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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.

Base Spell Points
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Spell Point Calculator
Bard Level:     Charisma:   
Total Spell Points:

1Cause FearAn enemy becomes frightened. A successful Will save causes the target to become shaken instead. Necrotic energy slows the target slightly.
1Charm PersonCharms 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.
1Cure Light WoundsPositive 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).
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. 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.
1HypnotismDazes 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)
1Master's TouchEnchants 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.
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 for 10 minutes. Counters and dispels Cause Fear.
1SleepInduces 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)
1Sonic BlastBlasts 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.
1Summon Monster IThis 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.
2BlindnessThe power of unlife renders an enemy blinded. A successful Fortitude save negates this effect.
2BlurAn ally's outline becomes slightly blurred, giving enemies a 20% miss chance when attacking.
2Cat's GraceAn ally becomes more graceful, agile, and coordinated, giving a +4 enhancement bonus to Dexterity.
2Cure Moderate WoundsPositive 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).
2Daze MonsterClouds 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.
2Eagle's SplendorAn ally becomes more poised, articulate and personally forceful, giving a +4 enhancement bonus to Charisma.
2Fox's CunningAn ally gains wit, giving a +4 enhancement bonus to Intelligence.
2GlitterdustA 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.
2HeroismImbues a single ally with great bravery and morale in battle, gaining a +2 morale bonus on attacks, saves, and skill checks.
2Hold PersonThe 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.
2Hypnotic PatternA 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)
2InvisibilityAn ally becomes invisible, vanishing from sight, even from darkvision. If he or she attacks a target, the effect is removed.
2RageCauses 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.
2ScareCasts 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.
2SoundburstBlasts 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.
2SuggestionInfluences 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.
2Summon Monster IIThis 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.
3Charm MonsterAn 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.
3Crushing DespairCauses 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.
3Cure Serious WoundsPositive 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).
3Deep SlumberInduces 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.
3Dispel MagicRemoves 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.
3DisplacementAn ally's appearance becomes extremely blurred, giving enemies a 50% miss chance when attacking.
3FearAn 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.
3Good HopeInstills powerful hope, giving a +2 morale bonus to attack, saves, abilities, skills, and weapon damage.
3HasteQuickens 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.
3Remove CurseRemoves all curses on an ally. Counters and dispels Bestow Curse.
3See InvisibilityYou can see invisible creatures and objects.
3SlowCauses 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.
3Summon Monster IIIThis 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.
4Break EnchantmentAffected 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.
4Cure Critical WoundsPositive 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).
4Dimension DoorCreates a magical portal that can transport you and your companions back to the entrance of your dungeon.
4Dominate PersonTelepathically 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.
4Freedom of MovementThis 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.
4Hold MonsterAn 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.
4Neutralize PoisonDetoxifies 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.
4Otto's Sphere of DancingA magical sphere that compels all enemies who enter it to dance. A successful Will save negates this effect.
4ShoutEmits 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.
4Summon Monster IVThis 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.
5Cure Light Wounds, MassCasts 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).
5Greater Dispel MagicRemoves 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.
5Greater HeroismImbues 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.
5Mass SuggestionCasts 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.
5Mind FogProduces 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.
5Shadow WalkTransports 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.
5Summon Monster VThis 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.
6Cat's Grace, MassCasts Cat's Grace on multiple targets, giving a +4 enhancement bonus to Dexterity to each.
6Cure Moderate Wounds, MassCasts 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).
6Eagle's Splendor, MassCasts Eagle's Splendor on multiple targets, giving a +4 enhancement bonus to Charisma to each.
6Fox's Cunning, MassCasts Fox's Cunning on multiple targets, giving each of them a +4 enhancement bonus to Intelligence.
6Greater ShoutEmits 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.
6Heroes FeastBrings 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.
6Mass Charm MonsterA 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.
6Otto's Irresistible DanceAt 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.
6Summon Monster VIThis 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
Grants a 20 point increase to spell points.
Cost: 1 action point
1 Bard Extra Song I
You gain the ability to perform 1 additional bard song per rest.
Cost: 1 action point
1 Bard Inspired Bravery I
The use of your inspire courage ability grants an additional +1 bonus to saves against fear.
Cost: 1 action point
1 Bard Song Magic I
Grants a 10% increase to the effectiveness of your healing and sonic spells.
Cost: 1 action point
2 Bard Charisma I
Grants a +1 increase to your Charisma score.
Cost: 2 action points
Spent: 2 action points
2 Bard Inspired Damage I
The use of your inspire courage ability grants an additional +1 damage bonus.
Cost: 1 action point
Spent: 3 action points
2 Bard Lingering Song I
Your beneficial songs last 20% longer than normal.
Cost: 1 action point
Spent: 3 action points
2 Bard Wand and Scroll Mastery I
Grants a 30% increase to the effectiveness of your wands, scrolls, and other items that cast spells.
Cost: 1 action point
Spent: 3 action points
3 Bard Inspired Attack I
The use of your inspire courage ability grants an additional +1 attack bonus.
Cost: 2 action points
Spent: 6 action points
3 Bard Lyric of Song I
Grants a 3% chance for your healing and sonic spells to generate a critical result for 1.5 times the normal healing or damage amount. (Base spell critical chance is 0% and base critical damage multiplier is 1.5.)
Cost: 1 action point
Spent: 7 action points
3 Bard Wand Heightening I
You add +1 to the DC of your offensive wands.
Cost: 1 action point
Spent: 7 action points
4 Bard Extra Song II
You gain the ability to perform 1 additional bard song per rest, bringing your total increase to 2.
Cost: 2 action points
Spent: 10 action points
Requires All of: Bard Extra Song I
4 Bard Song Magic II
Grants an additional 10% increase to the effectiveness of your healing and sonic spells, bringing the total increase to 20%.
Cost: 2 action points
Spent: 10 action points
Requires All of: Bard Song Magic I
5 Bard Energy of Music II
Grants an additional 20 spell points, bringing your total increase to 40 points.
Cost: 2 action points
Spent: 14 action points
Requires All of: Bard Energy of Music I
5 Bard Improved Spell Penetration I
You add +1 to your level when attempting to overcome an enemy's spell resistance.
Cost: 2 action points
Spent: 14 action points
5 Bard Inspired Bravery II
The use of your inspire courage ability grants an additional +2 bonus to saves against fear.
Cost: 2 action points
Spent: 14 action points
Requires All of: Bard Inspired Bravery I
5 Bard Lyric of Incredible Song I
Your healing and sonic spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 1.75.
Cost: 1 action point
Spent: 15 action points
Requires All of: Bard Lyric of Song I
5 Bard Wand and Scroll Mastery II
Grants an additional 15% increase to the effectiveness of your wands, scrolls, and other items that cast spells, bringing the total increase to 45%.
Cost: 2 action points
Spent: 14 action points
6 Bard Charisma II
Grants an additional +1 to your Charisma score.
Cost: 4 action points
Spent: 16 action points
Requires All of: Bard Charisma I
6 Bard Lingering Song II
Your beneficial songs last 40% longer than normal.
Cost: 2 action points
Spent: 18 action points
Requires All of: Bard Lingering Song I
6 Bard Music of the Dead
You can use this ability to mesmerize undead. Mesmerized undead stop acting and behave like they have been fascinated. Unlike truly fascinated creatures, however, they are not susceptible to suggestion.
Cost: 2 action points
Spent: 18 action points
6 Bard Spellsinger I
Your studies into magic have granted you a +2 bonus to your Concentration and Use Magic Device skills, +100 Spell Points, and the ability to expend a use of Bardic Music to grant yourself and all nearby allies a +1 morale bonus to spell DC's and a 10% morale discount on spell point costs. You may possess only one prestige enhancement line at a time for each class.
Cost: 4 action points
Spent: 16 action points
Grants: Spellsong Trance
6 Bard Virtuoso I
Your studies into song have granted you a +2 bonus to your Diplomacy, Listen, and Perform skills, 3 extra uses of Bardic Music per rest, and the ability to extend the duration of your beneficial songs by an additional 10%. You also gain the ability to expend a use of Bardic Music to enthrall multiple enemies, fascinating them and inflicting a -2 penalty to attack rolls and Will saves even if the fascination is broken. You may possess only one prestige enhancement line at a time for each class.
Cost: 4 action points
Spent: 16 action points
Grants: Enthrallment
6 Bard Warchanter I
Your studies into war have granted you a +2 bonus to your Intimidate skill. Your Inspire Courage song gains an additional +1 to attack rolls, +2 to damage rolls, and +1 to fear saves. If you possess the Barbarian Rage ability, you gain +1 use per rest. You also gain the ability to expend a use of Bardic Music to grant all nearby allies damage reduction 5/-. You may possess only one prestige enhancement line at a time for each class.
Cost: 4 action points
Spent: 16 action points
Grants: Ironskin Chant
7 Bard Extra Song III
You gain the ability to perform 1 additional bard song per rest, bringing your total increase to 3.
Cost: 3 action points
Spent: 21 action points
Requires All of: Bard Extra Song II
7 Bard Inspired Damage II
The use of your inspire courage ability grants an additional +2 damage bonus.
Cost: 2 action points
Spent: 22 action points
Requires All of: Bard Inspired Damage I
7 Bard Lyric of Song II
Grants a 6% chance for your healing and sonic spells to generate a critical result for 1.5 times the normal healing or damage amount.
Cost: 2 action points
Spent: 22 action points
Requires All of: Bard Lyric of Song I
7 Bard Song Magic III
Grants an additional 10% increase to the effectiveness of your healing and sonic spells, bringing the total increase to 30%.
Cost: 3 action points
Spent: 21 action points
Requires All of: Bard Song Magic II
7 Bard Wand Heightening II
You add an additional +1 to the DC of your offensive wands, bringing the total increase to 2.
Cost: 2 action points
Spent: 22 action points
Requires All of: Bard Wand Heightening I
8 Bard Inspired Attack II
The use of your inspire courage ability grants an additional +2 attack bonus.
Cost: 4 action points
Spent: 24 action points
Requires All of: Bard Inspired Attack I
8 Bard Wand and Scroll Mastery III
Grants an additional 15% increase to the effectiveness of your wands, scrolls, and other items that cast spells, bringing the total increase to 60%.
Cost: 3 action points
Spent: 25 action points
9 Bard Energy of Music III
Grants an additional 20 spell points, bringing your total increase to 60 points.
Cost: 3 action points
Spent: 29 action points
Requires All of: Bard Energy of Music II
9 Bard Improved Spell Penetration II
You add +2 to your level when attempting to overcome an enemy's SR.
Cost: 4 action points
Spent: 28 action points
9 Bard Inspired Bravery III
The use of your inspire courage ability grants an additional +3 bonus to saves against fear.
Cost: 3 action points
Spent: 29 action points
Requires All of: Bard Inspired Bravery II
9 Bard Lyric of Incredible Song II
Your healing and sonic spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.00.
Cost: 2 action points
Spent: 30 action points
9 Bard Music of Makers
You can use this ability to mesmerize constructs. Mesmerized constructs stop acting and behave like they have been fascinated. Unlike truly fascinated creatures, however, they are not susceptible to suggestion.
Cost: 2 action points
Spent: 30 action points
10 Bard Charisma III
Grants an additional +1 to your Charisma score.
Cost: 6 action points
Spent: 30 action points
Requires All of: Bard Charisma II
10 Bard Extra Song IV
You gain the ability to perform 1 additional bard song per rest, bringing your total increase to 4.
Cost: 4 action points
Spent: 32 action points
Requires All of: Bard Extra Song III
10 Bard Lingering Song III
Your beneficial songs last 60% longer than normal.
Cost: 3 action points
Spent: 33 action points
Requires All of: Bard Lingering Song II
10 Bard Song Magic IV
Grants an additional 10% increase to the effectiveness of your healing and sonic spells, bringing the total increase to 40%.
Cost: 4 action points
Spent: 32 action points
Requires All of: Bard Song Magic III
11 Bard Lyric of Song III
Grants a 9% chance for your healing and sonic spells to generate a critical result for 1.5 times the normal healing or damage amount.
Cost: 3 action points
Spent: 37 action points
Requires All of: Bard Lyric of Song II
11 Bard Wand and Scroll Mastery IV
Grants an additional 15% increase to the effectiveness of your wands, scrolls, and other items that cast spells, bringing the total increase to 75%.
Cost: 4 action points
Spent: 36 action points
11 Bard Wand Heightening III
You add an additional +1 to the DC of your offensive wands, bringing the total increase to 3.
Cost: 3 action points
Spent: 37 action points
Requires All of: Bard Wand Heightening II
12 Bard Inspired Damage III
The use of your inspire courage ability grants an additional +3 damage bonus.
Cost: 3 action points
Spent: 41 action points
Requires All of: Bard Inspired Damage II
12 Bard Spellsinger II
Your further studies into magic have granted you another +2 bonus to your Concentration and Use Magic Device skills for a total of +4 to each. You also gain another +100 maximum Spell Points for a total of 200. Any time you finish playing a bard song, you now have a chance to restore a small number of spell points to all nearby allies. You now have the ability to expend a use of Bardic Music to grant yourself and all nearby allies a +1 morale bonus to caster level for all spells, or to apply a spell point regeneration effect to one target. You may possess only one prestige enhancement line at a time for each class.
Cost: 2 action points
Spent: 18 action points
Grants: Spellsong Vigor, Song of Arcane Might
12 Bard Virtuoso II
Your further studies into song have granted you another +2 bonus to your Diplomacy, Listen, and Perform skills, for a total of +4 to each. You also gain 2 more extra uses of Bardic Music per rest for a total of 5, and the ability to extend the duration of your beneficial songs by an additional 10% for a total of 20%. You can now expend a use of Bardic Music to apply a temporary fast-healing effect to all nearby allies. Your uses of Bardic Music regenerate over time at a rate of 1 every 5 minutes. You may possess only one prestige enhancement line at a time for each class.
Cost: 2 action points
Spent: 18 action points
Grants: Song of Capering, Sustaining Song
12 Bard Warchanter II
Your further studies into war have granted you another +2 bonus to your Intimidate skill, for a total of +4. You have also grown more resilient, gaining +10 maximum hit points, gain medium armor proficiency (and the ability to cast arcane spells in medium armor without arcane spell failure) and gain access to purchase a single martial weapon proficiency you possess Weapon Focus in for one action point. You also gain the ability to expend a use of Bardic Music to grant all nearby allies a 5% to perform a double strike, at the cost of 10% fortification, or to produce a short duration non-magical mass Greater Heroism effect. You may possess only one prestige enhancement line at a time for each class.
Cost: 2 action points
Spent: 42 action points
Grants: Song of Heroism, Inspire Recklessness
12 Battleaxe Training
Grants martial weapon proficiency with battleaxes.
Cost: 1 action point
Spent: 43 action points
12 Dwarven Waraxe Training
Grants martial weapon proficiency with dwarven waraxes. You must be a dwarf to select this enhancement.
Cost: 1 action point
Spent: 43 action points
Races: Dwarf Only
12 Falchion Training
Grants martial weapon proficiency with falchions.
Cost: 1 action point
Spent: 43 action points
12 Greataxe Training
Grants martial weapon proficiency with greataxes.
Cost: 1 action point
Spent: 43 action points
12 Greatclub Training
Grants martial weapon proficiency with greatclubs.
Cost: 1 action point
Spent: 43 action points
12 Greatsword Training
Grants martial weapon proficiency with greatswords.
Cost: 1 action point
Spent: 43 action points
12 Handaxe Training
Grants martial weapon proficiency with handaxes.
Cost: 1 action point
Spent: 43 action points
12 Heavy Pick Training
Grants martial weapon proficiency with heavy picks.
Cost: 1 action point
Spent: 43 action points
12 Kukri Training
Grants martial weapon proficiency with kukris.
Cost: 1 action point
Spent: 43 action points
12 Light Hammer Training
Grants martial weapon proficiency with light hammers.
Cost: 1 action point
Spent: 43 action points
12 Light Pick Training
Grants martial weapon proficiency with light picks.
Cost: 1 action point
Spent: 43 action points
12 Longbow Training
Grants martial weapon proficiency with longbows.
Cost: 1 action point
Spent: 43 action points
12 Maul Training
Grants martial weapon proficiency with mauls.
Cost: 1 action point
Spent: 43 action points
12 Scimitar Training
Grants martial weapon proficiency with scimitars.
Cost: 1 action point
Spent: 43 action points
12 Throwing Axe Training
Grants martial weapon proficiency with throwing axes.
Cost: 1 action point
Spent: 43 action points
12 Throwing Hammer Training
Grants martial weapon proficiency with throwing hammers.
Cost: 1 action point
Spent: 43 action points
12 Warhammer Training
Grants martial weapon proficiency with warhammers.
Cost: 1 action point
Spent: 43 action points
13 Bard Energy of Music IV
Grants an additional 20 spell points, bringing your total increase to 80 points.
Cost: 4 action points
Spent: 44 action points
Requires All of: Bard Energy of Music III
13 Bard Improved Spell Penetration III
You add +3 to your level when attempting to overcome an enemy's SR.
Cost: 6 action points
Spent: 42 action points
13 Bard Inspired Attack III
The use of your inspire courage ability grants an additional +3 attack bonus.
Cost: 6 action points
Spent: 42 action points
Requires All of: Bard Inspired Attack II
13 Bard Lyric of Incredible Song III
Your healing and sonic spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.25.
Cost: 3 action points
Spent: 45 action points
14 Bard Lingering Song IV
Your beneficial songs last 80% longer than normal.
Cost: 4 action points
Spent: 48 action points
Requires All of: Bard Lingering Song III
20 Bard Musical Prodigy
You gain +2 Charisma, two additional uses of Bardic Music per rest, as well as +2 to Spell Penetration checks and the DC's of your Enchantment spells. Your beneficial songs last 20% longer.
Cost: 2 action points
Spent: 74 action points






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.



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