Bard (AD&D)

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Appendix II: Bards

AD&D Players Handbook (1979, pp.117–119) by Gary Gygax

As this character class subsumes the functions of two other classes, fighters and thieves, and tops them off with magical abilities, it is often not allowed by Dungeon Masters. Even though this presentation is greatly modified from the original bard character class, it is offered as supplemental to the system, and your DM will be the final arbiter as to the inclusion of bards in your campaign.

Bard abilities

A bard must have scores of 15 or better in the following abilities: strength, wisdom, dexterity and charisma. Furthermore, a bard must have at least a 12 score in intelligence and a 10 in constitution.

Bard race

A bard must be human or half-elven.

Note: While Unearthed Arcana does not change this restriction, the dwarven, elven, halfling and gnomish pantheons all include examples with bardic levels.

the Class

Bards begin play as fighters, and they must remain exclusively fighters until they have achieved at least the 5th level of experience. Anytime thereafter, and in any event prior to attaining the 8th level, they must change their class to that of thieves. Again, sometime between 5th and 9th level of ability, bards must leave off thieving and begin clerical studies as druids; but at this time they are actually bards and under druidical tutelage. Bards must fulfill the requirements in all the above classes before progressing to Bards Table I. They must always remain neutral, but can be chaotic evil, good or lawful neutral if they wish.

Bards Table I

Experience Points Experience
Level
6-Sided Dice for
Accumulated Hit Points
Level title Number of Spells by Druid Spell Level
1 2 3 4 5
0 – 2,000 1 0 Rhymer 1
2,001 – 4,000 2 1 Lyrist 2
4,001 – 8,000 3 2 Sonnateer 3
8,001 – 16,000 4 3 Skald 3 1
16,001 – 25,000 5 4 Racaraide 3 2
25,001 – 40,000 6 5 Joungleur 3 3
40,001 – 60,000 7 6 Troubador 3 3 1
60,001 – 85,000 8 7 Minstrel 3 3 2
85,001 – 110,000 9 8 Muse 3 3 3
110,001 – 150,000 10 9 Lorist 3 3 3 1
150,001 – 200,000 11 10 Bard 3 3 3 2
200,001 – 400,000 12 10+1 Master Bard 3 3 3 3
400,001 – 600,000 13 10+2 M. Bard 13th 3 3 3 3 1
600,001 – 800,000 14 10+3 M. Bard 14th 3 3 3 3 2
800,001 – 1,000,000 15 10+4 M. Bard 15th 3 3 3 3 3
1,000,001 – 1,200,000 16 10+5 M. Bard 16th 4 3 3 3 3
1,200,001 – 1,400,000 17 10+6 M. Bard 17th 4 4 3 3 3
1,400,001 – 1,600,000 18 10+7 M. Bard 18th 4 4 4 3 3
1,600,001 – 1,800,000 19 10+8 M. Bard 19th 5 4 4 4 3
1,800,001 – 2,000,000 20 10+9 M. Bard 20th 5 4 4 4 4
2,000,001 – 2,200,000 21 10+10 M. Bard 21th 5 5 4 4 4
2,200,001 – 3,000,000 22 10+11 M. Bard 22nd 5 5 5 4 4
3,000,001 – up 23 10+12 M. Bard 23rd 5 5 5 5 5
Notes Regarding Bards Table I
Experience Points are strictly those gained as a bard, all previously earned are not considered here.
Experience level is likewise that of the bard class only. There is no level beyond the 23rd. The bard gains druidic powers as a druid of the same level, with the exception of druidic spells as explained below.
6-sided Dice for Accumulated Hit Points shows an asterisk after the initial “0” to indicate that the bard has as many hit dice as he or she has previously earned as a fighter (plus the possible addition of those earned as a thief if that class level exceeds the class level of fighter). All bard hit dice (and additional hit points) are additions to existing hit dice—none are lost for becoming a bard.
Number of Spells by Druid Spell level shows the number and level of druid (cleric) spells which the bard is able to use during one day. The bard selects which spells he or she wishes to have for that day (praying to see if his god will grant them) and casts them exactly as a druid of that level would, but never beyond the 12th level of druid ability until the 23rd level is reached. 23rd level bards cast their spells at 13th level druid ability. Bards con read scrolls which contain druid spells.

Bards Table II

Level of
Experience
College Additional
languages
Known
Charm
Percentage
Legend Lore and
Item Knowledge
Percentage
1 (Probationer) 0* 15% 0%
2 Fochlucan 0 20% 5%
3 Fochlucan 0 22% 7%
4 Fochlucan 1 24% 10%
5 Mac-Fuirmidh 0 30% 13%
6 Mac-Fuirmidh 1 32% 16%
7 Mac-Fuirmidh 1 34% 20%
8 Doss 0 40% 25%
9 Doss 1 42% 30%
10 Doss 1 44% 35%
11 Canaith 0 50% 40%
12 Canaith 1 53% 45%
13 Canaith 1 56% 50%
14 Cli 0 60% 55%
15 Cli 1 63% 60%
16 Cli 1 66% 65%
17 Anstruth 0 70% 70%
18 Anstruth 1 73% 75%
19 Anstruth 1 76% 80%
20 Ollamh 1 80% 85%
21 Ollamh 1 84% 90%
22 Ollamh 1 88% 95%
23 Magna Alumnae 1 95% 99%
Notes Regarding Bards Table II
College is the important distinction to a bard, and he or she will not associate with a bard of a lesser college. The exception to this rule are the Magna Alumnae who will happily aid (by advice and suggestion) any other bard of any level.
Additional Languages Known shows the number of new languages the character gains upon achieving each level. Unlike other characters, the bard need not study to learn these new tongues—this is subsumed as previous work. The asterisk at 1st level is there to indicate that the character already knows certain languages from previous classes.
Charm Percentage is the chance the bard has of successfully casting a charm person (or charm monster) spell with his or her music. This charming ability does not negate any immunities or the saving throw versus magic.
Legend Lore and Item Knowledge Percentage shows the chance that the bard has of knowing something about a legendary person, place or thing or of knowing what a particular magic item is. The latter ability is limited to weapons, armor, potions, scrolls, and those items of magical nature which the bard can employ or which bear magical inscriptions; for all bards know runes, glyphs, characters, symbols, etc. Naturally, any knowledge gained by bards while in their former classes is also retained at all levels.

Bards Table III

Armor and Weapons Permitted

As updated in Unearthed Arcana (1985) by Gary Gygax

Armor
leather, studded leather, padded, ring mail, elfin chain, or magical chain mail
Shield
none
Weapons
club, dagger, dart, garrot, javelin, knife, lasso, sap, scimitar, sling, spear, staff, sword (bastard), sword (broad), sword (falchion), sword (long), sword (short)
Oil
yes
Poison
only if evil

Bards

A bard always engages in combat at the level he or she attained as a fighter. A bard is able to function as a thief of the level previously attained. All saving throws are made an the most favorable table, with the actual bard level considered as that of a druid. He or she must always have a stringed instrument.

The bard’s poetic ability raises the morale of associated creatures by 10%. It likewise can inspire ferocity in attack, so hit probability die rolls are given a bonus of +1. Both of these characteristics require 2 rounds of poetics to inspire the desired effect, i.e. 2 rounds of poetics will raise morale and cause ferocity, but 1 round will do neither. The effects last for 1 complete turn. Note that while engaged in this activity, the bard can engage in melee combat but not in any singing or spell casting.

A bard’s singing and playing negates the song effects of harpies and prevents similar attacks which rely upon song. It will likewise still the noise of shriekers, far these creatures are soothed by the vibrations of the bard’s instrument.

The singing and playing of the bard likewise has a chance of charming most creatures. Creatures within 4″ of the bard must be diced for if they are not already associated with the bard and those possibly affected (See Table II) must save versus magic or be charmed and sit entranced while the bard sings. Note that even those creatures not charmed will listen to the bard’s singing and playing for 1 full round. Charmed creatures are subject to suggestion (as if it were the spell of that name) from the bard, and if the bard implants a suggestion in his singing, the charmed creatures must save versus magic at −2 on their dice rolls or be subject to the full impact of the suggestion. Those which save are totally free of the bard’s musical charming, however. The charming can be attempted on the same creature but once per day. Loud noise or physical attack will immediately negate charming, but not suggestion.

Due to training, a bard has knowledge of many legendary and magical items after 1st level of experience, and this knowledge increases as the bard progresses upwards in level. If some legendary knowledge is appropriate and the dice score indicates that the bard has knowledge in the area, then his or her ability will deliver information similar to the magic-user spell, legend lore (q.v.). Without actually touching an item, the bard also has a like chance of determining its magical properties and alignment. This latter ability is limited to:

armor
misc. weapons
misc. magic items – if usable by a druid, fighter or thief*
potions
rings
rods et al. – if usable by a druid, fighter or thief*
scrolls
swords

* Unless inscribed with magical writing, in which case the bard can read what is written at the very least.

Artifacts and relics are legendary in nature and not considered as miscellaneous magic items.

Except as previously noted, bards are able to use magic items which are permitted to druids, fighters and thieves. Magical books/librams/tomes which pertain to druids, fighters, or thieves are also beneficial (or baneful) to bards, and these items can raise fighting or thieving ability of a bard beyond the norm. (If a writing is baneful, treat the bard as the least favorable of his three classes.) Miscellaneous magic items of a musical nature are superior when employed by a bard:

Drums of Panic – Saving throw is made at a −1 on the die
Horn of Blasting – 50% greater damage
Lyre of Building – Double effects
Pipes of the Sewer – Double number of rats in one-half the usual time

Bards will never serve another as a henchman for longer than 1 to 4 months. They are unable to employ henchmen other than druids, fighters or thieves of human, half-eleven, or elven race. It is possible for a bard to have 1 henchman upon attaining 5th level, 2 henchmen can be maintained upon reaching 8th level, 3 at 11th, 4 at 14th, 5 at 17th, 6 at 20th and any number at 23rd. This is subject to the bard’s charisma rating, of course. Only bards of 23rd level will settle down and construct a stronghold of any sort.

Note: If bards are permitted in your campaign, there is a possibility that your DM will also include certain magical items usable only by bards.

The Character with Two Classes

AD&D Players Handbook (1978, p. 33) by Gary Gygax

Unlike multi-classed characters who are of non- or semi-human race, the character with two classes must be human. To attain the second class, the character must switch their profession at some point. Thereafter no progression in the original class is possible.

In order to switch from one class to another, the character must have an ability score of 15 or more in the principal attribute(s) ability of the original class and a 17 or 18 in the principal attribute(s) of the class changed to. Note that nearly any combination of classes is thus possible, i.e. cleric 8 fighter, cleric & paladin, cleric & ranger, etc. Alignment will preclude some combinations.

When the character opts to cease their old profession and become a new class, the character retains the number of hit dice (and the commensurate hit points) due to a character of the level of their class. However, all other functions of the character are at 1st level of experience, for that is their ability in the newly espoused class. Furthermore, if, during the of any adventure, the character resorts to the use of any of the caps of functions of their former class, the character gains no experience for the adventure. Having switched classes, the character must perform strictly within the parameters of their new profession. Reversion to the former class negates all experience potential for the new class with respect to the course of recent activities, i.e. the adventure during which original profession functions were resorted to.

At such time as the character has attained a level of experience in their new class which exceeds the character's former class level, the following benefits are gained:

  1. A hit die appropriate to the new class is gained for each increase in level of experience, up to the maximum normal for the class in question (and thereafter hit points are likewise gained), and
  2. The character may mix functions freely and still gain experience, although restrictions regarding armor, shield, and/or weapon apply with regard to operations particular to one or both classes.

Example: A character with ability scores of 15 strength, 17 intelligence, 12 wisdom, 10 dexterity, 16 constitution, and 7 charisma is begun as a fighter. After attaining 6th level, the player switches the character to magic-user. This allows the character to retain six ten-sided hit dice, but in all other respects he or she must be a 1st level magic-user, wearing no armor, carrying those weapons usable by their new class, and using spells to combat opponents. When 7th level of experience is gained, however, the character gets a four-sided hit die for additional hit points he or she can sustain at the new level. Furthermore, the character can now carry (but not wear) armor and weapons not normally usable by magic-users, and resort to their use if the need arises and not be penalized in respect to experience as a magic-user, for he or she has already surpassed in the new class the disciplines of the former. Thus, no harm accrues to their experience as a magic-user. Note that this does not allow spell use while armor clad, such as an elven fighter/magic user is able to-do.

Gaining Experience levels

Dungeon Master Guide (1979, p.86) by Gary Gygax

Bards are a special profession, as they have already earned levels as fighter and thief. Once they begin gaining experience as bards, each must pay tuition to his respective college. These payments and donations must be at least 50% of all monetary gains plus an additional 1,000 g.p. per level upon gaining a higher one. (Contributions and payments must be made to a druid whose level of experience is such that he or she is able to use more of their highest level spells than the bard is. In any event, the funds so received do not accrue to the druid but pass to the amorphous organization of druidical colleges.) Failure to make the required contributions prevents the bard from level advancement. Otherwise, bards do not need to spend extra time in training and study other than a single week—alone or in company with a druid to whom contributions and payments may be made—upon attaining experience points sufficient to advance one level of experience.

Instrument of the Bards

AD&D Dungeon Master Guide (1979, pp. 123, 147–148) by Gary Gygax

There are seven magical instruments. Each can be fully utilized only by a bard, particularly a bard of at least as high a college as the instrument is named for, i.e. Fochlucan, Mac-Fuirmidh, Doss, etc. Bards of lower status, as well as other characters able to play such an instrument, will be able to use the device with only limited results. The seven instruments are described below:

Fochlucan Bandore

If this small, 3-stringed instrument is played by a 1st level bard (probationer) or a non-bard, it has a 50% chance per round of playing to cast a faerie fire spell, but there is a 10% chance that the musician will be limned by the glow, if the spell is so cast, rather than the desired target. A bard of Fochlucan or higher college casts the faerie fire spell at base 50% per level of bard experience above 1st, reducing the reverse effect by 1% per level above 1st. Furthermore, the bandore also has the following song properties when properly played:

  1. add 10% to the bard’s charm percentage;
  2. cast an entangle spell once per day;
  3. cast a shillelagh spell once per day; and
  4. enable the bard to speak with animals once per day.

If a 1st level bard attempts these powers, there is a 30% chance that they will work, but a 70% chance that the player will take 2–8 hit points of damage.

Mac-Fuirmidh Cittern

This lute-like instrument is 50% likely to deliver 3–12 hit points of damage to any non-bard or bard under 5th level who picks it up and attempts to play it. A 5th or higher level bard who uses the cittern has a 15% better chance of charming and can sing the following songs once per day which:

  1. cast a barkskin spell;
  2. cure light wounds; and
  3. cast an obscurement spell.

Lower level bards cannot use the cittern even if they do not harm themselves (whether they take damage or not).

Doss Lute

This instrument is 60% likely to deliver 4–16 hit points of damage to any non-bard or bard under 8th level who picks it up and attempts to play it. An 8th or higher level bard who plays the lute has a 20% better chance of charming and can sing magical songs once per day which:

  1. cast a hold animal;
  2. neutralize poison; and
  3. cast a protection from fire in a 10′ radius.

Canaith Mandolin

The mandolin is 70% likely to cause 5–20 hit points of damage upon any non-bard or bard of under the 11th level who attempts to utilize its powers by playing it. An 11th or higher level bard is able to employ the instrument to add 25% to their charming ability and also to cast the following spells once per day:

  1. cure serious wounds;
  2. dispel magic; and
  3. cast a protection from lightning in a 10′ radius.

Cli Lyre

A Cli Lyre is 80% likely to cause 6–24 hit points of damage upon any non-bard or bard of less than the 14th level of experience who plays it. A 14th or higher level bard adds 30% to charming ability and can cast the following spells by singing and playing on the Lyre, once each per day:

  1. control winds;
  2. transmute rock to mud; and
  3. create a wall of fire.

Anstruth Harp

This powerful instrument is 90% likely to cause 8–32 hit points of damage to any non-bard or bard of less than 17th level who attempts to strum it. In the hands of a 17th or higher level bard the harp adds 35% to charming abilities and can be played so as to cast the following spells, one each per day:

  1. cure critical wounds;
  2. create a wall of thorns; and
  3. cast a weather summoning.

Ollamh Harp

If an Ollamh Harp is played by any non-bard or bard of under 20th level it will inflict 10–40 hit points of damage upon such an individual. When played by a bard of 20th or higher level, it adds 40% to their charming abilities and can cast one each of the following spells daily:

  1. confusion;
  2. control weather; and
  3. fire storm.

General Properties of All Bard Instruments

Each and every instrument looks exactly alike due to powerful dweomers placed upon them.

Any character able to play one of these instruments can sing so as to do one of the following for as many turns as the order of the college, i.e. 1–7, a magnus alumni for 8 turns with any of the seven, once each per day:

  1. put up a 10′ radius protection from evil;
  2. become invisible (although the strumming and singing can still be heard distantly, the exact location is impossible to discover unless detection of invisibility is possible);
  3. levitate; and
  4. fly.

Each ability of the instrument takes 5 segments to activate, and not less than 1 full round to complete.

If the bard’s charming ability exceeds 100% with instrument bonus, the creature saving against the magic does so at −1 for every 5% above 100%, 3% or 4% being rounded to the next 5%, i.e. 3% = 5%, 8% = 10%, 13% = 15%, etc.

The type of instrument found is determined by the table below:

Die Roll College
Order
Instrument Experience Point
Value
G.P.
Sale Value
1–5 1 Fochlucan Bandore 1,000 5,000
6–9 2 Mac-Fuirmidh Cittern 2,000 10,000
10–12 3 Doss Lute 3,000 15,000
13–15 4 Canaith Mandolin 4,000 20,000
16–17 5 Cli Lyre 5,000 25,000
18–19 6 Anstruth Harp 6,000 30,000
20 7 Ollamh Harp 7,000 35,000

Notes

Manual of Puissant Skill at Arms

This tome is usable by “Any single fighter (including a bard, but not a paladin or ranger)”(DMG-149) and thus presumably would allow a bard to gain an 8th fighter level.