Class:Bard

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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.
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

BalanceAllows you to recover your balance when knocked down.
BluffAllows you to bluff certain NPCs, or make monsters vulnerable to a sneak attack.
ConcentrationAllows you a chance to continue casting a spell when you would normally be interrupted.
DiplomacyAllows you to negotiate more effectively with certain NPCs and to encourage monsters to find targets other than yourself.
HaggleAllows you to negotiate better prices with vendors.
HideAllows you to sneak past monsters, avoiding their sight.
JumpAllows you to jump higher.
ListenAllows you to hear enemies that are trying to move silently as well as subtle noises which others may not hear.
Move SilentlyAllows you to sneak past monsters, avoiding their hearing.
PerformAllows you to use and improve your musical ability to inspire and fascinate others.
SwimAllows you to swim faster and for a longer period of time underwater.
TumbleAllows you to tumble and roll away from attacking enemies.
Use Magic DeviceAllows you the ability to use magic devices and wear magic items which you normally wouldn't be able to use.

1 1 / 1-- / ---- / ---- / ---- / ---- / --
2 2 / 1-- / ---- / ---- / ---- / ---- / --
3 3 / 1-- / ---- / ---- / ---- / ---- / --
4 3 / 22 / ---- / ---- / ---- / ---- / --
5 4 / 33 / 1-- / ---- / ---- / ---- / --
6 4 / 33 / 2-- / ---- / ---- / ---- / --
7 4 / 34 / 22 / ---- / ---- / ---- / --
8 4 / 34 / 33 / 1-- / ---- / ---- / --
9 4 / 34 / 33 / 2-- / ---- / ---- / --
10 4 / 34 / 34 / 22 / ---- / ---- / --
11 4 / 34 / 34 / 33 / 1-- / ---- / --
12 4 / 34 / 34 / 33 / 2-- / ---- / --
13 4 / 34 / 34 / 34 / 22 / ---- / --
14 4 / 34 / 34 / 34 / 33 / 1-- / --
15 4 / 44 / 34 / 34 / 33 / 2-- / --
16 5 / 44 / 44 / 34 / 34 / 22 / --

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1Cause FearAn 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.
1Charm PersonCharms 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.
1Cure Light WoundsPositive 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.
1Detect Secret DoorsReveals secret and hidden doors.
1Expeditious RetreatIncreases base run speed by 25%.
1Feather FallCauses an ally to fall slowly, although faster than feathers typically do.
1Focusing ChantYou gain a +1 circumstance bonus to attack rolls and skill checks.
1GreaseCovers the ground with a layer of slippery grease, forcing targets to make a Reflex save or fall.
1HypnotismGestures and droning incantation fascinate nearby enemies, causing them to stop and stare blankly until damaged. A successful Will save negates this effect.
1Master's TouchGrants the caster proficiency with simple and martial weapons for one minute per caster level.
1Merfolk's BlessingGives an ally per caster level a +10 enhancement bonus on Swim checks, plus one for every 2 caster levels.
1Otto's Resistible DanceAt 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.
1Remove FearInstills courage in an ally, granting a +4 morale bonus against Fear effects. Counters and dispels Cause Fear.
1SleepInduces 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.
1Summon Monster ISummons 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.