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, War Chanter, Virtuoso of the Sword, Virtuoso of the Sword, Spellsinger, War Chanter |
| True Reincarnation Feat(s): | Past Life: Bard |

![]() |
![]() |
![]() |
![]() |
![]() |
|---|
| 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 |

![]() |
![]() |
|---|
| Balance | Allows you to recover your balance and stand back up when knocked down. | |
| Bluff | Allows you to bluff certain NPCs, draw monsters away from their group, or make an individual monster vulnerable to a sneak attack for six seconds. You also gain a decrease to threat generation for a short period of time after successfully using this ability. | |
| Concentration | Allows you a chance to continue casting a spell when you would normally be interrupted by taking damage. For characters with ki, concentration allows you to retain more base ki and slows the rate at which your ki dissipates.\n\nDetails: To maintain concentration when you take damage, you roll 1d20 and add your concentration skill. The result must equal or exceed 10 + the level of spell you are trying to cast + the incoming damage amount. | |
| Diplomacy | Allows you to negotiate more effectively with certain NPCs and to encourage monsters to find targets other than yourself. Any accumulated threat you have with enemies that you successfully diplomacize is reduced. | |
| Haggle | Allows you to negotiate better prices with vendors when both buying and selling.\n\nDetails: While shop starting prices vary, you get approximately a 0.5% price change in your favor per each point of haggle you have. | |
| Hide | Allows you to sneak past monsters, avoiding their sight. This is only used while sneaking. | |
| Jump | Allows you to jump higher. To jump, press the spacebar. | |
| 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. This is only used while sneaking. | |
| 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. To tumble, hold down the 'Shift' key and then hit one of the four movement keys. Also reduces the damage you take from falling. | |
| Use Magic Device | Allows you the ability to use magic devices and wear magic items which you normally wouldn't be able to use because of class or race restrictions. You must perform a check each time you attempt to use a magic item with this skill and may succeed sometimes and fail other times with the same item. |

![]() |
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|
| 50 | 75 | 100 | 125 | 150 | 175 | 200 | 225 | 250 | 275 | |
![]() |
11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
| 300 | 325 | 350 | 375 | 400 | 425 | 450 | 475 | 500 | 525 |

![]() |
![]() |
![]() |
|---|
| 1 | Cause Fear | An enemy becomes frightened. A successful Will save causes the target to become shaken instead. Necrotic energy slows the target slightly. | |
| 1 | Charm Person | Charms an enemy humanoid, which will fight as a trusted friend and ally. Charmed humanoids get an additional save every 15 to 30 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 3 to 8 hit points plus an additional 1 for every caster level up to caster level 5. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 1d6+2 hp plus an additional 1 per caster level (max 5). | |
| 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. Grease slicks will sometimes be set ablaze by area of effect fire effects, dealing 2 to 12 damage per two caster levels fire damage to all enemies of the caster in the slick every few seconds, as well as the caster of the grease spell. A successful Reflex save will reduce this damage by half. Slicks that have been set ablaze will quickly burn away. | |
| 1 | Hypnotism | Dazes nearby enemies, causing them to stop and stare blankly until damaged. A successful Will save negates this effect. Creatures targeted by this effect have their will save momentually weakened (-3 to will) | |
| 1 | Master's Touch | Enchants the items currently equipped in the target's left and right hands to grant their wielder proficiency if the items are simple or martial weapons or shields. This enchantment lasts until the target rests. | |
| 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, rendering them helpless until attacked. Ineffective on undead or constructs. Lasts 20 seconds plus 2 per level of caster. A successful Will save negates this effect. (DC = spell's save DC - creature's Hit Dice or Level + your caster level) | |
| 1 | Sonic Blast | Blasts an enemy with loud, high-pitched sounds, doing 3 to 4 sonic damage plus 3 to 4 additional sonic damage for every two caster levels (up to a max of 15 to 20 damage at caster level 8). The target must make a successful Will save or be dazed for a short period of time or until they take damage. This spell has double range. \n\nD&D Dice: Deals 1d2+2 sonic damage plus 1d2+2 sonic damage per two caster levels (max 5d2+10) and dazes. | |
| 1 | Summon Monster I | This spell allows you to summon one of three different creatures: a celestial dog, a giant rat, or a brown spider. It will fight for you for a brief time, but 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 blinded. A successful Fortitude save negates this effect. | |
| 2 | Blur | An ally's outline becomes slightly blurred, giving enemies a 20% miss chance when attacking. | |
| 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 6 to 16 hit points plus an additional 1 for every caster level up to caster level 10. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 2d6+4 hp plus 1 point per caster level (max 10). | |
| 2 | Daze Monster | Clouds the mind of an enemy so that it takes no actions for 6 seconds. A successful Will save negates this effect. Targets of this spell have their will weakend against future mental attacks for a brief period of time even they success against the Will save. | |
| 2 | Eagle's Splendor | An ally becomes more poised, articulate and personally forceful, giving a +4 enhancement bonus to Charisma. | |
| 2 | Fox's Cunning | An 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, but do not include Monstrous Humanoids. | |
| 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. Creatures targeted by this effect have their will save momentually weakened (-3 to will) | |
| 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. Targets subject to the fear effect will be slowed slightly by necrotic energy. | |
| 2 | Soundburst | Blasts an area with a tremendous cacophony, doing 1 to 8 of sonic damage and stunning enemies for 6 seconds. A successful Fortitude or Spell Resistance save negates the stun.\n\nD&D Dice: Deals 1d8 sonic damage and stuns enemies for 6 seconds. | |
| 2 | Suggestion | Influences the actions of an enemy, allowing you to suggest it to fight as your ally for 30 + 2 seconds per caster level. A successful Will save negates this effect. | |
| 2 | Summon Monster II | This spell allows you to summon one of three different creatures: a fiendish monstrous scorpion, a fiendish bat, or a black widow. It will fight for you for a brief time, but 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 15 to 30 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 but regardless of the saves result the targets are left in vulnerable state to future mental attack. Applies weaken will effect. | |
| 3 | Cure Serious Wounds | Positive energy is channeled to heal serious wounds of your target or damage undead for 9 to 24 hit points plus an additional 1 for every caster level up to caster level 15. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 3d6+6 hp plus 1 point per caster level (max 15). | |
| 3 | Deep Slumber | Induces a magical slumber to a group of enemies, rendering them helpless until attacked or for a duration of 20 seconds plus 1 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 (roll a 20 sided die and add your caster level (maximum +10)) versus 11 + the spell's caster level to remove an effect. In addition, this spell can be used to sever the connection between a summoner and his or her summoned monster, causing the summoned creature to attack unpredictably, possibly turning on its summoner. | |
| 3 | Displacement | An ally's appearance becomes extremely blurred, giving enemies a 50% miss chance when attacking. | |
| 3 | Fear | An cone of terror causes each living enemy in an area to become panicked. A successful Will save causes enemies to become shaken. Creatures that fail their save are also slowed by necrotic energy. | |
| 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, attack at a 30% slowed rate, and have a -1 penalty on attack rolls, AC, and Reflex saves. A successful Will save negates this effect. | |
| 3 | Summon Monster III | This spell allows you to summon one of three different creatures: a hellhound, a winter wolf, or an air mephit. It will fight for you for a brief time, but 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 1 to 20 + 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 12 to 32 hit points plus an additional 1 for every caster level up to caster level 20. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 4d6+8 hp plus 1 point per caster level (max 20). | |
| 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 15 to 30 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 20 to 30 sonic damage to all targets in its path. A successful Fortitude save halves the damage.\n\nD&D Dice: Deals 5d3+15 sonic damage. | |
| 4 | Summon Monster IV | This spell allows you to summon one of three different creatures: a fiendish monstrous spider, a greater ice mephit, or a lantern archon. It will fight for you for a brief time, but 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 3 to 8 hit points plus an additional 1 for every caster level up to caster level 25. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 1d6+2 hp plus 1 point per caster level (max 25). | |
| 5 | Greater Dispel Magic | Removes ongoing spells that have been cast on a target. You must make a caster level check (roll a 20 sided die and add your caster level (maximum +20)) versus 11 + the spell's caster level to remove an effect. In addition, this spell can be used to sever the connection between a summoner and his or her summoned monster, causing the summoned creature to attack unpredictably, possibly turning on its summoner. | |
| 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 30 + 2 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 | This spell allows you to summon one of three different creatures: a medium earth elemental, a bearded devil, or an umbral worg. It will fight for you for a brief time, but 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 6 to 16 hit points plus an additional 1 for every caster level up to caster level 30. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 2d6+4 hp plus 1 point per caster level (max 30). | |
| 6 | Eagle's Splendor, Mass | Casts Eagle's Splendor on multiple targets, giving a +4 enhancement bonus to Charisma to each. | |
| 6 | Fox's Cunning, Mass | Casts Fox's Cunning on multiple targets, giving each of them a +4 enhancement bonus to Intelligence. | |
| 6 | Greater Shout | Emits an ear-splitting yell that deals 35 to 60 sonic damage and stuns targets in its path. A successful Fortitude save halves the damage and negates the stun.\n\nD&D Dice: Deals 5d6+30 sonic damage and stuns. | |
| 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 1 to 8 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 15 to 30 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 | This spell allows you to summon one of three different creatures: a fiendish troll, a large water elemental, or an eladrin bralani. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane. |

![]() |
![]() |
![]() |
|---|
| 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 the roll of a twenty-sided die. | |
| 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.\n\nWizards and sorcerers should avoid wearing armor and shouldn't take this feat because wearing armor can cause arcane spells to fail to cast (known as Arcane Spell Failure). In general, the heavier the armor, the greater the chance of failure. | |
| 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 |
|
| 1 | Shield Proficiency (General) | You are proficient with bucklers, and small and large shields.\n\nWizards, sorcerers, and bards should generally avoid using shields and shouldn't take this feat because using a shield can cause arcane spells to fail to cast (known as Arcane Spell Failure). In general, the bigger the shield, the greater the chance of failure. | |
| 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. |

![]() |
![]() |
![]() |
|---|
| 1 | Bard Energy of Music I |
|
||||
| 1 | Bard Extra Song I |
|
||||
| 1 | Bard Inspired Bravery I |
|
||||
| 1 | Bard Song Magic I |
|
| 2 | Bard Charisma I |
|
||||
| 2 | Bard Inspired Damage I |
|
||||
| 2 | Bard Lingering Song I |
|
||||
| 2 | Bard Wand and Scroll Mastery I |
|
| 3 | Bard Inspired Attack I |
|
||||
| 3 | Bard Lyric of Song I |
|
||||
| 3 | Bard Wand Heightening I |
|
| 4 | Bard Extra Song II |
|
||||
| 4 | Bard Song Magic II |
|
| 5 | Bard Energy of Music II |
|
||||
| 5 | Bard Improved Spell Penetration I |
|
||||
| 5 | Bard Inspired Bravery II |
|
||||
| 5 | Bard Lyric of Incredible Song I |
|
||||
| 5 | Bard Wand and Scroll Mastery II |
|
| 6 | Bard Charisma II |
|
||||
| 6 | Bard Lingering Song II |
|
||||
| 6 | Bard Music of the Dead |
|
||||
| 6 | Bard Spellsinger I |
|
||||
| 6 | Bard Virtuoso I |
|
||||
| 6 | Bard Warchanter I |
|
| 7 | Bard Extra Song III |
|
||||
| 7 | Bard Inspired Damage II |
|
||||
| 7 | Bard Lyric of Song II |
|
||||
| 7 | Bard Song Magic III |
|
||||
| 7 | Bard Wand Heightening II |
|
| 8 | Bard Inspired Attack II |
|
||||
| 8 | Bard Wand and Scroll Mastery III |
|
| 9 | Bard Energy of Music III |
|
||||
| 9 | Bard Improved Spell Penetration II |
|
||||
| 9 | Bard Inspired Bravery III |
|
||||
| 9 | Bard Lyric of Incredible Song II |
|
||||
| 9 | Bard Music of Makers |
|
| 10 | Bard Charisma III |
|
||||
| 10 | Bard Extra Song IV |
|
||||
| 10 | Bard Lingering Song III |
|
||||
| 10 | Bard Song Magic IV |
|
| 11 | Bard Lyric of Song III |
|
||||
| 11 | Bard Wand and Scroll Mastery IV |
|
||||
| 11 | Bard Wand Heightening III |
|
| 12 | Bard Inspired Damage III |
|
||||
| 12 | Bard Spellsinger II |
|
||||
| 12 | Bard Virtuoso II |
|
||||
| 12 | Bard Warchanter II |
|
||||
| 12 | Battleaxe Training |
|
||||
| 12 | Dwarven Waraxe Training |
|
||||
| 12 | Falchion Training |
|
||||
| 12 | Greataxe Training |
|
||||
| 12 | Greatclub Training |
|
||||
| 12 | Greatsword Training |
|
||||
| 12 | Handaxe Training |
|
||||
| 12 | Heavy Pick Training |
|
||||
| 12 | Kukri Training |
|
||||
| 12 | Light Hammer Training |
|
||||
| 12 | Light Pick Training |
|
||||
| 12 | Longbow Training |
|
||||
| 12 | Maul Training |
|
||||
| 12 | Scimitar Training |
|
||||
| 12 | Throwing Axe Training |
|
||||
| 12 | Throwing Hammer Training |
|
||||
| 12 | Warhammer Training |
|
| 13 | Bard Energy of Music IV |
|
||||
| 13 | Bard Improved Spell Penetration III |
|
||||
| 13 | Bard Inspired Attack III |
|
||||
| 13 | Bard Lyric of Incredible Song III |
|
| 14 | Bard Lingering Song IV |
|
| 20 | Bard Musical Prodigy |
|
Number of spell slots of each spell level (per levels)
| Bard | 1st | 2nd | 3rd | 4th | 5th | 6th |
| Level 1 | 1 | |||||
| Level 2 | 2 | |||||
| Level 3 | 3 | |||||
| Level 4 | 3 | 2 | ||||
| Level 5 | 4 | 3 | ||||
| Level 6 | 4 | 3 | ||||
| Level 7 | 4 | 4 | 2 | |||
| Level 8 | 4 | 4 | 3 | |||
| Level 9 | 4 | 4 | 3 | |||
| Level 10 | 4 | 4 | 4 | 2 | ||
| Level 11 | 4 | 4 | 4 | 3 | ||
| Level 12 | 4 | 4 | 4 | 3 | ||
| Level 13 | 4 | 4 | 4 | 4 | 2 | |
| Level 14 | 4 | 4 | 4 | 4 | 3 | |
| Level 15 | 4 | 4 | 4 | 4 | 3 | |
| Level 16 | 5 | 4 | 4 | 4 | 4 | 2 |
| Level 17 | 5 | 5 | 4 | 4 | 4 | 3 |
| Level 18 | 5 | 5 | 5 | 4 | 4 | 3 |
| Level 19 | 5 | 5 | 5 | 5 | 4 | 4 |
| Level 20 | 5 | 5 | 5 | 5 | 5 | 4 |
Alignment Restriction
Bards may not be Lawful. Newly-created Bards must pick a non-lawful 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.













