443
16th65444421
17th6554443
18th6555443
19th6555544
20th6555554

1 Provided the bard has a high enough Charisma score to have a bonus spell of this level.

Class Features

All of the following are class features of the bard.

Weapon and Armor Proficiency

A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and Whip. Bards are proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a bard wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells

François Pascal Simon Gérard (1770-1837) Title : Ossian on the Bank of the Lora, Invoking the Gods to the Strains of a Harp
François Pascal Simon Gérard (1770-1837) Title : Ossian on the Bank of the Lora, Invoking the Gods to the Strains of a Harp

A bard casts arcane spells, which are drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.

Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Bard. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: Bard Spells Known indicates that the bard gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score; the numbers on Table: Bard Spells Known are fixed.)

Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

As noted above, a bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Bardic Knowledge

A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)

A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

DCType of Knowledge
10Common, known by at least a substantial minority drinking; common legends of the local population.
20Uncommon but available, known by only a few people legends.
25Obscure, known by few, hard to come by.
30Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.

Bardic Music

Boris Mikhailovich Kustodiev (1878-1927)
Boris Mikhailovich Kustodiev (1878-1927)

Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.

Starting a bardic music effect is a standard action. Some bardic music abilities require Concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require Concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.

Countersong (Su)

A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself ) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack,
it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.

Fascinate (Sp)

A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.

To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Inspire Courage (Su)

A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself ), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

Inspire Competence (Su)

A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.

The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard’s music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can’t inspire competence in himself. Inspire competence is a mind-affecting ability.

Suggestion (Sp)

A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the bard’s Concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.

Making a suggestion doesn’t count against a bard’s daily limit on bardic music performances. A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Charisma modifier) negates the effect. This ability affects only a single creature (but see Mass suggestion, below). suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.

Inspire Greatness (Su)

A bard of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a bard must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.

Song of Freedom (Sp)

A bard of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character’s bard level). Using this ability requires 1 minute of uninterrupted Concentration and music, and it functions on a single target within 30 feet. A bard can’t use song of freedom on himself.

Inspire Heroics (Su)

A bard of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a bard must sing and an ally must hear the bard sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 Dodge bonus to AC. The effect lasts for as long as the ally hears the bard sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.

Mass suggestion (Sp)

This ability functions like suggestion, above, except that a bard of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.

Ex-Bards

A bard who becomes lawful in alignment cannot progress in levels as a bard, though he retains all his bard abilities.

Character Concepts

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