Stats

  • Hit Dice: d8
  • Weapon Proficiencies: Finesse OR Crossbow (pick one), plus 1 of your choice
  • Armor Proficiencies: Light

Class Equipment

Pick two at character creation

  • Instrument of minor charm: captivate audience for performance
  • Harmony earrings: hear conversations clearly up to 20 hexes away
  • Lore crystal: answers one simple lore question for free 1/day
  • Songbook of translation: understand any spoken language 1/day
  • Mood ring of empathy: sense general emotional state of target

Core Features

LevelFeatureDescription
1InspirationGain Inspiration resource and access to Inspiration Abilities
2Stage FightingOnce per combat: +5 damage, -15 to Combat Skill Checks for 3 rounds
3Crowd PleaserExpand critical success range when witnessed by 3+ people
4Performer’s PrestigeSpend Inspiration to gain audiences with important people
5Path SelectionChoose path; Journeyman Class Tier

Inspiration

Bards generate 1 Inspiration per day and can bank up to {LevelĂ·2} Inspiration (minimum 1). Characters start the game with 1 Inspiration already available.

Bards can spend Inspiration on various Inspiration Abilities. Future class levels will grant additional Inspiration Abilities or improvements to existing ones.

Vagabond’s Versatility

At the start of each day, choose one non-combat skill category (Physical, Mental, Social, Technical, or Knowledge). You can spend 1 Inspiration to gain Advantage on any skill check within that category.

Troubadour’s Trust

Spend 1 Inspiration to learn information that people wouldn’t normally share with outsiders - personal secrets, family gossip, local scandals, or insider knowledge about organizations/politics. This represents information shared in confidence with a trusted storyteller, not what someone would tell a persuasive stranger.

Stage Fighting

Cost: Free action to activate/deactivate
Frequency: Once per combat
Duration: 3 rounds or until you choose to end it
Effect: All weapon attacks gain +5 damage but suffer -10 to Combat Skill Checks as you prioritize flashy techniques over effective combat.

Crowd Pleaser

When making non-combat skill checks witnessed by 3 or more people, expand your critical success range by +5 (≤05 becomes ≤10) as your natural showmanship enhances your performance.

Performer’s Prestige

Spend 1 Inspiration to gain an audience with someone of local importance. In villages/small towns, this can be anyone (mayor, local noble, guild leader). In cities, this reaches mid-tier figures (merchant leaders, minor nobles, temple heads). In major cities/capitals, this accesses lower-tier officials and successful merchants, but not the highest authorities.

Path Selection (Level 5)

At Level 5, Bards must choose their specialization path:

  • Battle Muse Path specializes in martial combat while inspiring allies. They excel at fighting effectively while providing tactical support and maintaining party resources through skilled combat performance.
  • Swashbuckler Path specializes in individual martial excellence and personal glory. They excel at solo combat situations and flashy techniques that emphasize personal skill over team coordination.

Battle Muse Path

LevelFeatureDescription
5Battle RhythmAllies gain damage bonus when you hit enemies
6Mocking StrikeTaunt enemies with optional opposed check for advantage
7Muse’s MomentumPrevent FP loss or grant FP to allies based on attack success

Battle Rhythm

When you successfully hit an enemy, allies within 6 hexes gain +2 damage to their next attack or spell as you create an inspiring combat tempo through your movements and calls.

Mocking Strike

Before making your next attack, spend 1 additional AP on the attack to mock your opponent at the same time. They must succeed a Willpower Check or be forced to target you with their next attack. You may choose to also make the check an Opposed Check against your Influence. If you do, and win the Opposed Check, you gain Advantage on your reaction against their next attack. If you lose the Opposed Check, you have Disadvantage on your reaction against their next attack.

Muse’s Momentum

When you achieve a Hard or Major Success on an attack or spell, all allies within 3 hexes do not lose FP at the end of the round. On a Critical Success, all allies within 3 hexes gain 1 FP and do not lose any FP this round.


Swashbuckler Path

LevelFeatureDescription
5Limelight HogGain Advantage on reactions when fighting without ally support
6Enhanced Stage FightingGenerate +1 FP per hit while using Stage Fighting
7Daring GambitSpend FP on attacks for double damage but expose yourself

Limelight Hog

When no allies are adjacent to you OR fighting the same target as you, gain Advantage on 1 Reaction per round as you flourish in solo combat.

Enhanced Stage Fighting

While using Stage Fighting, you generate +1 FP per successful hit as your dramatic combat style energizes your performance.

Daring Gambit

When making a physical attack, you may spend 2 FP to make it a reckless attack that leaves you exposed. If you hit, deal double damage. Regardless of whether you hit or miss, the next attack against you before the beginning of your next turn has Advantage.