Hundred Dungeons: The Bard

Previous posts in this series:

  1. Introducing Hundred Dungeons

  2. The Wild (wilderness exploration)

  3. The Dark (dungeon exploration)

  4. Combat

  5. Recuperation (resting and downtime)

  6. Gear, Tools, and Containers

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