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Bard
class Group: Rogue
Bard
Source: Player's Handbook: Bard (PHB)
Ability Score
Requirements:
Dexterity 12
Intelligence 13
Charisma 15
Prime Requisite: Dexterity, Charisma
Races Allowed: Human, Half-Elf
Alignment Allowed: All neutral alignments
Bard Spell Slots per Spell Level
Level XP needed Hit
Dice
(d6)
THAC0 1 2 3 4 5 6
1 0 1 20
2 1,250 2 20 1
3 2,500 3 19 2
4 5,000 4 19 2 1
5 10,000 5 18 3 1
6 20,000 6 18 3 2
7 40,000 7 17 3 2 1
8 70,000 8 17 3 3 1
9 110,000 9 16 3 3 2
10 160,000 10 16 3 3 2 1
11 220,000 10+2 15 3 3 3 1
12 440,000 10+4 15 3 3 3 2
13 660,000 10+6 14 3 3 3 2 1
14 880,000 10+8 14 3 3 3 3 1
15 1,100,000 10+10 13 3 3 3 3 2
16 1,320,000 10+12 13 4 3 3 3 2 1
17 1,540,000 10+14 12 4 4 3 3 3 1
18 1,760,000 10+16 12 4 4 4 3 3 2
19 1,980,000 10+18 11 4 4 4 4 3 2
20 2,200,000 10+20 11 4 4 4 4 4 3

Class Features[]

Hit Points[]

  • Hit Dice (levels 1-10): 1d6 + "HP Adjustment" (See Constitution table) per level
  • Hit Dice (levels 11+): +2 HP per level

Starting Equipment[]

  • Start with 2d6 × 10 gp to purchase starting equipment with. Can keep left over money.

Equipment[]

  • Fights as a rogue
  • Can use any weapon.
  • Can wear any armor up to, and including, chain mail, but he cannot use a shield.
  • All bards are proficient singers, chanters, or vocalists and can play a musical instrument of the player's choice
    • Can learn two instruments for every proficiency slot spent

Proficiencies[]

Non-Weapon Proficiencies[]

  • Starts with 3 Non-Weapon Proficiencies
  • Gains a Non-Weapon Proficiency every multiple of 4 levels (level 4, 8, 12, 16, 20...)
  • Can chose a Nonweapon Proficiency at normal cost in the General and Rogue categories.
  • Can chose a Nonweapon Proficiency at +1 cost from any other category.
  • Starts play being proficient in a musical instrument.
    • Can learn two instruments for every proficiency slot spent

Weapon Proficiencies[]

  • Starts at level 1 with 2 Weapon Proficiency Slots
    • -3 Penalty to hit with weapons without proficiency.
    • Cost is 1 weapon slot.
  • Gains a Weapon Proficiency Slot every multiple of 4 levels (level 4, 8, 12, 16, 20...)
  • Can spent Weapon Proficiency Slots to chose a weapon from any category for allowed weapons.

Player's Option: Combat & Tactics

  • Attack of opportunity: Can make one attack of opportunity plus one per five levels.
  • Fighting Styles: Single Weapon, Two Weapon, Unarmed, Missile/Thrown Weapons

Fighting Style Specialization (Player's Option: Combat & Tactics)[]

Rogues know the "Single Weapon", "Two Weapon", "Unarmed", "Missile/Thrown Weapons" fighting styles. They may learn another fighting style for 1 weapon slot.

A rogue may specialize in a Fighting Style they already know, for the cost of 1 weapon slot. They can only specialize in one.

List of Fighting Style Specializations:

Spellcasting[]

  • Starting from level 2, Bards gain the ability to cast wizard spells.
    • The bard's casting level is equal to their current level.
  • Intelligence determines the number of spells he can know, as well as alter the spell learning chance.
  • Used a Spell Book like a Wizard.
  • Cannot specialise in a school of magic.
  • A 2nd-level bard begins with one to four spells, chosen either randomly or by the DM. (An Intelligence check must still be made to see if the bard can learn a given spell.)
  • Not guaranteed to know read magic. (Read Magic not required to read the writings in a spell book)
  • Does not automatically gain additional spells at level up.

Rogue Abilities[]

PHB Table 33: Bard Abilities
Climb
Walls
Detect
Noise
Pick
Pockets
Read
Languages
Base Score 50% 20% 10% 5%

To determine the initial value of each skill, start with the base scores listed on "PHB Table 33" above.

  • At first level, Bards get 20 percentage points to distribute.
  • At level up they gain 15 percentage points to distribute.
  • No skill can be raised above 95 percent, including all adjustments
  • Bard abilities are subject to modifiers for situation and armor as per the thief.
  • Climb Walls enables the bard to climb near sheer surfaces without the aid of tools.
  • Detect Noise improves the bard's chances of hearing and interpreting sounds. He may be able to overhear parts of a conversation on the other side of a door or pick up the sound of something stalking the party. To use the ability, the bard must stand unhelmeted and concentrate for one round (one minute). During this time, all other party members must remain silent. The DM secretly makes the check and informs the player of the result.
  • Pick Pockets Used to both steal and to perform small feats of sleight-of-hand (useful for entertaining a crowd).
  • Read Languages They have some ability to read documents written in languages they do not know, relying on words and phrases they have picked up in their studies and travels. DM can rule that a language is too rare or unfamiliar.

Bardic Influence[]

By performing (outside combat), is able to alter NPC Encounter Reaction by 1 (positive or negative). (See DMG Table 34)

  • Each NPC rolls a saving throw vs. paralyzation.
    • With a large crowd, make saving throws for groups of people using average hit dice.
  • The die roll is modified by -1 for every three experience levels of the bard (round fractions down).
  • If the NPCs pass their saving throw, the Encounter Reaction moves the opposite direction to what the Bard wanted.
  • This ability only works on an audience that has time to listen. If is a story, the targets must know the language being used.

Bardic Inspiration[]

Bardic Inspiration can grant either:

  • +1 bonus to attack rolls
  • +1 bonus to saving throws
  • or a +2 bonus to morale

Specifications:

  • The bard must know what the threat is to be inspire others against it
  • Targets only benefit if they are outside of combat.
  • This affects those within a range of 10 feet per experience level of the bard.
  • The bard must spend at least three full rounds singing or reciting before the battle begins.
  • The effect lasts one round per level.
  • Can't be recast on someone unless they are outside of combat, or leave combat.

Counter Song[]

A bard singing a Counter Song (or poem ect.) will grant immunity against the effects of songs and poetry used as magical attacks against them, if the bard passes a saving throw vs. spell.

  • This immunity extends to characters within 30 feet.
  • While performing a Counter Song, a bard cannot do anything else except slow walk.
  • Counter Song is interrupted if the bard is struck or fails a saving throw
  • The bard can use this ability once per encounter or battle.
  • Not effective against verbal spell components or command words
  • Is effective against spells that involve explanations, commands, or suggestions.

Jack of All Trades[]

Gain: Reading/Writing and Local History proficiencies without cost.

Bards have a 5% chance per experience level to identify the general purpose and function of any magical item from knowing the lore and history about said item.

  • The bard need not handle the item but must examine it closely.
  • Even if successful, the exact function of the item is not revealed, only its general nature.

Stronghold & Followers[]

A bard can build a stronghold and attract followers upon reaching 9th level.

  • The bard attracts 10d6 0th-level soldiers into their service.
  • They arrive over a period of time, but they are not automatically replaced if lost in battle.

Using Magical Devices[]

At 10th level a bard can attempt to use magical devices of written nature (scrolls, books, etc).

There is a 15% chance that any written item he uses is read incorrectly.

  • When this happens, the magical power works the opposite of what is intended.

Saving Throws[]

Bard Saving Throws

Attack to be Saved Against
Experience Level Paralyzation,
Poison, or
Death Magic
Rod, Staff,
or Wand
Petrification
or Polymorph*
Breath
Weapon**
Spell***
1-4 13 14 12 16 15
5-8 12 12 11 15 13
9-12 11 10 10 14 11
13-16 10 8 9 13 9
17-20 9 6 8 12 7
21+ 8 4 7 11 5
*Excluding polymorph wand attacks.
**Excluding those that cause petrification or polymorph.
***Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.

Level 1 Character[]

  • Starting HP: 1d6 HP
  • Starting funds: 2d6 × 10 gp
  • 3 Nonweapon Proficiencies Slots
  • 2 Weapon Proficiency Slots
  • Can use Language Slots from Intelligence for Nonweapon Proficiencies Slots
  • Can spend 20 percentage points in their rogue abilities
  • Cannot cast spells until level 2.

Leveling up[]

At level up:

  • Roll 1d6 HP (unless level 11 or higher, then add 2 HP instead)
  • Check "Bard Saving Throws" above to see if your saving throws change
  • Do not gain a free spell as level up.
  • Distribute 15 percentage points to Rogue Abilities.
  • Check top table to see what current spell slots are available & if THAC0 updates
  • 1 Weapon Proficiency Slot gained at level 4, 8, 12, 16, 20 (every multiple of 4)
  • 1 Nonweapon Proficiency Slot gained at level 4, 8, 12, 16, 20 (every multiple of 4)
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