One thing I think is missing though is a proper bard class. Looking around and I see that other people have taken a swing at making their own version, but I was looking for something much more AD&D 1e inspired. So I've come up with my own version of the Bard that combines elements of both the rogue class and cleric. My version of the bard does away with skills and abilities that revolve around music*, but rather cast divine magic taught to them by members of the Druidic Order at various colleges to aid them in their travels. Bards fill a vague role in society, one that the Arch Druid seems important for whatever reasons he deems so. They perpetuate oral tradition in a world where few are so gifted with literacy and uplift the spirits of the weary with song and story. Like homer or Shakespeare, Bards are servants of the people and their duty is to enlighten them. It's not complete yet and i need to play test the class, I think I need to add fighter elements to the class as well in order to beef up their combat abilities.
*Bards still use musical instruments to cast their spells as holy symbols.
Additionally, when I am finished I'll have an alternate deity-like patron for Clerics, a mythic figure known as the Arch-Druid. Similar to the elf-king, the arch druid is not a divine being, but wields powerful elemental magic directly from the outer planes. His ultimate goals are unknown, but his followers seek to strike a balance in the world though nature. Followers of the Arch Druid are all neutral clerics, but he has a special sect of agents who gain a few secrets of the druidic order for their services. These agents are the bards, and whether or not they know it they are pawns in his schemes. His spells grants his clergy access to nature themed spells and is an alternate deity for clerics who want to be neutral without worshiping an actual god-like being. His tenants revolve around protecting nature, but cares little for how his followers do so. Many seek to coexist with men and nature and take themselves to be Shepards who lead their flock to be kind to nature while reaping it's benefits while others wish to purge the blight that is civilization from the world. His holy symbol is a crown crafted from the racks of a deer and wreathed in mistletoe.
So without babbling on any further, here is my rough draft:
Code: Select all
Dungeon Crawl Classic Bard
Level Attack Crit Die/Table Action Dice Ref Fort Will Charm Dice
1 +0 1d10/II 1d20 +1 +0 +1 -
2 +1 1d12/II 1d20 +1 +0 +1 d10
3 +2 1d14/II 1d20 +2 +1 +1 d12
4 +2 1d16/II 1d20 +2 +1 +2 d14
5 +3 1d20/II 1d20 +3 +1 +2 d16
6 +4 1d24/II 1d20+1d14 +4 +2 +2 d20
7 +5 1d30/II 1d20+1d16 +4 +2 +3 d24
8 +5 1d30+2/II 1d20+1d20 +5 +2 +3 d30
9 +6 1d30+4/II 1d20+1d16 +5 +3 +3 d30+2
10 +7 1d30+6/II 1d20+1d16 +6 +3 +4 d30+4
Cleric Spells Known By Level Bardic College Title By Level
1 2 3 4 5 1 Probationer Rhymer
- - - - - 2 Fochlucan Lyrist
2 - - - - 3 Mac Fuirmidh Skald
3 - - - - 4 Doss Racaraide
3 1 - - - 5 Canaith Joungler
3 2 - - - 6 Cli Troubadour
4 2 1 - - 7 Anstruth Minstrel
4 3 2 - - 8 Ollamh Muse
5 3 3 1 - 9 Magna Alumnae Lorist
5 4 3 2 - 10 Agent of the Arch Druid Master Bard
6 4 4 2 1
6 4 4 3 1
Hit Points: Bards gain 1d6 Hit Points per level
Weapon Training: Bards are expected to be able to defend themselves and are trained in the art of warfare before being set loose in the world. Bards are able to use Longswords, Shortswords, Short Bows, Crossbows, Daggers, staves, and maces effectively in combat. Bards may wear armor that does not restrict their movement. And unlike druids, they are permitted to wear metal armor. Bards may wear leather armor and chainmail.
Alignment: Bards are expected to remain neutral in regards to law and chaos. They are free to use their abilities as they see fit, so long as they careful to walk the path of neutrality or be expelled from their respective College and lose access to their magical abilities. To remain in good standing, Bards are careful to never act in extreme and are careful to measure both sides of and argument. Bards are, however free to act within the capacity for good or evil should they so desire.
Linguistics: Bards are taught new languages in order to sing and entertain to many cultures and races. At Every new level, a Bard may choose to study a new language if he can find a proper tutor, such as a scholar or even a party member who knows the language and is willing to share.
Thieving Skills: Bards are taught basic thieving skills in order to aid them in their travels. Bards have access to these skills from the Thief Class as if he were a neutral Thief:
Bard Level
1 2 3 4 5 6 7 8 9 10
Sneak Silently +3 +5 +7 +8 +9 +11 +12 +13 +14 +15
Hide in Shadow +1 +3 +5 +7 +8 +9 +10 +11 +12 +13
Pick Pocket +3 +5 +7 +8 +9 +11 +12 +13 +14 +15
Climb Sheer Surfaces +3 +5 +7 +8 +9 +11 +12 +13 +14 +15
Pick Lock +1 +3 +5 +7 +8 +9 +10 +11 +12 +13
Forge Document +3 +5 +7 +8 +9 +11 +12 +13 +14 +15
Disguise Self +0 +0 +1 +2 +3 +4 +5 +6 +7 +8
Read Languages* +1 +3 +5 +7 +8 +9 +10 +11 +12 +13
Cast Spell From Scroll d12 d12 d14 d14 d16 d16 d20 d20 d20 d20
*unlike other neutral thieves, bards spend time studying language and gain a natural affinity for discerning foreign languages.
Student of the Inner Circle: Bards are given special lessons under the tutelage of the Druidic Circle. Unlike other Druids who may worship deities to receive their divine magic, bard receive their magic directly from the Arch Druid. Bards do not worship the Arch Druid, but follow his orders when called upon to the best of their abilities, least they suffer his wrath.
Magic: A Bard casts magic the same as he were a cleric, with diminished capacity. Bards receive fewer spells known than normal Clerics and use the same rules for casting their spells for spell failure, deity disapprovals and sinful use of divine power (going against the tenants of the Druidic order). His spells are determined randomly.
Bards do not gain the ability to turn unholy or lay on hands.
Further more, a Bard's magic is unique in that it requires the use of a musical instrument to cast. At first level, a bard must commission a finely crafted musical instrument that is portable and worth no less than 100 gold piece before he may join his first bardic college. A Bard is expected to maintain an instrument he knows how to play with him at all times in order to cast his magic. These instruments are usually stings such as lutes, harps and lyres. Some bards instead choose wind and reed instruments as well. Instruments of lesser quality do not allow the bard to cast magic.
Charm Creature: Bards gain the ability to charm creatures and persons they come across. This ability only works if the Bard has no hostile intent on animals or if a sentient creature is not hostile to the bard. This ability does not work on elves, other bards, members of the Druidic Order or mindless creatures such as slimes or insects.
In order to charm a creature, the Bard must approach the subjects and engage them. The Bard then rolls an opposed Personality check verses the target's will using his Charm dice to set the DC (note: The subject uses their standard action dice to make their save, not the bard's charm dice). On a Success, the creature is immediately more open to the bard. Sentient creatures become more friendly and open with the Bard while animals will approach the bard and even attempt to defend the bard in some cases. Charmed creatures can not be forced to act beyond their capacity or beyond their nature. The Charming ability is magical in nature and can be detected as such. If the subject is threatened in any way by the bard, the effect ends and the target is immediately hostile or fearful and will act accordingly.
Classically trained: Bards are classically trained in all manner of musical instruments and performing. Bards add their class level to all performance checks.