Category:Bard

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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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Subcategories

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Pages in category "Bard"

The following 5 pages are in this category, out of 5 total.