Class:Bard
From DDO Compendium
Using spells, skills, and powerful magical songs, Bards are the ultimate support characters, simultaneously strengthening friends and weakening foes.
Solo Ability: Challenging.
Important stats:Charisma is the most important stat for bards. High charisma makes a bard's songs and spells more powerful and more difficult for enemies to resist and also gives him or her more spell points.
Notable abilities: Fascinate, Inspire Courage.
Playing songs is the bard's most impressive ability. With songs bards can give a boost to their allies abilities or subdue foes. The Fascinate song can mesmerize and immobilize enemies better than any other class's spells or abilities.Bards also have mastery of many different kinds of spells. They can heal allies or attack and manipulate foes and have more spell points than any of the other melee or specialist classes.
With this special blend of abilities, bards can make any party more effective, regardless of composition.

| Hit Die: | D6 |
| Base Skill Points Each Level: | 6 |
| 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. |
| Path(s): | Spellsinger, Virtuoso of the Sword, Warchanter |

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| 1 | +0 | 0 | 2 | 2 |
| 2 | +1 | 0 | 3 | 3 |
| 3 | +2 | 1 | 3 | 3 |
| 4 | +3 | 1 | 4 | 4 |
| 5 | +3 | 1 | 4 | 4 |
| 6 | +4 | 2 | 5 | 5 |
| 7 | +5 | 2 | 5 | 5 |
| 8 | +6 / +1 | 2 | 6 | 6 |
| 9 | +6 / +1 | 3 | 6 | 6 |
| 10 | +7 / +2 | 3 | 7 | 7 |
| 11 | +8 / +3 | 3 | 7 | 7 |
| 12 | +9 / +4 | 4 | 8 | 8 |
| 13 | +9 / +4 | 4 | 8 | 8 |
| 14 | +10 / +5 | 4 | 9 | 9 |
| 15 | +11 / +6 / +1 | 5 | 9 | 9 |
| 16 | +12 / +7 / +2 | 5 | 10 | 10 |
| 17 | +12 / +7 / +2 | 5 | 10 | 10 |
| 18 | +13 / +8 / +3 | 6 | 11 | 11 |
| 19 | +14 / +9 / +4 | 6 | 11 | 11 |
| 20 | +15 / +10 / +5 | 6 | 12 | 12 |

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| Balance | Allows you to recover your balance when knocked down. | |
| Bluff | Allows you to bluff certain NPCs or make monsters vulnerable to a sneak attack. | |
| Concentration | Allows you a chance to continue casting a spell when you would normally be interrupted. For characters with ki, concentration allows you to retain more base ki and slows the rate at which your ki dissipates. | |
| Diplomacy | Allows you to negotiate more effectively with certain NPCs and to encourage monsters to find targets other than yourself. | |
| Haggle | Allows you to negotiate better prices with vendors. | |
| Hide | Allows you to sneak past monsters, avoiding their sight. | |
| Jump | Allows you to jump higher. | |
| Listen | Allows you to hear enemies that are trying to move silently as well as subtle noises which others may not hear. | |
| Move Silently | Allows you to sneak past monsters, avoiding their hearing. | |
| Perform | Allows you to use and improve your musical ability to inspire and fascinate others. Bard songs require you to have a certain number of ranks in this skill. | |
| Swim | Allows you to swim faster and hold your breath for a longer period of time when underwater. | |
| Tumble | Allows you to tumble and roll away from attacking enemies. | |
| Use Magic Device | Allows you the ability to use magic devices and wear magic items which you normally wouldn't be able to use. |

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| 3 | 3 / 1 | -- / -- | -- / -- | -- / -- | -- / -- | -- / -- |
| 4 | 3 / 2 | 2 / -- | -- / -- | -- / -- | -- / -- | -- / -- |
| 5 | 4 / 3 | 3 / 1 | -- / -- | -- / -- | -- / -- | -- / -- |
| 6 | 4 / 3 | 3 / 2 | -- / -- | -- / -- | -- / -- | -- / -- |
| 7 | 4 / 3 | 4 / 2 | 2 / -- | -- / -- | -- / -- | -- / -- |
| 8 | 4 / 3 | 4 / 3 | 3 / 1 | -- / -- | -- / -- | -- / -- |
| 9 | 4 / 3 | 4 / 3 | 3 / 2 | -- / -- | -- / -- | -- / -- |
| 10 | 4 / 3 | 4 / 3 | 4 / 2 | 2 / -- | -- / -- | -- / -- |
| 11 | 4 / 3 | 4 / 3 | 4 / 3 | 3 / 1 | -- / -- | -- / -- |
| 12 | 4 / 3 | 4 / 3 | 4 / 3 | 3 / 2 | -- / -- | -- / -- |
| 13 | 4 / 3 | 4 / 3 | 4 / 3 | 4 / 2 | 2 / -- | -- / -- |
| 14 | 4 / 3 | 4 / 3 | 4 / 3 | 4 / 3 | 3 / 1 | -- / -- |
| 15 | 4 / 4 | 4 / 3 | 4 / 3 | 4 / 3 | 3 / 2 | -- / -- |
| 16 | 5 / 4 | 4 / 4 | 4 / 3 | 4 / 3 | 4 / 2 | 2 / -- |
| 17 | 5 / 4 | 5 / 4 | 4 / 4 | 4 / 3 | 4 / 3 | 3 / 1 |
| 18 | 5 / 4 | 5 / 4 | 5 / 4 | 4 / 4 | 4 / 3 | 3 / 2 |
| 19 | 5 / 4 | 5 / 4 | 5 / 4 | 5 / 4 | 4 / 4 | 4 / 3 |
| 20 | 5 / 4 | 5 / 4 | 5 / 4 | 5 / 4 | 5 / 4 | 4 / 4 |

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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 20%. | |
| 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 for 10 minutes. 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. You can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane. |
| 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. You can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane. |
| 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 attack 15% 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. You can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane. |
| 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, with additional Will saves every 3d6+12 seconds, but the creature will follow you throughout the dungeon. | |
| 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 Will save every 3 seconds. | |
| 4 | Neutralize Poison | Detoxifies any sort of venom in an ally, causing him to suffer no additional effects from the poison. Additionally, it immunizes the ally from any poison he is exposed to during the duration of the spell. | |
| 4 | Otto's Sphere of Dancing | A magical sphere that compels all enemies who enter it to dance. A successful Will save negates this effect. | |
| 4 | Shout | Emits an ear-splitting yell that does 5d6 damage to targets in its path. A successful Fortitude save halves the damage. | |
| 4 | Summon Monster IV | Summons a fiendish spider to fight for you. You can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane. |
| 5 | Cure Light Wounds, Mass | Casts Cure Light Wounds on multiple targets. Positive energy is channeled to heal light wounds of allies or damage undead for 1d8 hit points +1 per caster level (max +25). Undead who make a successful Will save reduce the damage by half. | |
| 5 | Greater 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 +20) versus 11 + the spell's caster level to remove an effect. | |
| 5 | Greater Heroism | Imbues a single ally with great bravery and morale in battle, granting a +4 morale bonus on attacks, saves, and skill checks. The target also receives temporary hit points equal to the caster level and immunity to fear. | |
| 5 | Mass Suggestion | Casts Suggestion on multiple enemies. The actions of affected enemies are influenced by you, allowing you to suggest that they fight as your allies for 6 seconds per caster level. A successful Will save negates this effect. | |
| 5 | Mind Fog | Produces a bank of thin mist that weakens the mental resistance of those caught in it, giving a -10 penalty to Will saves. A successful Will save negates this effect. | |
| 5 | Shadow Walk | Transports you to the edge of the Material Plane where it borders the Plane of Shadow. While this spell is active, you move much faster than normal and your outline appears faint and you are harder to hit. Attacking another creature or otherwise interacting with objects shunts you back to the Material Plane. | |
| 5 | Summon Monster V | Summons an earth elemental to fight for you. You can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane. |
| 6 | Cat's Grace, Mass | Casts Cat's Grace on multiple targets, giving a +4 enhancement bonus to Dexterity to each. | |
| 6 | Cure Moderate Wounds, Mass | Casts Cure Moderate Wounds on multiple targets. Positive energy is channeled to heal moderate wounds of allies or damage undead for 2d8 hit points +1 per caster level (max +30). Undead who make a successful Will save reduce the damage by half. | |
| 6 | Eagle's Splendor, Mass | Casts Eagle's Splendor on multiple targets. | |
| 6 | Fox's Cunning, Mass | Casts Fox's Cunning on multiple targets. | |
| 6 | Greater Shout | Emits an ear-splitting yell that deafens and deals 10d6 sonic damage and stuns targets in its path. A successful Fortitude save halves the damage and negates the stun. | |
| 6 | Heroes Feast | Brings forth a great feast for all nearby allies. While this spell is active on someone, the next time they use a rest shrine they consume the feast. The nectarlike beverage which is part of the feast cures them of all diseases, sickness, and nausea, makes them immune to poison for 1 minute per caster level, and grants 1d8 temporary hit points +1 per two caster levels (maximum 10). The ambrosial food that is consumed grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and immunity to fear for 1 minute per caster level. | |
| 6 | Mass Charm Monster | A group of enemy monsters are charmed and will fight as trusted friends and ally. Charmed monsters get additional saves every 3d6+12 seconds. A successful Will save negates this effect. | |
| 6 | Otto's Irresistible Dance | At your touch, enemies feel an irresistible 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. | |
| 6 | Summon Monster VI | Summons a fiendish troll to fight for you. You can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane. |

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| 1 | Attack | Your basic attack. When activated, you will continue attacking until your target is defeated. | |
| 1 | Dismiss Charm | Activate this short-ranged ability while targeting a charmed, commanded, controlled, or dominated enemy that is under your control to dispel the controlling effect. | |
| 1 | Fascinate | Activate this bard ability to make your foes stop what they're doing and listen to your soothing notes. Requires 3 trained ranks (not total mod) of the Perform skill to use. Has a save DC of your perform skill plus a d20. | |
| 1 | Heroic Durability | Increases your maximum hit points by 20. | |
| 1 | Inspire Courage | Activate this bard ability to rally your companions, giving them a +1 morale bonus to saves against fear effects and a +1 morale bonus on attack and weapon damage rolls before enhancements. At 8th level, and every six bard levels thereafter, this bonus increases by 1. Requires 3 trained ranks (not total mod) of the Perform skill to use. | |
| 1 | Light Armor Proficiency | You are proficient with light armor, and do not suffer armor penalties to your attack rolls when wearing light armor. | |
| 1 | Martial Weapon Proficiency | You do not suffer an attack penalty for martial weapons. Type(s): Proficiency: Short Sword, Proficiency: Longsword, Proficiency: Shortbow, Proficiency: Rapier |
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| 1 | Shield Proficiency (General) | You are proficient with bucklers, small, and large shields. | |
| 1 | Simple Weapon Proficiency | You do not suffer an attack penalty for simple weapons. | |
| 1 | Sneak | Uses your Move Silently and Hide in Shadows skills to stealth through dungeons. |
| 2 | Defensive Fighting | While using Defensive Fighting mode, you trade attack bonus for a small AC bonus. Casting a spell ends this mode. | |
| 2 | Sunder | Using this attack, you may reduce the target's Armor Class by 4 for a short time. Some creatures may be immune to the sunder effect. A successful Fortitude save negates this effect. (DC 10 + Str mod) | |
| 2 | Trip | Using this attack, you may trip the target, rendering it prone. Some creatures may be immune to this effect. A successful Balance check negates this effect. (DC 10 + Str mod) |
| 3 | Inspire Competence | Activate this bard ability to grant an ally a +2 competence bonus to his or her skill checks. Requires 6 trained ranks (not total mod) of the Perform skill to use. |
| 6 | Suggestion | Activate this bard ability to charm a fascinated foe for a short time. Requires 9 trained ranks (not total mod) of the Perform skill to use. |
| 8 | Improved Inspire Courage (+1) | Your inspire courage now gives an additional +1 bonus to attack, damage, and fear saves. |
| 9 | Inspire Greatness | Activate this bard ability to grant an ally extra fighting capability, providing a +2 bonus on attack rolls, a +1 bonus to Fortitude saves, and bonus temporary hit points. Requires 12 trained ranks (not total mod) of the Perform skill. |
| 12 | Song of Freedom | Activate this bard ability to create an effect equivalent to the break enchantment spell on one of your allies. Requires 15 trained ranks (not total mod) of the Perform skill. |
| 14 | Improved Inspire Courage (+2) | Your inspire courage now gives an additional +2 bonus to attack, damage, and fear saves. |
| 15 | Inspire Heroics | Activate this bard ability to grant an ally a +4 morale bonus to his or her saves, and a +4 dodge bonus to armor class. Requires 18 trained ranks (not total mod) of the Perform skill to use. |
| 18 | Mass Suggestion | Activate this bard ability to charm multiple fascinated foes for a short time. Requires 21 trained ranks (not total mod) of the Perform skill to use. |
| 20 | Improved Inspire Courage (+3) | Your inspire courage now gives an additional +3 bonus to attack, damage, and fear saves. |

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| 1 | Bard Balance I |
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| 1 | Bard Bluff I |
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| 1 | Bard Concentration I |
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| 1 | Bard Diplomacy I |
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| 1 | Bard Energy of Music I |
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| 1 | Bard Extra Song I |
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| 1 | Bard Haggle I |
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| 1 | Bard Inspired Bravery I |
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| 1 | Bard Perform I |
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| 1 | Bard Song Magic I |
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| 1 | Bard Tumble I |
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| 2 | Bard Charisma I |
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| 2 | Bard Inspired Damage I |
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| 2 | Bard Lingering Song I |
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| 2 | Bard Wand and Scroll Mastery I |
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| 3 | Bard Inspired Attack I |
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| 3 | Bard Lyric of Song I |
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| 3 | Bard Wand Heightening I |
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| 4 | Bard Balance II |
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| 4 | Bard Bluff II |
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| 4 | Bard Concentration II |
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| 4 | Bard Diplomacy II |
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| 4 | Bard Extra Song II |
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| 4 | Bard Haggle II |
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| 4 | Bard Perform II |
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| 4 | Bard Song Magic II |
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| 4 | Bard Tumble II |
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| 5 | Bard Energy of Music II |
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| 5 | Bard Improved Spell Penetration I |
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| 5 | Bard Inspired Bravery II |
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| 5 | Bard Lyric of Incredible Song I |
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| 5 | Bard Wand and Scroll Mastery II |
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| 6 | Bard Charisma II |
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| 6 | Bard Lingering Song II |
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| 6 | Bard Music of the Dead |
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| 6 | Bard Spellsinger I |
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| 6 | Bard Virtuoso I |
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| 6 | Bard Warchanter I |
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| 7 | Bard Extra Song III |
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| 7 | Bard Inspired Damage II |
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| 7 | Bard Lyric of Song II |
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| 7 | Bard Song Magic III |
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| 7 | Bard Wand Heightening II |
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| 8 | Bard Balance III |
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| 8 | Bard Bluff III |
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| 8 | Bard Concentration III |
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| 8 | Bard Diplomacy III |
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| 8 | Bard Haggle III |
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| 8 | Bard Inspired Attack II |
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| 8 | Bard Perform III |
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| 8 | Bard Tumble III |
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| 8 | Bard Wand and Scroll Mastery III |
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| 9 | Bard Energy of Music III |
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| 9 | Bard Improved Spell Penetration II |
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| 9 | Bard Inspired Bravery III |
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| 9 | Bard Lyric of Incredible Song II |
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| 9 | Bard Music of Makers |
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| 10 | Bard Charisma III |
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| 10 | Bard Extra Song IV |
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| 10 | Bard Lingering Song III |
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| 10 | Bard Song Magic IV |
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| 11 | Bard Lyric of Song III |
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| 11 | Bard Wand and Scroll Mastery IV |
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| 11 | Bard Wand Heightening III |
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| 12 | Bard Balance IV |
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| 12 | Bard Bluff IV |
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| 12 | Bard Concentration IV |
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| 12 | Bard Diplomacy IV |
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| 12 | Bard Haggle IV |
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| 12 | Bard Inspired Damage III |
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| 12 | Bard Perform IV |
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| 12 | Bard Tumble IV |
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| 13 | Bard Energy of Music IV |
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| 13 | Bard Improved Spell Penetration III |
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| 13 | Bard Inspired Attack III |
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| 13 | Bard Lyric of Incredible Song III |
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| 14 | Bard Lingering Song IV |
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| 20 | Bard Musical Prodigy |
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Alignment Restriction
Bards may not be Lawful. Newly-created Bards must pick a legal alignment. Existing characters who don't meet this restriction may not multiclass into Bard.
Other Bard Topics
Bard can be a complicated class to learn how to play well. This is mostly because a there is no such thing as a typical bard. Bards usually specialize in one of several different roles (e.g., buffer, healer, crowd-controller, DPS fighter, scout), but they can typically perform at least one or two of the other roles reasonably as well. Here are some other topics to help you learn more about the bard class.




















