Files
pvgttm-web/src/pages/classes/bard/index.md
Eric Woodward c1b4c035d3 update rules, classes, magic-items.... a bunch of stuff
update tp v0.22.0 of rules and code
add "Vessels" to rules
add restriction on "super" attack usage for martial classes
remove minimum ability requirements from races
2025-10-19 21:29:38 -04:00

130 lines
5.4 KiB
Markdown

---
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]]
<div class='headlessTableWrapper'>
| | |
| ------------------------ | ----------------------------------------- |
| **Hit Dice** | 1d8 |
| **Armor** | Leather, chainmail, no shields |
| **Weapons** | Missile weapons, one-handed melee weapons |
| **Languages** | Alignment, Common |
| **Spellcasting Ability** | Charisma (CHA) |
</div>
### Core Features
<div class="dividedTableWrapper levelTable">
| Level | HD | Atk | Save | Spells /<br />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]
</div>
#### 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.