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
| Level | Feature | Description |
|---|---|---|
| 1 | Inspiration | Gain Inspiration resource and access to Inspiration Abilities |
| 2 | Stage Fighting | Once per combat: +5 damage, -15 to Combat Skill Checks for 3 rounds |
| 3 | Crowd Pleaser | Expand critical success range when witnessed by 3+ people |
| 4 | Performer’s Prestige | Spend Inspiration to gain audiences with important people |
| 5 | Path Selection | Choose 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
| Level | Feature | Description |
|---|---|---|
| 5 | Battle Rhythm | Allies gain damage bonus when you hit enemies |
| 6 | Mocking Strike | Taunt enemies with optional opposed check for advantage |
| 7 | Muse’s Momentum | Prevent 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
| Level | Feature | Description |
|---|---|---|
| 5 | Limelight Hog | Gain Advantage on reactions when fighting without ally support |
| 6 | Enhanced Stage Fighting | Generate +1 FP per hit while using Stage Fighting |
| 7 | Daring Gambit | Spend 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.