Category:Bard
| Dicey Dangers, Core Rule | Game by Joel Hills |
Bard
"Every room has a song in it. Most people just aren't listening hard enough."
A bard does not perform for an audience. They perform because the world is full of untranslated languages: the creak of a dungeon door, the silence after a monster stops moving, the exact register of a stranger's laugh when they are hiding something. Music is how a bard reads all of it.
They carry their instrument like other classes carry a weapon, because for them it functions like one. Percussion steadies a fight. Strings can repair what the fight broke. Wind can slip past a wandering monster without waking it. Brass puts fear into things that should be afraid. A bard without a song left in them is rare; a bard who will not sing for you is a different kind of warning.
What they gather is not coin or glory. It is information, atmosphere, leverage. Ask a bard what they know about a place and they will tell you about the sound of it, which will tell you everything.
Abilities
A Bard may perform 3 Songs per day. Track uses in the boxes below.
| Song 1 | Song 2 | Song 3 |
|---|---|---|
| ☐ | ☐ | ☐ |
All Song uses reset after a Darkfall rest or resting in Town.
Each Song counts as 1 use regardless of which Song is performed. The Bard may perform the same Song multiple times in a day as long as uses remain.
Songs are organized by Music Type. Each type requires a specific instrument equipped in a Bag slot, except Singing, which requires no instrument.
Percussion
Requires a Drum equipped.
| Song | Effect |
|---|---|
| Chant of Battle | +1/2/3 white Attack dice this encounter |
| War Cadence | +1/2/3 white Defense dice this encounter |
| Rhythm of Endurance | Remove 1/2/3 Threat Dice from the current pool |
String
Requires a Lute, Harp, or Lyre equipped.
| Song | Effect |
|---|---|
| Hymn of Restoration | Restore 1/2/3 Health (outside of combat) |
| Ballad of Clarity | +1/2/3 white dice to the next Mind Skill Check |
| Serenade of Fortune | +1/2/3 white dice to the next Luck Skill Check |
Wind
Requires Pipes or a Whistle equipped.
| Song | Effect |
|---|---|
| March of the Swift | Reduce Time box cost of this action by 1/2/3 boxes |
| Breath of Vigilance | +1/2/3 white dice to the next Reflex Skill Check |
| Piping of the Veil | Skip Wandering Monster check; 5+ also removes a Threat Die |
Brass
Requires a Horn equipped.
| Song | Effect |
|---|---|
| Fanfare of Dread | Monster loses 1/2/3 white Attack dice this encounter |
| Rallying Call | Restore 1/2/3 charges to any one equipped item |
| Horn of Valor | Reroll 1/2/3 Attack dice after rolling |
Singing
No instrument required.
| Song | Effect |
|---|---|
| Enchanting Aria | +1/2/3 white dice to the next Social Skill Check |
| Song of Courage | +1/2/3 white dice to a triggering Body or Mind hazard check |
| Lullaby of the Deep | Improve monster Reaction 1/2 steps; 5+ exit room without combat |
Primary Attribute:
Items
See Also
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