Previous posts in this series:
The Wild (wilderness exploration)
The Dark (dungeon exploration)
Recuperation (resting and downtime)
Today we’re exploring the Bard for Hundred Dungeons. Let’s take a second to remember our design goals for these classes:
Simplify in-game decision points
Condense the 20 levels down to 10 that cover a similar spread of power
Work in more “always on” features
Balance the pillars (which means removing some combat stuff and replacing it with features that showcase exploration and social activity)
So, let’s get to it, beginning with our take on a culturally-neutral monk class: the Acrobat!
BARD
What is more sublime than to inspire and charm, to cleave the people’s heart with words — and then perhaps do the same with a blade? Bards are poets and songsters who bolster their companions. But their cunning and versatility while adventuring make them more than just their pretty words.
Bards are collectors, too: of songs and tales, magical secrets — and there are those adept at collecting enemies.
Ability Increase: Charisma
Skills: Forgotten Lore, Persuasion, Story and Song, Simple Weapons, Martial Weapons, Simple Armor
…and one skill of your making
Hit Dice: d8
Starting Hit Points: 8 + Constitution score
Starting Gear:
Backpack
Pouch
Dagger
Leather cuirass
Lockpick
20 silver
EXPLOITS
INSPIRING WORD
Level 1
As a Combat action, choose up to two other characters who can hear you. They become inspired.
JACK OF ALL TRADES
Levels 1 & 8
When you use an ability without applying a skill, add +1. This bonus increases to +2 at level 8.
BARDIC COLLEGE
Levels 2, 4, & 6
Choose Blades, Lore, or Secrets. Your Bardic College grants unique exploits at levels 2, 4, and 6.
Blades, Level 2: Add your renown to your defense while wielding a weapon.
Blades, Level 4: You gain the skills Disarm Foe, My Blade is a Tool, and Tumble.
Blades, Level 6: You can attack with any weapon as a quick action.
—
Lore, Level 2: Gain the skill Arcane Implements, and one cantrip from either the list of Cleric Spells or the list of Wizard Spells. You can cast it without expending it.
Lore, Level 4: You gain the skills Forbidden Lore, History and Culture, and Spellcraft.
Lore, Level 6: Learn a level 6 spell from any spell list. It doesn’t count against your Total Spells.
—
Secrets, Level 2: As a Combat action, touch a creature who can hear you and is charmed or frightened. Roll Charisma at 14. If you succeed, remove one of the above conditions from the creature.
Secrets, Level 4: You gain the skills Detect Hazard, Disguise, and Hide in Shadows.
Secrets, Level 6: When you roll Dexterity to avoid an effect that inflicts half damage on a success, you take no damage if you succeed, and only half damage if you fail.
BEGUILING WORD
Level 3
You gain the skill Deception. When humanoids who can understand you hear you speak for 1 minute, you can cause them to roll Wisdom at 10 + your renown or be charmed by you for 1 hour.
SPELLCASTING
Level 3
Gain three level 1 spells from the list of Bard Spells. Your spells replenish when you finish a long rest. Your spellcasting ability for these spells is Charisma.
In addition to specific spells gained through your exploits, you gain two new spells each at levels 4-8. Your bard level is considered to be -2 when determining what spells you can learn.
RESTFUL WORD
Level 5
During a short rest, you can give up the benefits of the rest to allow your companions better results. Describe the inspiring performance you give. When the rest is over, characters who heard it roll each hit die they spend twice.
EXPERTISE
Level 5
Choose two of your skills. Double your renown when you apply those skills to an ability roll.
BARDIC MANTLE
Levels 7 & 9
Choose Binding, Creation, or Whispers. Your Bardic Mantle grants unique exploits at levels 7 and 9.
Binding, Level 7: You learn the banishment spell.
Binding, Level 9: You learn one word of power spell from any spell list.
—
Creation, Level 7: You learn the fabricate spell.
Creation, Level 9: You learn the wish spell.
—
Whispers, Level 7: You learn the divination spell.
Whispers, Level 9: You learn the weird spell.
ATTUNEMENT
Level 8
When you finish a short rest, replenish one spell that’s 5th level or lower. You must finish a long rest before using this exploit again.
LAUREATE
Level 10
Your words carry power, swaying and inspiring all around you. When characters who can see and hear you turn over their inspiration to reroll a die, they can also add your renown to the result.
BARD SPELLS
Level 1 Spells
Animal Friendship
Bane
Comprehend Languages
Cure Wounds
Dancing Lights
Detect Magic
Faerie Fire
Featherfall
Healing Word
Heroism
Hideous Laughter
Identify
Illusory Script
Longstrider
Message
Mocking Word
Silent Image
Sleep
Speak with Animals
Thunderwave
Unseen Servant
Level 2 Spells
Animal Messenger
Blindness/Deafness
Calm Emotions
Detect Thoughts
Enhance Ability
Enthrall
Heat Metal
Hold Person
Invisibility
Knock
Lesser Restoration
Locate Animals or Plants
Locate Object
Magic Mouth
See Invisibility
Silence
Shatter
Suggestion
Zone of Truth
Level 3 Spells
Bestow
Curse
Clairvoyance
Dispel
Magic
Fear
Glyph of Warding
Hypnotic
Pattern
Major Image
Nondetection
Plant Growth
Sending
Speak with Dead
Speak with Plants
Stinking Cloud
Tiny Hut
Tongues
Level 4 Spells
Compulsion
Confusion
Dimension
Door
Freedom of Movement
Greater Invisibility
Hallucinatory Terrain
Locate Creature
Polymorph
Level 5 spells
Animate Objects
Awaken
Dominate Person
Dream
Geas
Greater Restoration
Hold Monster
Legend Lore
Mass Cure Wounds
Mislead
Modify
Memory
Planar Binding
Raise Dead
Scrying
Seeming
Teleportation Circle
Level 6 Spells
Eyebite
Find the Path
Guards and Wards
Irresistible Dance
Mass Suggestion
Programmed Illusion
True Seeing
NEXT TIME
Next post is the Berserker. It’s a fun one, so stay tuned!
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.
Hundred Dungeons is created and written by Graham Ward © 2023
Permission granted to copy for personal use only.
THE BARD
EXP Required | Bard Level | Hit Dice | Total Spells | Exploits | Trait Gained |
---|---|---|---|---|---|
Renown 1 | +1 Charisma |
Songs of the Heart | |||
— | 1 | 1d8 | — | Inspiring Word, Jack of All Trades (+1) | |
2 | 2 | 2d8 | — | Bardic College | |
3 | 3 | 3d8 | 3 | Beguiling Word, Spellcasting | |
4 | 4 | 4d8 | 5 | Bardic College | |
Renown 2 | +1 to any ability score |
Crafty Explorer | |||
5 | 5 | 5d8 | 7 | Restful Word, Expertise | |
6 | 6 | 6d8 | 9 | Bardic College | |
7 | 7 | 7d8 | 12 | Bardic Mantle | |
Renown 3 | +1 to any ability score |
Warrior Poet | |||
8 | 8 | 8d8 | 14 | Attunement, Jack of All Trades (+2) | |
9 | 9 | 9d8 | 16 | Bardic Mantle | |
Renown 4 | +1 to any ability score |
Voice of All Free Folk | |||
10 | 10 | 10d8 | 18 | Laureate |