You are a bard, a charismatic wanderer; part artist, diplomat, and warrior, as skilled with blades as you are with ballads. You might be a fearsome skald, a celebrated performer, or a master of whispers. In your travels, you draw knowledge from all corners, forging alliances and extracting secrets from those who should know better. A bard’s influence fortifies the company, strengthening bonds and the common will to prevail. With the right words and deeds, the bard elevates the party beyond the sum of its parts. **Key Attribute** Charisma **Hit Points** Equal to Con score + (Level x2). **Weapons** All. **Armour & Shields** Light, Medium [[armour]], and shields. **Class Starting Gear** Spear (1d6+1), Chain shirt (+3 AC), Instrument (if desired). **Skills** Persuasion, Deception, General Lore, plus **roll 1d10** three times: (i) Apothecary, (ii) Arcane Lore, (iii) Athletics, (iv) Detection, (v) Divine Lore, (vi) Gather Information, (vii) Leadership, (viii) Stealth (ix) Watercraft, (x) Traps & Locks. | Level | AB | Ability | |-------|------|------------------------------| | 1 | 0 | Silver Tongued, Inspire Greatness | | 2 | +1 | New Skill, Bardic Knowledge | | 3 | +2 | Unique Feature | | 4 | +2 | +1 AC | | 5 | +3 | New Skill, Rallying Shout | | 6 | +4 | Unique Feature | | 7 | +5 | Warlord | | 8 | +5 | +1 AC, New Skill | | 9 | +6 | Unique Feature | ## Inspire Greatness At 1st level, your unifying presence builds trust within the party and inspires its companions to moments of greatness. You begin an adventure with **one use of this ability per level.** You may use Inspire Greatness at any time (no action) provided an ally is within Far range and able to see or hear you. When you inspire an ally, grant them one of the following effects. Expended uses may be regained by taking Short or Long Rests. - Apply a **bonus** equal to your **Cha modifier** on any single roll (excluding *Trauma* rolls). You may use this ability after seeing the result of the roll. You may use this ability on your own rolls if you can see or hear an ally within Far range. The GM may limit the kinds of rolls this ability applies to and/or if it stacks with other modifiers. - If an ally has suffered an **adverse magical effect** for at least one round, they may attempt a second *[[Luck]]* save to end it. If successful, the PC’s *[[Luck]]* score is reduced by two points instead of one. This ability is not applicable to instant durations or permanent effects and may not be activated more than once per round or effect. - If an **ally is reduced to zero hp**, that ally gains an immediate melee or ranged attack against their opponent. The ally is reduced to zero hp regardless of the outcome of their attack (any hits occur simultaneously, which may lead to both combatants being incapacitated). ## Silver Tongued At 1st level, you have the gift of the gab and are skilled in the art of soliciting rumours, gossip, and other intel. Gain advantage when using the Gather Information skill, when performing to entertain or inspire, and when using either the Persuasion or Deception skill (choose one). ## Bardic Knowledge By 2nd level, your studies have earned you an ear for [[languages]] and a broad knowledge of [[cultures]]. You may make a Charisma check to understand a few key words of a [[Languages|language]] you don’t formally know (and/or perhaps speak a couple of stilted words; GM’s call). Additionally, you roll against Cha (not Int) when recalling lore about history, culture, legends, and etiquette. ## Unique Feature At 3rd, 6th, and 9th levels, you gain a Unique Feature. See p.15 and 45. ## New Skill At 2nd, 5th, and 8th levels, you gain one new skill (the skill need not be on your class list). ## Rallying Shout At 5th level, you employ a mix of unconventional fighting techniques, developed through study and adventure, expanding your crit range to 19-20. Additionally, if an ally within Far range that can see or hear you misses with an attack, you may spend a *[[Rerolls|Reroll]]* to allow them to reroll their attack. You may also use this ability on your own failed attacks, provided you can see or hear an ally within Far range. This ability may only be used once per round. ## Warlord At 7th level, when an ally within Close range that can see or hear you fumbles their attack roll, they automatically reroll their attack (no *[[Rerolls|Reroll]]* cost). You also reroll your own fumbled attacks, provided you can see or hear an ally within Close range. ## Beyond 9th Level If you survive this long, you retire as the untouchable head of a powerful network of secret informants. Your influence spans multiple cities, if not continents, rivaling that of even the greatest guilds or houses.