--- title: Bard description: The Bard class for OSR gaming. date_pub: 2023-09-15T11:54:00-04:00 section: classes content_type: feature short_code: cbd --- A warrior-performer with a deep knowledge of lore and some spellcasting ability. [[toc]]
| | | | ------------------------ | ----------------------------------------- | | **Hit Dice** | 1d8 | | **Armor** | Leather, chainmail, no shields | | **Weapons** | Missile weapons, one-handed melee weapons | | **Languages** | Alignment, Common | | **Spellcasting Ability** | Charisma (CHA) |
### Core 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 | [Bard Features]
#### 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](/rules/adventuring.html#skilled-ability-checks) 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. - May only be used successfully once per 10 minutes (1 turn). - 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](./spell-list.html) #### 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](#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.