Class:Bard
From DDO Compendium

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Class: Bard
The bard possesses a degree of proficiency in all aspects of adventuring, be it combat, scouting, or spell-casting. With the ability to heal, enhance and inspire a party with spells and songs, the bard makes a powerful ally. The bard also shares the rogue's ability to use wands and scrolls. - Excellent when serving a supporting role in the party, not as suited for solo play
- Uses the unique Perform skill to buff allies with bardic songs
- Can also use Perform to charm and fascinate enemies
- Proficient with all simple weapons and some martial weapons
- Can wear light armor and shields, except tower shields, though shields may interfere with Bards' spellcasting
- Cannot be of lawful alignment
Recommended Attributes: Charisma, Intelligence It is said that music is a kind of magic and the bard proves that saying true. Wandering across the land, gathering lore, telling stories, working magic with her music and living off the gratitude of her audience - such is the life of the bard. When chance or opportunity draws them into conflict, bards serve as diplomats, negotiators, messengers, scouts and spies.
| Hit Die: | D6 |
| Caster Type: | Arcane |
| Spell Casting: | Charisma determines how powerful a spell a Bard can cast, how many spells they can cast, and how hard those spells are to resist. |
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| 1 |  | Cause Fear | An enemy becomes frightened. A successful Will save causes the target to become shaken instead. Creatures with 6 or more HD are immune to this effect. |
| 1 |  | Charm Person | Charms an enemy humanoid, which will fight as a trusted friend and ally. Charmed humanoids get an additional save every 3d6+12 seconds. A successful Will save negates this effect. Humanoids include kobolds, goblinoids, player races except for warforged, troglodytes, and more. |
| 1 |  | Cure Light Wounds | Positive energy is channeled to heal light wounds of your target or damage undead for 1d8 hit points +1 per caster level (max +5). Undead who make a successful Will save reduce the damage by half. |
| 1 |  | Detect Secret Doors | Reveals secret and hidden doors. |
| 1 |  | Expeditious Retreat | Increases base run speed by 25%. |
| 1 |  | Feather Fall | Causes an ally to fall slowly, although faster than feathers typically do. |
| 1 |  | Focusing Chant | You gain a +1 circumstance bonus to attack rolls and skill checks. |
| 1 |  | Grease | Covers the ground with a layer of slippery grease, forcing targets to make a Reflex save or fall. |
| 1 |  | Hypnotism | Gestures and droning incantation fascinate nearby enemies, causing them to stop and stare blankly until damaged. A successful Will save negates this effect. |
| 1 |  | Master's Touch | Grants the caster proficiency with simple and martial weapons for one minute per caster level. |
| 1 |  | Merfolk's Blessing | Gives an ally per caster level a +10 enhancement bonus on Swim checks, plus one for every 2 caster levels. |
| 1 |  | Otto's Resistible Dance | At your touch, enemies feel an undeniable urge to dance and begin doing so, complete with foot shuffling and tapping. The spell makes it impossible for the enemy to do anything other than caper and prance in place. A successful Will save negates this effect. |
| 1 |  | Remove Fear | Instills courage in an ally, granting a +4 morale bonus against Fear effects. Counters and dispels Cause Fear. |
| 1 |  | Sleep | Induces a magical slumber to come upon 4 Hit Dice of enemies, rendering them helpless until attacked. Ineffective on undead or constructs. A successful Will save negates this effect. |
| 1 |  | Summon Monster I | Summons a celestial dog to fight for you for a brief time. Casting this spell locks out casting any other Summon Monster spell for 1 minute. |
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| 2 |  | Blindness | The power of unlife renders an enemy permanently blinded. A successful Fortitude save negates this effect. |
| 2 |  | Blur | An ally's outline becomes slightly blurred, granting a 20% miss chance. |
| 2 |  | Cat's Grace | An ally becomes more graceful, agile, and coordinated, giving a +4 enhancement bonus to Dexterity. |
| 2 |  | Cure Moderate Wounds | Positive energy is channeled to heal moderate wounds of your target or damage undead for 2d8 hit points +1 per caster level (max +10). Undead who make a successful Will save reduce the damage by half. |
| 2 |  | Daze Monster | Clouds the mind of an enemy so that it takes no actions for 6 seconds. Creatures of 7 or more Hit Dice are not affected. A successful Will save negates this effect. |
| 2 |  | Eagle's Splendor | An ally becomes more poised, articulate and personally forceful, giving a +4 enhancement bonus to Charisma. |
| 2 |  | Fox's Cunning | The ally gains wit, giving a +4 enhancement bonus to Intelligence. |
| 2 |  | Glitterdust | A cloud of golden particles covers everything in an area, causing targets to become blinded and outlining invisible creatures. Any creature covered by the dust takes a -40 penalty on Hide checks. A successful Will save negates the blindness portion of the spell. |
| 2 |  | Heroism | Imbues a single ally with great bravery and morale in battle, gaining a +2 morale bonus on attacks, saves, and skill checks. |
| 2 |  | Hold Person | The target enemy humanoid becomes paralyzed and freezes in place. It is aware, but can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds. Humanoids include kobolds, goblinoids, player races except for warforged, troglodytes, and more. |
| 2 |  | Hypnotic Pattern | A twisting pattern of subtle, shifting colors weaves through the air, fascinating targets within it. A successful Will save negates this effect. |
| 2 |  | Invisibility | An ally becomes invisible, vanishing from sight, even from darkvision. If he or she attacks a target, the effect is removed. |
| 2 |  | Rage | Causes the target to fly into a screaming blood frenzy, gaining phenomenal strength and durability but becoming reckless. Grants a +2 morale bonus to Strength, Constitution, and a +1 morale bonus to Will saves, but causes the target to take a -2 penalty to armor. |
| 2 |  | Scare | Casts Cause Fear on multiple targets. Affected enemies become frightened. A successful Will save causes the target to become shaken instead. Creatures with 6 or more HD are immune to this effect. |
| 2 |  | Soundburst | Blasts an area with a tremendous cacophony, doing 1d8 of sonic damage and stunning enemies for 6 seconds. A successful Fortitude or Spell Resistance save negates the stun. |
| 2 |  | Suggestion | Influences the actions of an enemy, allowing you to suggest it to fight as your ally for 6 seconds per caster level. A successful Will save negates this effect. |
| 2 |  | Summon Monster II | Summons a fiendish scorpion to fight for you for a brief time. Casting this spell locks out casting any other Summon Monster spell for 2 minutes. |
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| 3 |  | Charm Monster | An enemy monster is charmed and will fight as a trusted friend and ally. Charmed monsters get additional saves every 3d6+12 seconds. A successful Will save negates this effect. |
| 3 |  | Crushing Despair | Causes great sadness in enemies, giving -2 penalties to attack, saves, skill checks, and weapon damage. A successful Will save negates this effect. |
| 3 |  | Cure Serious Wounds | Positive energy is channeled to heal serious wounds of your target or damage undead for 3d8 hit points +1 per caster level (max +15). Undead who make a successful Will save reduce the damage by half. |
| 3 |  | Deep Slumber | Induces a magical slumber to come upon 10 Hit Dice worth of enemies, rendering them helpless until attacked or for a duration of 1 minute per caster level. Ineffective on undead or constructs. A successful Will save negates this effect. |
| 3 |  | Dispel Magic | Removes ongoing spells that have been cast on a target. You must make a caster level check of 1d20 + your caster level (maximum +10) versus 11 + the spell's caster level to remove an effect. |
| 3 |  | Displacement | An ally's outline becomes blurred, granting a 50% miss chance. |
| 3 |  | Fear | An invisible cone of terror causes each living enemy in an area to become panicked. Cornered enemies cower. A successful Will save causes enemies to become shaken. |
| 3 |  | Good Hope | Instills powerful hope, giving a +2 morale bonus to attack, saves, abilities, skills, and weapon damage. |
| 3 |  | Haste | Quickens allies, causing them to move 40% faster and attack 25% faster than normal. In addition the recipient gains a +1 enhancement bonus to attack rolls and a +1 dodge bonus to AC and Reflex saves. |
| 3 |  | Remove Curse | Removes all curses on an ally. Counters and dispels Bestow Curse. |
| 3 |  | See Invisibility | You can see invisible creatures and objects. |
| 3 |  | Slow | Causes an enemy to move at 50% speed and attack at a 30% slowed rate and have a -1 penalty on attck rolls, AC, and Reflex saves. A successful Will save negates this effect. |
| 3 |  | Summon Monster III | Summons a hellhound to fight for you for a brief time. Casting this spell locks out casting any other Summon Monster spell for 3 minutes. |
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| 4 |  | Break Enchantment | Affected allies in an area are freed from harmful enchantments, transmutations, and curses. You must make a caster level check of 1d20 + your caster level (maximum +15) versus 11 + the spell's caster level to remove an effect. |
| 4 |  | Cure Critical Wounds | Positive energy is channeled to heal critical wounds of your target or damage undead for 4d8 +1 per caster level (max +20). Undead who make a successful Will save reduce the damage by half. |
| 4 |  | Dimension Door | Creates a magical portal that can transport you and your companions back to the entrance of your dungeon. |
| 4 |  | Dominate Person | Telepathically controls the actions of a humanoid enemy, causing it to change sides. Dominate acts like Charm, but the target only gains additional Will saves every 10d6+30 seconds and has less chance to break free. |
| 4 |  | Freedom of Movement | This spell enables an ally to move and attack normally for the duration of the spell, even under the influence of magic that normally impedes movement, such as paralysis, entanglement, or solid fog. |
| 4 |  | Hold Monster | An enemy becomes paralyzed and freezes in place. It is aware, but can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new | | | |