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<!DOCTYPE HTML>
<html lang="en-US">
<head>
<meta charset="utf-8" />
<title>JoshuaD's New Bard Handbook | Dungeons and Dragons 3.5 (DND 3.5)</title>
<link rel="stylesheet" type="text/css" href="style.css" />
<meta name='author' content="Joshua Hartwell" />
<meta name="Description" content="The New Bard's Handbook for Dungeons and Dragons 3.5, written by JoshuaD. A
review of ability scores, races, prestige classes, feats, skills, skill tricks, spells, and more." />
<meta name="keywords" content="bard, handbook, bard's handbook, dnd, d&d, dungeons and dragons,
optimization, tutorial, bard spells, bard feats, bard prestige classes, PrC, bard PrC, prestige class, prestige,
feats, skills, spells, dnd3.5, dnd3.5e, d&d3.5, d&d3.5e" />
</head>
<body>
<div id="content">
<h1 id="title">JoshuaD's New Bard Handbook<br />D&D 3.5</h1>
<h2 id="version">Handbook Version 85 - 2022/04/02</h2>
<p style="margin-top:-5px; text-align: center" id="changelog">View Changelog on <a target="_blank"
href="https://github.com/JoshuaD84/new-bard-handbook/commits/master/current-version.htm">on Github</a>.</p>
<div id="nav-anchor-menu"></div>
<img alt="classic bard" style='margin: 50px auto 10px; display: block;' src="/new-bard-handbook-files/imgs/header.jpg" />
<h3 id="about-the-bard">About the Bard</h3>
<p> This class is AWESOME. <strong>I think bard is one of the most balanced, dynamic, and fun classes to
play in the game.</strong> I didn't appreciate how many options and abilities were available to it until I
dug into the various source books. Sure, you don't have the raw power of the nuclear classes, but you can be
in a party with other tier 2-5 classes and really shine. The bard can be adapted to a bunch of different
play styles: caster, gish (sword-mage), arcane archer, face, crowd control, skill monkey, and healer. He can
usually fill a number of those roles at the same time, and does so effectively. </p>
<p> I have played a lot of different characters, and the bard is by far the most fun I've had. Wizards and
things like the DMM Cleric possess campaign shattering nuclear power, but where's the fun in that? The DM is
pissed at you, the other players are pissed at you, and the campaign ends early. The bard is what D&D
should be: dynamic, rewards creative play, powerful without being over-powered, and his abilities are
friendly to other PCs. I cannot recommend the class enough, especially for your next low- or mid-powered
campaign. </p>
<h3 id="why-i-wrote">Why I Wrote this Handbook</h3>
<p> Dictum Mortuum wrote a really good handbook for the bard, but I felt it didn't go deep enough, so I
wrote this handbook to be a bit more comprehensive. That being said, the original handbook is great, and I
recommend reading that one as well as this one to get multiple view points. </p>
<h3 id="other-resources">Other Resources and Thanks</h3>
<p>Here are some of the resources that helped me build this handbook. They are all very good, I recommend
that you read them as well: </p>
<ul>
<li> <strong> <a target="_blank"
href="http://community.wizards.com/forum/previous-editions-character-optimization/threads/1145396">Dictum
Mortuum - The Bard's Handbook</a></strong> - The original handbook. Very good stuff here. </li>
<li> <strong> <a target="_blank" href="http://minmaxforum.com/index.php?topic=8936.0u">Endarire -
Breaking Down Inspire Courage</a> </strong>. A handbook dedicated entirely to maximizing inspire
courage, one of the best features of the Bard's class. Definitely worth a read. </li>
<li> <strong><a target="_blank"
href="https://incontrol88.wordpress.com/2010/08/09/bardzilla/">Cards'n'Dice - Bardzilla</a></strong> -
An interesting take on the bard. Not comprehensive, but a few good angles. </li>
<li> <strong> <a target="_blank"
href="http://community.wizards.com/forum/previous-editions-character-optimization/threads/1146876">Treantmonk
- Guide to Being God (A wizard)</a></strong> - This doesn't directly apply to the bard. However, he
talks a lot about crowd control, area effects, and spell use, so this is a good read. </li>
<li> <strong><a target="_blank"
href="http://brilliantgameologists.com/boards/index.php?topic=9876.0">Relentless Imp - Metamagic and
you</a></strong> Very useful reference for metamagic feats. </li>
<li> <strong> <a target="_blank"
href="http://community.wizards.com/forum/previous-editions-character-optimization/threads/1121616">Dictum
Mortuum - The Familiar's Handbook </a> </strong> A good resource for bards who are going to get a
familiar. Worth reading if you're thinking of going that direction. </li>
<li> <strong> <a target="_blank"
href="http://brilliantgameologists.com/boards/index.php?topic=3809">Caedrus - The Fear Handbook</a>
</strong> For those bards who want to terrify their opponents, causing them to cower in the corner and
cry like babies. </li>
<li><strong> <a target="_blank" href="http://www.imarvintpa.com/dndLive/index.php">IMarvinTPA's spell
database</a></strong> - A comprehensive searchable database for spells. For closed content it only gives
book references, but it's awesome anyway.</li> <li><strong> <a target="_blank"
href="http://www.tob-tools.net/">The Unoffical Tome of Battle Tools Page</a></strong> - Very
easy-to-navigate reference for the book of nine swords, which we can gain access to via the martial
feats. Not a common choice, but strong.</li>
</ul>
<p>Some people have commented here with some really nice observations. Additional thanks to Gold the Gnome
Bard, Malcom Towner, William Wordsworth, Davide, Stuart, Aion Haruno, Xethik, Psycho Mantis, Toteca, and
Elmer, as well as a bunch of others (see their comments below).</p>
<h3 id="color-symbol-legend">Color / Symbol Legend</h3>
<ul>
<li class="rank-a">
<strong>Best</strong> - This is a very strong option and is almost always the best
choice, or one of the best choices.
<img alt="Keytar Bard" class="float-right" src="/new-bard-handbook-files/imgs/keytar.jpg" />
</li>
<li class="rank-b"> <strong>Strong</strong> - This is also strong, but you may or may not want to take
it depending on your build. </li>
<li class="rank-c"> <strong>OK</strong> - This is a reasonable choice. </li>
<li class="rank-d"> <strong>Weak</strong> - This is either mechanically weak, or has a very narrow
application. I don't recommend taking this feature. </li>
<li class="rank-e"> <strong>Terrible</strong> - This is absolutely terrible or nearly unusable. </li>
</ul>
<h3 id="source-books-used">Source Books Used</h3>
<p> I used all of the official source books and also included some items from dragon magazines. The Dragon
Magazines are a little more difficult to review comprehensively, so I included the peaks I could find, but
may have missed some items. You should be warned that Dragon Magazine features are typically unbalanced and
should be reviewed with a critical eye before being accepted into your campaign. </p>
<h3 id="handbook-length">This Handbook's Length</h3>
<p>This handbook has gotten long. I don't think you should try to read it straight through. Instead, use it
as a reference.</p>
<p>I had a choice between only including the best or more stand-out items, or trying to be inclusive of all
reasonably possible options. I chose to be inclusive. I think this will help more people and help people
create diverse builds that I might not have considered. </p>
<h3 id="a-note">A Note on Ability Evaluation and Character Optimization</h3>
<p>When designing characters, people often focus on only level 20. I recommend doing more than that.
</p>
<p> If your campaign is anything like the games I've ever played, you start at low levels, slowly progress
through the mid levels, and, if you're lucky, you get to play some teen levels before the game falls apart.
</p>
<p> Even if you have a dedicated play group and make it all the way to level 20, the abilities you get at
levels 1-5 are going to get <strong>a lot</strong> more play than the abilities you get at levels 15-20.
Keep that in mind while designing your character. I recommend that you look at the build every four levels
(or at specific key levels, depending on your class) and consider how you'd like the character at each of
those level. </p>
<p> If you know you're going to start playing at a high level and continue to play after reaching level 20,
then of course this does not apply to you. But for most people, level 1-10 are much more important than
levels 11-20. Make sure you keep that in mind while developing your character. Remember: the goal isn't to
optimize some theoretical mechanic; the goal is to optimize fun.
</p>
<h3 id="party-roles">Party Roles</h3>
<ul>
<li class="rank-b"><strong>Archer</strong> - The bard makes a fine archer. The only problem he faces is
the 3/4ths base attack bonus. It's a feat-intesive thing, but definitely doable.
</li>
<li class="rank-d"> <strong>Blaster</strong> - The bard does not make a good blaster. He has a few
direct damage spells on his list, but not many. If you really want to go this route, look at Lyric
Thaumaturge and the Sonic Might class feature. I have a section on it below.</li>
<li class="rank-a"> <strong>Buffer</strong> - This is the bard's best role (and easiest to fulfill).
Inspire courage is very strong, easy to make much stronger, and it's one of your core class features.
Your spells can support this role as well. Buffing is something the bard is always going to be good at
(unless you actively work to make him bad at it). The bard has access to a poor-man's version of the
Cleric's Divine Metamagic Feat, so 24-hour persisted buffs are also an option here, if you're interested
in that sort of thing. </li>
<li class="rank-b">
<img alt="classy bard" class="float-right" src="/new-bard-handbook-files/imgs/classy.jpg" />
<strong>Caster</strong> - The bard has a really solid selection of spells,
particularly crowd control and social spells. He also has good access into the
illusion school, which opens up a world of possibilities. The Sublime Chord
prestige class lets the bard get access to 7th - 9th level wizard / sorcerer
spells, so an optimized Bard is capable of being as strong as an unoptimized sorcerer pretty easily.
</li>
<li class="rank-b"> <strong>Debuffer</strong> - Aside from the good list of bard spells that debuffs
opponents, the bard is a solid class for going into fear effects (see the fear handbook link above). The
bard also gets access to Doomspeak (although at later levels) which is one of the strongest debuffs in
the game.
</li>
<li class="rank-b"> <strong>Healer</strong> - The bard is the only arcane class that gets access to heal
spells. If your party is light on healing, you can get the job done. The bard should carry some wands of
cure wounds to help heal between fights (he can activate them without chance of failure since the spells
are on his class spell list) or a wand of lesser vigor (once he's high enough level to succeed on the
Use Magic Device check). The alternate class feature "Healing Hymn" can really buff up the bard's
healing, but mostly out of combat because it's not action-efficient. I also think Cure Light Wounds is a
fine spell to pick. Note: Healing Hymn was errata'd, and the errata'd version is garbage, so if your DM
insists on the updated version, it's a bit harder to be a healing bard.
</li>
<li class="rank-b"> <strong>Melee</strong> - You can become a pretty big powerhouse in melee,
surprisingly. There are ways to get into full plate mail, dual-wielding can be good, and you can output
a lot of damage using feats like knowledge devotion and snowflake wardance. Your hit points aren't
great, so you have to be a little careful not to get squished, but you can definitely develop your
character to output a ton of melee damage. This direction really benefits from Metamagic Song and
Persist spell, too.
</li>
<li class="rank-a"> <strong>Social / Face</strong> - The bard makes an amazing social manipulator and
face of the party. He can pump all of the social skills (except intimidate) he has a lot of
social-related spells (charm, fascinate, suggestion, detect thoughts, etc.) and has some social related
class-features. The more creative you can be in social situation, the more fun you'll have playing this
class. </li>
<li class="rank-b"> <strong>Stealth / Skill Monkey</strong> - The bard has three-quarters the skill
points of a rogue, and a lot of good class skills. He makes a great stealther / skill monkey. His most
natural use of skills is for social stuff, but he can easily be sneaky, and the two aren't exclusive.
</li>
<li class="rank-a"> <strong>Summoner</strong> - Bards make amazing summoners, maybe the best in the
game. Savage bard + Greenbound Summoning + Sublime Chord + Greensong + Bardic Music. Yes please.
</li>
<li class="rank-d"> <strong>Tank</strong> - The bard doesn't make a great tank. Generally, you can leave
that to the fighter classes. You can output damage or manipulate the battlefield; let them get beat up
while you play chess. That being said, a melee bard can build a little tanky if he goes deep into the
crusader class (It has a d10 for hit points).
</li>
</ul>
<h3 id="class-features">Class Features</h3>
<ul>
<li class="rank-b"> <strong>Weapon and Armor Proficiency</strong> - Getting access the longsword and
shortbow is nice. The best thing here is the Whip, which can be used to trip opponents from a distance
with some special advantages. Also, the Arms and Equipment Guide (P10) has a "Whip-Dagger" that you can
use with no additional proficiency required, that does real damage rather than subdual. You should
definitely carry one and look for opportunities to use it. At higher levels, this will probably lose its
appeal. At lower levels, it can be a really solid option. Also, a bard doesn't suffer Arcane Spell
Failure in light armor, which is very nice. (Elven Chain is a good idea once you can afford it, or
halfweight drow armor [Forgotten Realms - Underdark source book] ). </li>
<li class="rank-a"> <strong>Spells</strong> - A Bard's spells are, of course, his strongest class
feature. He has limited spells know and limited spells-per-day, so it is important to choose your spells
wisely. </li>
<li class="rank-c"> <strong>Bardic Knowledge</strong> - This is OK. There's certainly nothing wrong with
it, but I think there are better options if you're taking alternate class features. <img alt="Cartoon
Bard" class="float-left" src="/new-bard-handbook-files/imgs/cartoon.jpg" />
</li>
<li class="rank-a"> <strong>Bardic Music</strong> - Along with spellcasting, this is the core of the
bard class. There are many different kinds of bardic music:
<ul>
<li class="rank-e"> <strong>Countersong</strong> - Because it takes a standard action to
activate and only protects against sonic or language-dependant magical attacks, this is very
weak. It's possible to go an entire 20 level campaign and never have a situation where this is
the right choice. It will be also virtually impossible to get this to protect against
instantaneous effects. The one place it has some value is to try and break the effect of a
continuous effect, but even then, it has to be a sonic or language based attack. I recommend
swapping this out if you can. </li>
<li class="rank-c"> <strong>Fascinate</strong> - Fascinate gives -4 to spot & listen, and
keeps the target from taking any actions as long as they are not threatened. The ability is
limited to one target per 3 levels. This feature isn't that great, but it has some fun in-game
applications. It is most useful as the pre-requisite for suggestion or mass suggestion. A
creative bard with a reasonable DM can find some nice tricks with this ability. </li>
<li class="rank-a"> <strong>Inspire Courage</strong> - This is one of the best reasons to play a
bard. +1 to attack and +1 to damage doesn't seem like a lot, but when you do the math across an
entire party, it adds up to <strong>a lot</strong> of extra damage. When you use feats, magical
items, and additional bard levels to get this bonus higher, it becomes responsible for a metric
ton of damage. Obviously, this ability is stronger in a party of physical combat characters, and
weaker in party of casters. The best part about this is it makes your fellow players happy,
because their characters are more effective. Win-Win.
<img alt="Dragonborn Bard" class="float-right" src="/new-bard-handbook-files/imgs/dragonborn.jpg" />
</li>
<li class="rank-d"> <strong>Inspire Competence</strong> [Requires concentration] - This is
pretty weak. A +2 to a single skill for a single ally, for maximum two minutes. There are better
things if you're using alternate class features.
</li>
<li class="rank-c"> <strong>Suggestion</strong> - This is an OK feature. The big limitation it
has (compared to the spell) is that you can't use it in combat, because fascinate is a
pre-requisite and you cannot fascinate in combat. On the other hand, the DC to resist this is
almost certainly going to be higher than the spell's, which is nice. Half-elf bards (or other
bards with generous DMs) will want to look at getting the spell Suggestion (so you can use it in
combat) and swapping out this feature for Command, which is a little weaker, but less
restrictive in how it can be cast (and also not on the bard's spell list). </li>
<li class="rank-c"> <strong>Inspire Greatness</strong> - This is a solid feature, if you manage
to stay bard for 9 levels. It gives extra hit dice, a small fort bonus, and a bonus to attack
rolls that stacks with inspire courage. </li>
<li class="rank-c"> <strong>Song of Freedom</strong> [Requires concentration] - You'll probably
want to multi-class out before getting this ability, but if you get up here, it's nothing
special. It will be useful occasionally. </li>
<li class="rank-d"> <strong>Inspire Heroics</strong> - Again, you'll probably be out of the
class before you get up here. If not, it is an alright ability that grants +4 to all saving
throws. </li>
<li class="rank-c"> <strong>Mass Suggestion</strong> - This is OK. Unfortunately, the
requirement that the targets be fascinated is very limiting, both because it means this can't be
used in combat and because it limits the number of targets. "Mass" really means "handful" in
this case.</li>
</ul>
</li>
</ul>
<h3 id="alternate-class-features">Alternate Class Features</h3>
<p> The bard has some really nice options for alternative class features.
</p>
<ul>
<li class="rank-a">
<strong>Bardic Knack</strong> (PHB2, p 35)
<br />
<em>Lose bardic knowledge, gain the ability to use half your class level in place of skill ranks</em><br />
This is solid. I used to like Lore Song better, but if you're going to take the level 1 spell
instant of power (I recommend that you do) then those two overlap. This thing can give you a
ton of skill points. I like this better now. <strong>It's worth noting that if you're going to be multi-classing early, the benefit of this ability is more limited,</strong> because the bonus is calculated based on bard
level. I would rule that any Prestige Class that advances Bardic Knowledge would also advance
this feature, but you will have to check with your DM for his ruling.
</li>
<li class="rank-b">
<img alt="Drow Harpist Bard" class="float-left" src="/new-bard-handbook-files/imgs/drow-two.jpg" />
<strong>Bardic Sage</strong> (UA, p 49)
<br />
<em>Adds additional spells and bonus to knowledge in exchange for a higher need for intelligence and
reduced duration of Bardic music abilities.</em><br />
This is interesting. If you can have a
maxed-out charisma and a 16 intelligence, this might be worth pursuing. The big upside is an extra
spells known, which is typically a hard limitation for bards. If you go into sublime chord, you can
switch to charisma-based spell casting for level 4+ spells.
</li>
<li class="rank-b">
<strong>Bard College</strong> (DrM332 85)
<br />
Get a +1 bonus to two skills and make two other skills cross-class. The Blackburn college
gives you +1 to diplomacy and gather information, and makes knowledge (dungeoneering) and knowledge
(the planes) cross-class. Yes please. There are a few others here, too, benefiting climb, knowlege
(nature), knowledge (history), knowledge (the planes), decipher script, and knowledge (arcana).
Those aren't too exciting. But the Blackburn College is a nice clean upgrade.
</li>
<li class="rank-c">
<strong>Drow Bard</strong> (DU, p 57)
<br />
<em>Gain poison use; lose bardic knowledge and 1 bardic music use/day.</em><br />
If you are a Drow and want poison use, this is a fine way to get it. The cost isn't too steep. I
don't typically go this route, but I think it's an OK option. Don't forget that you're actually
losing Lore Song (not bardic knowledge), which is bonkers good.
</li>
<li class="rank-d">
<strong>Divine Bard</strong> (UA, p 50)
<br />
<em>Wisdom used to determine if you can cast a spell, Charisma used for all other factors, some
spells added to the bard spell list.</em>
<br />
This makes the bard have to pump wisdom to 16, and wisdom is his one easy dump stat. However, you do
gain the ability to cast in full armor (letting you dump dex) so this might be worth looking at for
a melee bard. The spells you gain are not exciting. In addition, your spells become divine spells
instead of arcane spells. This could impact some prestige class options (and open up some options in
the divine prestige class options that I haven't explored in this handbook). The biggest loss is
Sublime Chord, which is tremendous.
</li>
<li class="rank-e">
<strong>Fey Bard</strong> (UA, p 58)
<br />
<em> gain animal companion, nature sense, resist nature's lure, and wild empathy as a druid. Lose
bardic knowledge, inspire courage, inspire competence, inspire greatness, and inspire heroics.
</em>
<br />
Mechanically, this is a big loss. This is an interesting way to roll your own
ranger/caster, but I don't endorse it. The animal companion is pretty solid at low levels, but falls
off at higher levels.
</li>
<li>
<strong>Gnome Bard Substitution Levels:</strong> (RoS, p 147)
<img alt="Gnome Bard" class="float-right" src="/new-bard-handbook-files/imgs/gnome.jpg" />
<ul>
<li class="rank-a"> <strong>1st level: Gnome Cantrips</strong><br />
<em>Effectively gain extra level 0 spells</em>
<br />
Gnome Cantrips effectively net you one free level 0 spell known. I normally recommend taking
all three spells you are granted by this ability (prestidigitation, dancing lights, and
ghost sounds) anyway, so this 3-for-2 trade is really a 1-for-nothing trade. That is, free!
</li>
<li class="rank-b"> <strong>..and Counter Fear</strong><br />
<em>replaces countersong</em><br />
This will have some real value at later levels. This is a solid feature. You can choose to
keep it, or you can swap it out for another alternative feature. It's a clear upgrade to
countersong all by itself.
</li>
<li class="rank-c"> <strong>3rd level: Inspire Defiance</strong><br />
<em>Lose Inspire Competence, gain resistance to mind-affecting stuff</em><br />
+2 to saves against illusions and mind-affecting spells and effects is better than inspire
competence, but this probably isn't the best option.
</li>
<li class="rank-d"> <strong>6th level: Phantasmal Song</strong><br />
<em>Lose Suggestion, gain a Fear-like Song</em><br />
The low distance and limited effect makes this nothing exciting.
</li>
<li class="rank-d"> <strong>11th level: Secrets of Bardic Trickery</strong><br />
<em>lose a 4th level spell known, get three spells known</em><br />
Phantasmal Killer is ok (save-or-die targeting will then fort) but two chances to save on a
mind-affecting spell is just too narrow for me to be excited. In addition, neither color spray
nor touch of idiocy have much value at this level, in my opinion. If you are a gnome and you
like phantasmal killer, then this is a no-brainer; get two other spells for free. In
general, I would pass on this ability.
</li>
</ul>
</li>
<li>
<div class="bhb-sub-level-title">Half-Elf Bard Substitution Levels</div> (RoD 157)
<ul>
<li class="rank-a"><strong>1st Level</strong><br />
<em>Lose Countersong, Gain Soothing Voice</em><br />
This is an amazing upgrade. If you are a half-elf, do it. If you're not a half-elf, see if
you're DM will let you do it anyway.
</li>
<li class="rank-b"> <strong>6th Level</strong><br />
<em>Lose Suggestion, Gain Command</em><br />
I think this is very strong. I recommend doing this and picking up suggestion as a spell.
This way you can use suggestion in combat, and you also gain command.
</li>
<li class="rank-d"><strong>8th level: Secrets of the Diplomat</strong><br />
<em>Lose a 4th level spell known, gain bonus spells</em><br />
I don't think this is worth doing. Sending is a pretty underwhelming spell. I'd like to pick
up command, but not at the cost of a 4<sup>th</sup> level slot. If you like sending for some
reason, then this becomes great.
</li>
</ul>
</li>
<li>
<div class="bhb-sub-level-title">Lightbringer Bard</div> (EtCR 206)
<ul>
<li class="rank-d"><strong>1st Level</strong><br />
<em>Lose Bardic Knowledge, +5 to specialized undead knowledge</em><br />
I don't think this is great in general. But if you have an undead-focused campaign it's
worth looking at.
</li>
<li class="rank-c"> <strong>1st Level</strong><br />
<em>Lose Inspire Competence, Gain Inspire Turning</em><br />
Interestingly, the book lists this as a first level ability. Does that mean you can take it
at level 1 even though you don't normally get inspire competence until level 3?
In either case, I think this is a bit better than inspire competence, but not particularly
good. Give an ally +2 CL for turning purposes for as long as they hear us perform (and we
concentrate). In an undead focused campaign in a party of clerics, maybe this could
be pretty cool.
</li>
<li class="rank-d"><strong>6th level: Repel Domination</strong><br />
<em>Lose Suggestion, gain mind affecting resistances</em><br />
Untyped +2 vs mind-affecting spells or abilities from undead. Also, if you suceed, on the
save, the enemy is shaken for the rest of the encounter. A fear escalator can look at this.
</li>
</ul>
</li>
<li class="rank-c">
<strong>Harbringer</strong> (DrM#337 93)
<br />
<em>Lose Fascinate, Countersong, Inspire Courage, Inspire Competence, Suggestion, Inspire Greatness,
Song of Freedom, and Mass Suggestion, gain fear-based abilityes.</em>
<br />
I think this is pretty cool, especially for a fear bard. Unfortunately, it's an all-or-nothing
approach. You can't pick and choose which abilities to swap. Instill fear is about as good as
inspire courage, encourage failure is a little better than inspire competence, I like dishearten
better than inspire greatness, Dirge of Binding is very strong, and Drain Prowess is definitely
cooler than mass suggestion.
We did lose fascinate, countersong, and suggestion without any direct compensation, but the other
stuff is pretty cool. I would definitely look at this for a fearmonger bard.
</li>
<li>
<div class="bhb-sub-level-title">Spellscale Substitution Levels</div> (RoD 110)
You <strong>can</strong> pick and choose which of these substitution levels you take.
<ul>
<li class="rank-c"><strong>1st Level</strong><br />
<em>Lose Bardic Knowledge, gain Draconic Bardic Knowledge</em><br />
A straight upgrade to bardic knowledge. Gain bonuses on konwledge checks related to dragons,
as long as you maintain knowledge (arcana). It's not bad, but there are better alternative
features for bardic knowledge.
</li>
<li class="rank-d"> <strong>3rd Level</strong><br />
<em>Lose Inspire Competence, gain Inspire Arcana</em><br />
Activate to Give your casters a +1 to Caster Level. Inspire competence is weak, but this is
also pretty lackluster. The big downside is that it requires concentration to maintain.
</li>
<li class="rank-b"><strong>6th level</strong><br />
<em>Improve Suggestion at the cost of one second-level spell-per-day</em><br />
This is pretty solid. Not amazing, but solid. I like getting +2 to DCs on things like
suggestion; when I cast a spell or activate an ability, I just want it to work. That being
said, losing one spell per day is a little sad. Definitely worth considering.
</li>
</ul>
</li>
<li class="rank-a">
<strong>Healing Hymn (Pre-Errata)</strong> (CC 47)
<br />
<em>lose fascinate, boost natural healing and healing spells</em><br />
Fascinate is needed for suggestion. If you're swapping out suggestion (via half-elf sub levels or
some other method) this is really good. I underestimated it at first, but I really like it now.
Pair it with cure light wounds as one of your spells known, and you get a lot of out-of-combat
healing ability. It's not great in combat because you can't stack it with inspire courage and the
action economy isn't great, but still awesome.
It's also great to dump a bardic music at night to double healing. Really, this feature is easy
to overlook, but it's very good.
It's also great to dump a bardic music at night to double healing. Really, this feature is easy
to overlook, but it's very good.
</li>
<li class="rank-e">
<strong>Healing Hymn (Post-Errata)</strong> (CC 47)
<br />
<em>lose fascinate, boost natural healing and healing spells</em><br />
The errata ruined this alternate class feature. Check with your DM if he'll let you take the
pre-errata version. If he won't, just pass
</li>
<li class="rank-d">
<strong>Hymn of Fortification</strong> (CC 47)
<br />
<em>lose inspire competence, use bardic music to generate protection from evil type effects.</em><br />
This is a clean upgrade to inspire competence. This would be good except for the fact that it
requires concentration to maintain. Y U C K.
</li>
<li class="rank-b">
<img alt="Savage Bard" class="float-left" src="/new-bard-handbook-files/imgs/savage.jpg" />
<strong>Inspire Awe</strong> (DrM 13)
<br />
<em>Lose Inspire Courage, Gain Inspire Awe.</em><br />
Opponents become shaken, with a chance at saving. The debuffs are strong with a wide-range of harm
and the save DC is pretty high. This is good if you don't want to go deep into inspire courage, or
if your party doesn't have very many melee characters. This is also a core feature of a fear-escalation
bard.
</li>
<li class="rank-b">
<strong>Inspire Hatred</strong>
(EoE 21)
<br />
<em>Lose inspire greatness, gain inspire hatred.</em><br />
Cause an opponent to hate and attack his ally unless he passes a will save? Sweet! I love the
flavor, and it seems like a better use of a standard action than inspire greatness.
</li>
<li class="rank-c">
<strong>Inspire Turning</strong> (ECR 206)
<br />
<em> Lose Inspire Competence with the ability to boost an ally's ability to turn undead by spending a bardic
music attempt they gain +2 levels on their turn check. </em><br />
If you are in a party where this is relevant, I think it's definitely better than inspire competence.
</li>
<li class="rank-a">
<strong>Lore Song</strong> (DS 8)
<br />
<em>Lose Bardic Knowledge. Once per day (per two bard levels, i.e. lvl 1, 3, 5,
7, etc.) immediate action, add +4 bonus to an attack, save, or check
roll.</em><br />
I like this a lot. It overlaps with the level 1 spell Instant of Power. If
you're taking that, probably take bardic knack instead. If you're not taking
that spell, probably take this.
</li>
<li class="rank-c">
<strong>Mimicking Song</strong> (DS 8)
<br />
<em>Give up countersong. Use bardic music to give allies a +2 bonus on move silently.</em><br />
This is probably an upgrade. In-character, it's a little funny to imagine, but I think of it as the
bard generating a magical sound-cancelling wave (two sounds can theoretically cancel one another).
In either case, if you don't have somewhere else to dump countersong, this is probably an
improvement.
</li>
<li>
<strong>Music of Creation</strong> (ECS 34): (You can also take these as feats)
<ul>
<li class="rank-a"><strong>Haunting Melody</strong>
<br>
<em>Level 6+, so Replace Suggestion, Inspire Greatness, Song of Freedom, Inspire Heroics, or
Mass Suggestion</em><br>
This is either very strong or below average, depending on DM's ruling. The text isn't super
clear on whether this requires an action to activate or whether it "piggy backs" another
perform. I think RAW definitely piggy backs, but I wouldn't be surprised to see some DM's house
ruling that this is a standard action to activate. It's strong if you can piggy back (inspire
courage does a lot then!) and it's not very exciting by itself. You can see discussion on this
topic here: <a
href="http://rpg.stackexchange.com/questions/63506/does-haunting-melody-use-a-standard-action/">http://rpg.stackexchange.com/questions/63506/does-haunting-melody-use-a-standard-action/</a>
</li>
<li class="rank-c"><strong>Music of Growth</strong>
<br>
<em>Level 9+, so Replace Inspire Greatness, Song of Freedom, Inspire Heroics, or Mass
Suggestion</em><br> - This is generally bad, but it is a nice alternative to Augment
Summoning for a savage/greenbound summoning bard. Saves a feat.
</li>
<li class="rank-c"><strong>Music of Making</strong>
<br>
<em>Level 6+, so Replace Suggestion, Inspire Greatness, Song of Freedom, Inspire Heroics, or
Mass Suggestion</em><br> Doubling the duration of conjuration spells is nice. If you have a
lot, you may want to consider taking this.
</li>
<li class="rank-b"> <strong>Song of the Heart</strong>
<br>
<em>Level 6+, so Replace Suggestion, Inspire Greatness, Song of Freedom, Inspire Heroics, or
Mass Suggestion</em><br> This is a good replacement for Inspire Greatness if you get up
there. A passive +1 to inspire courage, plus other conditional benefits. It's a shame this
requires inspire competence as as a pre-req. I almost feel like that's a typo. If it didn't,
this would be an amazing swap for inspire competence.
</li>
<li class="rank-b"> <strong>Soothe the Beast</strong>
<br>
<em>Level 3+, so Replace Inspire Competence, Suggestion, Inspire Greatness, Song of Freedom,
Inspire Heroics, or Mass Suggestion</em><br>
This is pretty cool. Being able to diplomacy wild animals fits the bard really well, and the
mechanics (roll a perform check) are naturally maximized. I think this is the best option to
replace Inspire Competence.
</li>
</ul>
</li>
<li>
<div class="bhb-sub-level-title">Planar Bard</div> (PlH 29) - This is the sort of ability could be
good in a very particular campaign. The things you give up aren't exciting, so if the gains are
something your DM tells you want, then go ahead.
<ul>
<li> <strong>3rd level: Planar Inspiration</strong><br />
<em>Lose Inspire Competence, Use music to protect people from planar effects</em>
</li>
<li> <strong>6th level: Planar Dissonance</strong><br />
<em>Lose Suggestion,Temporarily redirect portals to new locations.</em>
</li>
<li> <strong>12th level: Planar Discordance</strong><br />
<em>Lose Song of Freedom, use bardic music as a precipitate breach spell</em>
</li>
</ul>
</li>
<li class="rank-e">
<img alt="Drummer Bard" class="float-left" src="/new-bard-handbook-files/imgs/drummer.jpg" />
<strong>Repel Domination</strong> (ECR 206)
<br />
<em>Lose suggestion, gain a +2 bonus on saves vs mind affecting spells and abilities of the undead,
if you succeed in the save they become shaken.</em><br />
This is weak. Suggestion is a solid ability; don't give it up for this conditional, passive, and small advantage.
</li>
<li class="rank-b">
<strong>Savage Bard</strong> (UA 50)
<br />
<em>Must be chaotic, good fortitude and will save, poor reflex. Modified skill and spell list.
Illiterate.</em>
<br />
I think this is the right base for a summoner's bard. As pointed out by Elmer below in the comments
section, this will give you access to the Greenbound Summoning feat, which is really really strong.
Aside from that, Illiteracy is sad. Gaining fort instead of reflex is nice. Losing prestidigitation
is absolutely miserable. Losing read magic is sad. On the whole, not a choice I'd take in general,
but it seems very strong for a summoning-oriented bard.
</li>
<li class="rank-c">
<strong>Spellbreaker Song</strong> (CM 35)
<br />
<em>Lose countersong, can use bardic music to disrupt casters, giving them 20% spell failure chance.
</em>
<br />
This isn't much of an improvement over countersong. The fact that it disrupts all
casters is a big advantage, though, especially if you can sustain it throughout the combat (it
doesn't require concentration to maintain). 20% against two or three spell casters over a handful of
turns is pretty nice.
</li>
<li class="rank-d">
<strong>Undead Bardic Knowledge</strong> (ECR 206)
<br />
<em>Replace Bardic Knowledge with specialized knowledge about the undead</em><br />
Works like normal bardic knowledge but with a +5 competence bonus. Only good if you're going to be
in a campaign that's all about undead. The big advantage to bardic knowledge is diversity, and this
takes that away.
</li>
</ul>
<h3 id="ability-scores">Ability Scores</h3>
<img alt="lady bard" class="float-right" src="/new-bard-handbook-files/imgs/lady-elf.jpg" />
<p> Your choice in ability scores is going to depend a lot on what sort of bard you want to be. A
caster/face/control bard doesn't need strength or dex, where a melee or archer bard is going to want some.
</p>
<p> A Bard generally wants a high charisma, a low wisdom, and a good balance between the other four
abilities, depending on the direction you are going. Melee bards can skim on the charisma a little, if they
want, to pick up some additional physical stats. </p>
<ul>
<li class="rank-c"> <strong>Strength</strong> - Depends on the build. A bard will do combat damage
sometimes, so a 10-14 here, when possible, is nice.</li>
<li class="rank-c"> <strong>Dexterity</strong> - This is highly build-dependent. AC and ranged attack is
nice, and you have a lot of skills that get bumps from Dex, but economy will probably not let you dump a
ton of points here. 10-12 feels about right, generally.</li>
<li class="rank-b"> <strong>Constitution</strong> - Extra hit points are always helpful. 10-14 here
seems good. </li>
<li class="rank-b"> <strong>Intelligence</strong> - This stat is a sponge; give it everything you can
that you don't need in the other slots. Extra skills are really great. </li>
<li class="rank-d"> <strong>Wisdom</strong> - This is the bard's easy dump stat. The primary benefit a
bard gets from wisdom is will saves and a bump to spot / listen. Weak. </li>
<li class="rank-a"> <strong>Charisma</strong> - At least 16, preferably 18. Charisma is the stat bards
use for casting, giving the bard bonus spells per day and a higher DC for spells that have a save (many
bard spells). It also pumps the two best skills in the game: Diplomacy and Use Magic Device. </li>
</ul>
<h3 id="races">Races</h3>
<img alt="kobold bard" class="float-left" src="/new-bard-handbook-files/imgs/kobold.jpg" />
<h4 id="no-level-adjustment">No Level Adjustment</h4>
<ul>
<li class="rank-b">
<strong>Aasimar, Lesser</strong> (PGtF template applied to Aasimar) - +2 to Wisdom, +2 to Charisma,
Darkvision, and a small bonus to spot and listen. Not my first choice, but a solid race.</li>
<li class="rank-b"><strong>Aasimar</strong> (<a
href="http://archive.wizards.com/default.asp?x=dnd/sp/20040213a">Web</a>) - +2 Charisma, darkvision,
light, spot and listen bonuses, some resistances. Not bad.</li>
<li class="rank-b"><strong>Azurian</strong> (MoI 7) - A modified human. Lose extra skill points, pick up
a point of essentia. I haven't researched essentia a ton (I probably should) but if you're using it,
this is probably better than human for your character.</li>
<li class="rank-e"> <strong>Dwarf</strong> (PHB) - Not a good pick for the Bard. Nothing we're excited
about, and it reduces our most important stat. If you want to be a dwarf, you should look at some of the
other options (listed below) which at least don't dump CHA.</li>
<li class="rank-d">
<strong>Dwarf</strong> [Desert <div class="bhb-citation">(UA 11), Dream(RoS 88), or Gold (DMG 171)</div>]
- No big upside here, but if you want to be a dwarf, none of these offer CHA penalties, which is nice.
</li>
<li class="rank-c"> <strong>Elf, Star</strong> (UEast p9) - +2 Cha, -2 Con, Favored Class Bard, Normal
Elf Stuff, Can ghost touch weapons at night. </li>
<li class="rank-b"> <strong>Gnome</strong> (PHB) - This is a pretty good choice, especially for casters.
The +1 boost to illusion DC is solid and I love the extra cantrips per-day. Small size is a mixed bag,
but on the whole advantageous for a non-melee oriented character. This is a strong choice if you're
building core-only, but it falls off if you're playing with all the splat books. It's 4 stars in
core-only, and 3-stars if you include all the splat books. </li>
<li class="rank-b"><strong>Gnome, Stonehunter</strong> (DrM 8) Dragonblood subtype! If you want to play
a gnome and use the draconic auras or dragonfire inspiration, check this out.
</li>
<li class="rank-d"> <strong>Gnome, Whisper</strong> (RoS 94)- +2 Dex and Con, -2 Str and Cha. Silence is
a nice spell like ability, but not for -2 CHA. Pass. </li>
<li class="rank-d"> <strong>Goblin, Bhuka</strong> (Sand 39) - Not an exciting race in general, but the
best way for a bard to be a goblin (if you want/need that for some reason) because of no CHA loss and no
level adjustment. </li>
<li class="rank-c"> <strong>Gruwaar</strong> (DR317 p25) - +2 to Dex and Cha, -2 Str and Wis. Small, 4
legs, fey, can cast disguise self 1/day. Darkvision. </li>
<li class="rank-a"> <strong>Half-Elf</strong> (PHB) - Half-elves are really strong, assuming you have
access to the alternate class features from RoD. The +2 to diplomacy, low light vision, and other minor
race features are also pretty nice. I wouldn't take this race without access to RoD, but I would
seriously consider it in the context of those alternate class features. </li>
<li class="rank-a"> <strong>Half-Elf (Jungle)</strong> - Same as half-elf, but you ca +2 to bluff and
sense motive instead of diplomacy and gather info. </li>
<li class="rank-a"> <strong>Half-Human</strong> (DMG 171) - Same as half-elf, but you lose the diplomacy
bonus to gain longbow proficiency (Bard already grants longsword). I think this is a worse option, but
something you can look at. You'll have to get the DM to approve getting the alternate class features
from RoD, but he really ought to. </li>
<li class="rank-e">
<img alt="satyr bard" class="float-right" src="/new-bard-handbook-files/imgs/satyr.jpg" />
<strong>Half-Orc</strong> (PHB) - There's really nothing here for us.
</li>
<li class="rank-d"> <strong>Half-Orc (Desert)</strong> (UA 12) - No CHA penalty half-orc. You lose the
strength bonus, but get a con bonus. If you're in a point buy system that's probably a wash for you, so
this is good. You also lose darkvision (in favor of low-light vision) which is sad. If you're trying to
go half-orc, perhaps for a fear bard, this is your best choice. </li>
<li class="rank-a"> <strong>Halfling, Strongheart</strong> (FRCS 17) - Bonus feat and a lot of the
typical halfling fare. Effectively a small-sized human (but no bonus skill points). </li>
<li class="rank-a"><strong>Human</strong> (PHB) - As usual, human is the best option. Bonus feats, bonus
skills, and free multi-classing. It's got everything. </li>
<li class="rank-a"><strong>Human, Silverbrow</strong> (DrM 6) - Gain dragonblood subtype, featherfall
1/day (and more at higher levels), +2 to disguise, but lose bonus skill points. Solid. </li>
<li class="rank-b"><strong>Illumian</strong> (RoD 52) - A really interesting class, especially for melee
rogues. If you take the Aeshkrau word, you can dump charisma as a stat. You lose a lot of the social
skills this way, but it's an idea. </li>
<li class="rank-b">
<strong>Kobold</strong> [Regular
<div class="bhb-citation">(RoTD 39), Arctic (UA 10), Desert (UA 13), Earth (UA 17)</div>
] - A way to get the dragonblood subtype, which can help with draconic aura. Take a look at all 4 to see which you like best if you go this route, all four are about the same strength. Another trick is to take this race and start with the dragonwrought feat. Be an old man and get +3 to all mental stats without the normal penalties to the physical stats. A little cheesy, and it effectively costs you two feats (compared to being human.)
</li>
<li style="background-color: rgb(255, 255, 0);"> <strong>Other Dragonblood Races</strong>
</li>
<li class="rank-a"> <strong>Magic-Blooded Template</strong> (DM 306 p65) - This is stupid strong. You
get +2 CHA for -2 WIS, Low Light Vision, +2 to Knowledge (arcana) and spellcraft, and gain 4 cantrip
uses per day. The only downside is you get favored-class: sorcerer and lose any other favored class.
Unless you're a strange build or a melee-multiclass bard, this doesn't matter at all.
</li>
<li class="rank-c"> <strong>Raptoran</strong> (RotW 68) - No level adjustment and gain the ability to
fly via race. Flying is cool. </li>
<li class="rank-c"> <strong>Spellscale</strong> (RotD 26) - Can transfer into spellscale race by
undergoing a rite after level 1. +2 to Cha, -2 to Con. Low light vision, A cool "blood-quickening'
ability that lets you get a range of race-based benefits each day. </li>
<li class="rank-a"> <strong>Unseelie Fey</strong> (DCV1 222) - Get a fly speed, some pretty good special
powers, damage reduction, low-light vision, +4 to intimidate, +2 Dex, +2 Cha, -2 Con, -2 Str. It's
pretty good. </li>
</ul>
<h4 id="with-level-adjustment">With Level Adjustment</h4>
<p> These are generally only worth looking at if your DM will allow you to do a Level Adjustment buyoff.
Otherwise, losing levels of class progression just can't be justified. Usually, these are most useful to
look at when you're starting a campaign in the teen levels and don't mind being a little behind the rest of
your party for a while. </p>
<h4 id="plus-one-LA">+1 Level Adjustment</h4>
<ul>
<li class="rank-a">
<img alt="catfolk bard" class="float-left" src="/new-bard-handbook-files/imgs/catfolk.jpg" />
<strong>Aasimar</strong>
<div class="bhb-citation">(RoD 92, MM209)</div>
- +2 Wis and Cha, Darkvision, some other small benefits.
</li>
<li class="rank-c"> <strong>Catfolk</strong> (RotW 92) - +4 dex, +2 cha, 40' move, low light vision, +2
to listen and move silent, and +1 to AC. Not a bad package for a bard. </li>
<li class="rank-c"> <strong>Celadrin</strong> (DR 350) - Bonuses to Chrisma and Dex, +4 to Sing, Dark
vision, bonus to diplomacy, normal elf stuff. Not bad. </li>
<li class="rank-a"> <strong>Draconic Creature Template</strong> (Dr 149) - +1 AC, +2 Str, Con, and Cha,
Dark vision and low light vision, +2 to intimidate, two claw attacks. </li>
<li class="rank-c"> <strong>D'hin'ni</strong> (DR351 p54) - +2 Dex, +2 Cha, -2 Wis. Darkvision 60', +1
bonus to saves, +2 to some sneaky skills, prestidigitation at will! I love prestidigitation. </li>
<li class="rank-b"> <strong>Dvati</strong> (DrC) - This is a pretty cool option for a bard. The key idea
here is that you can maintain two bardic musics at once (inpsire courage, inspire greatness, for
example). Concentration requires both twins to concentrate, so it's only good for the non-concentration
musics, but still. I can definitely imagine a cool character here. A combat-oriented build might be
interesting, given that having two characters attacking doubles the benefit of inspire courage.</li>
<li class="rank-d"> <strong>Gnome, Chaos</strong> (RodS 86) - +2 to Cha and Con, -2 to Strength. Some
cool spell-like abilities. Not great. </li>
<li class="rank-b"> <strong>Jaebrin</strong> (MMV 93) - +2 Cha, -2 Str. Low light vision. Immunity to
enchantment spells and effects. +1 bonus to DC for enchantment spells she casts, +2 on perform, bluff,
diplomacy, and appraise. A bite that does will damage. Not bad. </li>
<li class="rank-d"> <strong>Mephling, Air</strong> (Planar 10) - Gain flying, small size, favored class
bard, and a weakish breath weapon. +2 to Dex and Cha, -2 to int. Not bad, but not worth 1 LA. </li>
</ul>
<h4 id="plus-two-LA">+2 Level Adjustment</h4>
<ul>
<li class="rank-d"> <strong>Adu'ja</strong> (DR317 p22) - Be a plant. +2 to Charisma. Some other cool
abilities, like +4 to diplomacy and perform (although minuses to bluff and sense motive). Heals fast
when in sunlight and well watered. </li>
<li class="rank-b"> <strong>Domovoi</strong> (Frost 122) - +6 Cha and bonuses to most other stats. Get
some spells. Interesting. </li>
<li class="rank-c"> <strong>Dragonkin</strong> (Dcn 151) - Might be an idea for a melee bard starting at
higher levels. You get fly, +8 to strength, bonuses to other stats, are large, detect magic at will, 7AC
and some other cool things. </li>
<li class="rank-c">
<img alt="drow bard" class="float-right" src="/new-bard-handbook-files/imgs/drow.jpg" /> <strong>Elf, Drow</strong>
<div class="bhb-citation">(MM 103, Und 10)</div>
- +2 to Charisma, Int, and Dex, -2 to con, spell resistance, spell-like abilities, and darkvision. You also get the normal elf stuff and sensitivity to bright light.
</li>
<li class="rank-b"> <strong>Phrenic Template</strong> (EPH) - +2 to int, +2 to Wis, and +4 to Charisma.
As you level up, you pick up a bunch of psionic abilities. This is definitely very strong for a bard, if
you're comfortable with the level adjustment. </li>
<li class="rank-b"> <strong>Half-Fey</strong> (FF) - +4 to Cha, +2 to Dex, +2 to Wis, and -2 to Con. A
pretty fast fly speed with good maneuverability; and a selection of useful spell-like abilities,
including charm person at will, which is pretty fantastic. </li>
<li class="rank-c"> <strong>Satry</strong> (MM 219) - +2 to all stats but Strength. Bard is favored
class. A lot of nice benefits, including +4 to perform and damage reduction.</li>
<li class="rank-b"> <strong>Shadow creatures</strong> (LoM) gain shadow blend, which gives you total
concealment in any illumination less than full daylight. Basically, it's permanent greater invisibility.
It's kind of insane. You also get to choose from a laundry list of powerful special abilities like fast
healing, evasion (good combo with invisibility), and plane shift (to or from the plane of shadow only)
as a spell-like ability. </li>
<li class="rank-c"> <strong>Yuan-Ti Pureblood (</strong> MM 262) - +2 CHA, Dex, and Int. Darkvision,
some feats, special attacks, spell resistance. </li>
</ul>
<h4 id="plus-three-LA">+3 Level Adjustment</h4>
<ul>
<li class="rank-d"> <strong>Witchknife</strong> (MM3 112) - +4 to cha and other stat boosts, sneak attack damage, psionic effect spell-like abilities. Maybe worth looking into if you're starting the campaign at high levels.<strong>
</strong>
</li>
</ul>
<h4 id="plus-4-LA">+4 Level Adjustment</h4>
<ul>
<li class="rank-d"> <strong>Doppleganger</strong> (MM 68) - +2 to all stats, and a total of +4 to wisdom. Darkvision, extra bonuses to everything, detect thoughts as a special ability, and change shape as a special ability. If you're playing a high-level campaign and can do LA buyoff, this <strong>might</strong> be worth looking into. Would be absolutely miserable at low-levels.
</li>
<li class="rank-d"> <strong>Pixie</strong> (MM 236) - +6 to Cha, bonuses to other stats (but dumps strength) . Can fly, some Damage Reduction, gain Greater Invisibility.
</li>
</ul>
<h4 id="plus-9-LA">+9 Level Adjustment</h4>
<ul>
<li class="rank-a"> <strong>Gloura</strong> (Under 88) - +10 dex, +4 con, +2 wis, +6 cha, Darkvision
60', low-light vision, DR 10/Cold Iron, Fly 60', light armor proficiency, simple weapon proficiency, CHA
bonus to saves and deflection AC. I think You have to take the Fey template, which is +7, plus this which is +2,
so a total of +9.
</ul>
<h4 id="plus-10-LA">+10 Level Adjustment</h4>
<ul>
<li class="rank-a"><strong>Firre Eladrin</strong> (BoED 169) - Unlimited uses of bardic music. This is absurdly broken, especially if you can do a <a href="http://www.d20srd.org/srd/variant/races/reducingLevelAdjustments.htm" target="_blank" rel="nofollow">level adjustment buy off</a>. Take a Firre Eladrin, go into Bard / Sublime Chord, pick up the feats Metamagic Song, Persistent Spell, Quicken Spell, and Lyric Spell. Now you have unlimited spells per day and you can make every single one effectively permanent. The only real limitation here is that your list of known spells is narrow. Spend the rest of your feats on additional spells, and you've got yourself a monster. I think this build makes a better NPC villian than PC hero. </li>
</ul>
<h3 id="skills">Skills</h3>
<p> A bard has a relatively high number of skill points per level, and has access to a wide range of skills. The bard's best skills are the social skills, but he also has some other interesting things going on:
</p>
<ul>
<li class="rank-d">
<img alt="Wise Bard" class="float-left" src="/new-bard-handbook-files/imgs/wise.jpg" /><strong>Appraise</strong> - Not really worth getting. You can prevent NPCs from taking too much from you on sales / buys with a very stingy DM, but not really exciting.
</li>
<li class="rank-d">
<strong>Balance</strong> - I don't recommend putting any points in this. It may come up occasionally, but it's hard to get a lot of value from points here.
</li>
<li class="rank-b"> <strong>Bluff</strong> - This is a very strong skill. I like taking this, along with the other social skills, and maxing it out as much as possible. Five ranks grant a +2 synergy bonus to Diplomacy, which is great.
</li>
<li class="rank-d"> <strong>Climb</strong> - If you like this for flavor, it gives the DM opportunities to give you cool dungeons. It doesn't tend to give you the ability to beat general encounters, so I don't recommend picking it up.
</li>
<li class="rank-b"> <strong>Concentration</strong> - Since you're a spellcaster, this is essential (unless you pick up the feat Melodic Casting, in which case you can ignore this one).
</li>
<li class="rank-e"> <strong>Craft</strong> - I don't like using finite skill points to generate gold (a DM-controlled resource). For that reason, I don't recommend taking this skill.
</li>
<li class="rank-e"> <strong>Decipher Script</strong> - It's less expensive to take read magic as a cantrip and learn all of the languages through "Speak Languages" than it is to get this up to a level where you can get any practical use out of it. Pass.
</li>
<li class="rank-a"> <strong>Diplomacy</strong> - Arguably the best skill in the game, I recommend maxing this out. It gives you so many opportunities to resolve conflicts and get allies. Very dynamic, very strong.
</li>
<li class="rank-c"> <strong>Disable Device (Cross-class)</strong> - This is an OK skill, but its cross-class for the Bard. I think there are better places to put your points.
</li>
<li class="rank-d"> <strong>Disguise</strong> - This has some cool role-playing opportunities, and can add a lot of flavor to a campaign. The downside is that the mechanics aren't super favorable to the player, and the times you'll be able to apply it in a regular campaign aren't too often. It's OK.
</li>
<li class="rank-c"> <strong>Escape Artist</strong> - Being grappled sucks, and Escape Artist can help you get out of that. If your DM is good at the rules, he'll probably send a few grapplers at the casters. This can help mitigate that.
</li>
<li class="rank-d"> <strong>Forgery (Cross-class)</strong> - Because this is cross-class, it's hard to
get much out of it. It's a cool ability in theory, but I've never had much luck putting it to use in my
campaigns. If you're doing an intrigue type campaign and like this flavor, it's not terrible.
</li>
<li class="rank-c"> <strong>Gather Information</strong> - This is a fine ability, and fits right in with the other social-skills I recommend. It might overlap a bit, but with a good DM, I think each social skill has its own realm.
</li>
<li class="rank-d"> <strong>Handle Animal
(Cross-class)</strong> - Not really worth putting points into.
</li>
<li class="rank-d"> <strong>Heal (Cross-class)</strong> - Not really worth putting points into.
</li>
<li class="rank-c"> <strong>Hide</strong> - This is an OK skill for every class. You can go on espionage missions with the rogue, if you'd like. Not amazing, not bad.
<img alt="halfling bard" class="float-right" src="/new-bard-handbook-files/imgs/halfling.jpg" />
</li>
<li class="rank-c"> <strong>Iaijutsu Focus</strong> - This is a wierd skill. It's only in the 3.0
Oriental Adventures book. If you draw and attack a flat-footed opponent, you can get extra damage for
that attack. You also can do an "iajutsu duel" with an opponent that accepts. For the most part, I think
this isn't worth going into (both because it's a bit narrow and because your DM is going to have to be
invested) but it's not bad.
</li>
<li class="rank-b"><strong>Intimidate (Cross-class)</strong> - It's a shame this skill is cross-class,
because it's a strong skill and fits in well with the bard's social package. It overlaps with diplomacy
a bit, but it has some unique uses, and is really cool for roleplaying. There aren't any easy ways for a
bard to get a class skill. For fear-monger bards, this is a key component. For non-fear-mongers, you can
take it or leave it. You can get access to this as a class skill with the feat "Apprentice (Soldier)"
from the PHBII if you need it.
</li>
<li class="rank-d"> <strong>Jump</strong> - Five ranks gives a bonus to tumble, and there's a nice skill trick which can be good. Otherwise, I don't think there's much here worth pursuing this one.
</li>
<li class="rank-b"> <strong>Knowledge</strong> - Knowledges are a good skill in general, and become absolutely insane in conjunction with knowledge devotion and the skill trick Collector of Stories. If you're going pure caster, this can be a dump. If you're going archer or melee, this seems like something to really consider.
</li>
<li class="rank-c"> <strong>Listen</strong> - This is a good skill that will get a lot of use throughout any campaign. Wisdom is our dump stat, which is sad. I usually want more active things (and leave the listening to the barbarian or rogue) but this is definitely worth considering. If you're going into the Sublime Chord prestige class (one of the best for a Bard) you'll need 13 ranks here, so keep that in mind.
</li>
<li class="rank-c"> <strong>Move Silently</strong> - Same as hide. If you and the rogue want to be buddies (or if there's no rogue) this is maybe worth taking. It has some application, but not as many as you might like.
</li>
<li class="rank-d"> <strong>Open Lock (Cross-class)</strong> - This might be worth taking one rank in, if you get bardic knack. Otherwise, leave the locks to the rogues, wizards, or barbarians to solve.
</li>
<li class="rank-a"> <strong>Perform</strong> - Essential for a bard. Keep this near max for one type, but there are some levels you can skimp on maxing out if you need, based on what bardic musics you're gaining access to. I recommend doing something that doesn't require an instrument, like singing, whistling, or oration.
</li>
<li class="rank-c"> <strong>Profession</strong> - The intended use of this skill is boring. If you want to say to your DM "I spend a year making money", then go ahead. Not something I'm interested in doing. Kill monsters and fight bad guys. That's more fun. Professions are for real life.
That being said, NRCody pointed out some cool ideas for this skill below. Look for his post on December
5th below, but in summary, he pointed out that Profession (Sailor) should make it easier for you to talk
to other sailors, and profession (Lawyer) might help get you out of a jam with the local authorities. I
doubt your DM is ever going to say "everyone roll me a Profession (Lawyer) check", but you might be able
to assert one yourself in some key situations.
</li>
<li class="rank-d"> <strong>Ride (Cross-class)</strong> - Dump this skill and avoid horses. Q E D.
</li>
<li class="rank-c"> <strong>Search (Cross-class)</strong> - It's a good skill, but it's not our strong suit. I usually let someone else in the party cover this ground, and just assist when I can.
</li>
<li class="rank-b">
<img alt="Alien Bard" class="float-left" src="/new-bard-handbook-files/imgs/alien.jpg" />
<strong>Sense Motive</strong> - Five ranks gives a synergy bonus to diplomacy. That's great. Otherwise, it does help protect the party from being bluffed. It's a solid skill, but not amazing.
</li>
<li class="rank-b"> <strong>Sleight Of Hand</strong> - A lot of the bard's spells are social based, and being caught casting can really a limiting factor. Sleight of hand enables you to cast secretly in two ways (using the skill and using a skill trick) which I'll outline below in a special section. For that reason, I love this skill.
</li>
<li class="rank-b"> <strong>Speak Language</strong> - A lot of the bard's skills and spells are language dependent. The more languages you speak, the more opportunities you have to use those skills. There is a strong argument that this skill is not subject to the normal "Max level + 3 ranks" limit, which means you can pick up all 19 learnable languages at a pretty low level.
</li>
<li class="rank-b"> <strong>Spellcraft</strong> - Lets you identify magical items with a high enough check and detect magic (MIC 217). That alone is a good enough reason to get into this class. It's also required for some of the better prestige classes.
</li>
<li class="rank-d"> <strong>Spot (Cross-class)</strong> - A good skill that I leave to other PCs.
</li>
<li class="rank-e">
<strong>Survival (Cross-class)</strong> - Cross class and limited application. It will only really solve problems by the most difficult and strict DMs. Leave this to the ranger or rogue.
</li>
<li class="rank-c"> <strong>Swim</strong> - This skill can save your life, but you don't typically need a bunch of points to get value from it. As DM, I like to make encounters that reward multiple types of skills, and swim is easy to do that with. But it's not something you need.
</li>
<li class="rank-b"> <strong>Tumble</strong> - If you're a melee bard, this is great. If you're an archer bard, it might be OK. If you're a face / caster bard, pass.
</li>
<li class="rank-a"> <strong>Use Magic Device</strong> - One of the best skills in the game, I also recommend maxing this out. However, you can probably ignore it completely for the first 3-4 levels.
</li>
<li class="rank-e"> <strong>Use Rope (Cross-class)</strong> - This skill is just bad.
</li>
</ul>
<h3 id="skill-tricks">Skill Tricks</h3>
<p> Skill tricks are a game feature from Complete Scoundrel. They let you spend 2 skill points to pick up
"skill tricks", which are effectively mini-feats. Due to the high number of skill points and many roles that
a Bard can play in a party, skill tricks can be a nice resource for a bard. Typically, you want to choose
skill tricks that suit your character. Two skill points aren't a large investment, so if you'll be able to
get some use out of the trick, it's generally worth taking. Here is a list and my opinions on each: </p>
<ul>
<li class="rank-c"> <strong>Acrobatic Backstab</strong> - This is best for a rogue, but if you're a
melee bard who uses tumble a lot, it's not a bad use of skill points. </li>
<li class="rank-c"> <strong>Assume Quirk</strong> - Usually, if you're using disguise, someone who knows
the person you're pretending to be is going to be in your line of fire. Getting a +4 to +10 on disguise
in this scenario is a pretty good investment of two skill points. This will typically be best for
someone who maxed out disguise and wants more points. </li>
<li class="rank-b"> <strong>Back on Your Feet</strong> - Really strong vs trip attacks. If I'm a melee /
tumbler class, I'm taking this. </li>
<li class="rank-b"> <strong>Clarity of Vision</strong> - I think this is a fine pickup at higher levels.
A nice trick at swift speed.
<img alt="Vision Bard" class="float-right" src="/new-bard-handbook-files/imgs/vision.jpg" />
</li>
<li class="rank-e"> <strong>Clever Improviser</strong> - This one just doesn't get enough bang for the
buck, especially for a non-rogue. </li>
<li class="rank-b"> <strong>Collector of Stories</strong> - This is solid if you don't metagame. It's
especially strong if you're a combat bard who takes knowledge devotion (and your DM rules that the +5
bonus improves your Devotion roll.) I take this as a combat bard and pass as a caster bard. </li>
<li class="rank-b"> <strong>Conceal Spellcasting</strong> - I think this is solid. Most of our spells
are going to be social spells, and being able to cast without detection helps a lot. You should also
look at Races of Stone (Page 133) for additional info on concealed spellcasting with sleight of hand.
(Additional info <a target="_blank"
href="http://rpg.stackexchange.com/questions/63128/conceal-spellcasting-skill-or-skill-trick/">here</a>).
</li>
<li class="rank-c"> <strong>Extreme Leap</strong> - This is a fine pick up for any tumbler bard. No
skill entry cost (because you almost certainly have 5 jump for the synergy) and you get a little extra
move when needed as a swift action. Not amazing, not bad. </li>
<li class="rank-c"> <strong>False Theurgy</strong> - I don't typically run into counterspellers. If you
do, this can be good to make sure a spell gets through. </li>
<li class="rank-d"> <strong>Group Fake-Out</strong> - I don't think feinting is terribly good. For that
reason, I also pass on this. If you're into feinting, this is a fine upgrade for a low cost.
</li> <li class="rank-e"> <strong>Healing Hands</strong> - A mini-heal spell when dealing with dying
characters. Can really help in a low-magic campaign, but this gets eclipsed by a Wand of CLW pretty
quickly. Not great, and not really for a bard.</li>
<li class="rank-e"> <strong>Hidden Blade</strong> - Don't take quick draw as a feat. If you have it, I
guess you can take this feat. But I have trouble seeing this come up more than once in an entire
campaign.</li>
<li class="rank-e"> <strong>Leaping Climber</strong> - I have trouble thinking of a scenario where
speedy climbing is necessary, and where a few feet is the difference that matters. </li>
<li class="rank-e"> <strong>Listen to This</strong> - The best use of this is to bring non-understood
languages back to the guy who can understand them. But you ARE the guy who can understand them. Spend
the skill points on speak languages, not this. </li>
<li class="rank-b"> <strong>Magical Appraisal</strong> - This is OK. It's a good trick for only 2
points. You can also gain this ability by pumping spellcraft, so lots of options here. </li>
<li class="rank-e"> <strong>Mosquito's Bite</strong> - Most bad guys act like they didn't get hit
anyway, and why would a bard be using a light weapon? Pass. </li>
<li class="rank-e"> <strong>Never Outnumbered</strong> - We don't have intimidate, this range is low,
and demoralize opponent isn't a great use of a standard action. Pass. </li>
<li class="rank-c"> <strong>Nimble Charge</strong> - This seems pretty good for a melee bard. A little
narrow, but no real downside. The way its worded makes it sound like a passive always-on ability, but
the general rule for skill tricks is once-per-encounter. I would want the DM's ruling on that question,
but it seems OK. </li>
<li class="rank-d"> <strong>Nimble Stand</strong> - Not bad, butI'd get Back on your Feet instead.
</li>
<li class="rank-e"> <strong>Opening Tap</strong> - Not for the bard. Not even great for a
rogue<strong>.</strong> </li>
<li class="rank-d"> <strong>Point it Out</strong> - A high entry cost, a bard isn't typically the Spot
guy in the party, and the effect is pretty limited. I'd pass. </li>
<li class="rank-c"> <strong>Quick Escape</strong> - Getting out of a grapple or pin at a swift action is
really nice. This ability isn't worth 14 skill points, but if you have the escape artist already, this
is probably worth picking up. </li>
<li class="rank-e"> <strong>Quick Swimmer</strong> - I have trouble imagining a scenario where this matters at all.
</li>
<li class="rank-d"> <strong>Second Impression</strong> - If you're all about disguise, this is good. In
general, it seems a bit loose for 2 skill points. </li>
<li class="rank-b">
<img alt="Magic Harp Bard" class="float-left" src="/new-bard-handbook-files/imgs/whip.jpg" />
<strong>Shrouded Dance</strong> - Turn your move action into concealment (20% miss). This is good.
</li>
<li class="rank-c"> <strong>Social Recovery</strong> - This isn't too strong, but it pumps your
diplomacy a little if you also have a maxed out bluff. The main problem is the interpration of "fail".
If you're aiming for friendly, and you land at neutral, can you use this to push it a bit higher? If so,
maybe it's worth taking. Otherwise, someone who has a maxed out diplomacy is never going to flat "fail",
making this useless. </li>
<li class="rank-e"> <strong>Slipping Past</strong> - The problem this skill trick solves doesn't happen
often enough to matter. </li>
<li class="rank-e"> <strong>Speedy Ascent</strong> - Same as quick swimmer and jumping leap. Unless
you're simulating a climbing competition, when is this going to make an actual difference? </li>
<li class="rank-c"> <strong>Spot the Weakness</strong> - Not a bad skill trick. It helps vs the big
armored guy a lot. Bards don't tend to have a good spot skill, so this might not be great for you unless
you picked up spot as a class skill from somewhere else. If you did, it's worth considering at least.
</li>
<li class="rank-e"> <strong>Sudden Draw</strong> - Don't take quick draw. If you did, and you imagine