Bards are jacks-of-all-trades, a result of a lifetime spent traveling extensively to get inspiration for their songs and learning about local legends and tales. Through these varied experiences, they learn many different abilities. They are able to cast up to 6th level wizard spells, pick pockets and have a wider selection of armor and weapons than thieves. Their broad range of skills comes at the price of not being specialized in any of them, except for interaction with people, as mages are better at casting spells, thieves are able to hide in shadows, backstab, disarm/find traps and can pick locks and warriors can specialize in weapons and have the widest selection of weapons and armor.
Bards are generally neutral characters, tending toward the chaotic—they come and go when they want, and are usually not bound by obligations, countries or organisations. There aren't many bards who are either good- or evil-aligned.
In order for bards to cast a spell, first they need to successfully scribe a mage spell scroll into their spell book (scroll lost in process regardless of success or failure), in which they must prepare the spell by putting it into an empty spell slot, then they have to rest to get the spell ready.
Bards may not dual class.
Character abilities tableEdit
|Character Ability Score||Minimum Score|
During character creation, rolls below the minimum value for the class will be increased to that value. This table uses the values for Humans, other Races have modified ability scores.
Abilities of the bardEdit
The signature ability of the bard is their battle song. While active, the party will be fortified against fear, both natural and magical. Specifically, the party will be rendered immune to magical fear, will have any such existing effects removed from them and their morale will be gradually restored to its baseline while they hear the song. In Baldur's Gate: Enhanced Edition and Baldur's Gate II: Enhanced Edition (Patch 2.0 and later) allies who hear this song also receive a +1 Luck Bonus at Bard level 1, +2 Luck Bonus at Bard level 15, and +3 Luck Bonus level at Bard level 20.
A bard can attempt to steal items from other characters. The chance to steal an item depends on the percentage, which automatically increases with the Bard's level.
Bards have the highest Lore rating of any class, allowing them to identify many of the magical items they or their party discover.
Bards begin to advance in wizard spells slots when they reach level 2, up to 6th spell levels.
Blades are the expert fighters and adventurers whose bardic acting abilities make them appear more intimidating and fearsome. This Bard's fighting style is flashy and entertaining, but is also lethally dangerous. This kit is similar to Swashbuckler, which is for thieves.
- May place 3 slots in Two-Weapon Style
- May use the Offensive Spin and Defensive Spin (can not be used simultaneously) abilities once per day. Gains one use each at level 1 and an additional use each every 4 levels thereafter.
- They gain only half of the lore points a bard would normally get.
- They gain only half of the percentage for pick-pocketing a bard would normally get.
- Bard Song does not improve when a blade gains levels (irrelevant once Enhanced Bard Song is chosen).
Jesters are specialised in ridicule and hilarity and use this to their advantage in combat. The only difference between a bard and a jester is in the Bard Song. Instead of aiding allies, it affects opponents in area of 30 feet each round.
At 1st level enemies must make a save vs. Spells at +2 or they get confused.
At 15th level enemies must make a save vs. Spells at +2 or be confused, and must save vs. Spell or be slowed.
At 20th level enemies must make a save vs. Spells at +2 or get confused, must save vs. Spell +2 or be knocked unconscious, and must save vs. Spell or be slowed.
Skalds are Nordic bards who are also warriors of great strength, skill, and virtue; their songs are inspiring sagas of battle and valor, and the Skalds devote their lives to those pursuits.
- -1 bonus to THAC0 and +1 to damage with all weapons.
- The Skald's song is different from the typical Bard's and varies with level:
1st level: Grants allies a +2 bonus to hit and damage rolls, and a +2 bonus to AC.
15th level: Grants allies a +4 bonus to hit and damage rolls, a +4 bonus to AC, and immunity to fear.
20th level: Grants allies a +4 bonus to hit and damage rolls, a +4 bonus to AC, and immunity to fear, stun, and confusion.
- Skalds have only one-quarter the percentage for pickpocketing as a normal bard.
- Avoid Death
- Enhanced Bard Song
- Greater Evasion, requires evasion already selected.
- Magic Flute
- Scribe Scrolls, use any item is a requirement.
- Set Spike Trap
- Set Exploding Trap
- Set Time Trap
- Use Any Item
Bards have almost the same high-level class abilities as thieves, but instead of Assassination, they have the abilities of enhanced bards song and magic flute. Despite no points into Set Traps the HLAs available to the Bard that set traps will never fail or accidentally trigger on the Bard.
Spell slots progression Edit
Spell lvl /
|1||2||3||4||5||6||Total # of|
Table for experience, hit dice and weapon proficiencyEdit
|Level||Experience required||Hit Dice||Weapon Proficiency||THAC0||Saving ThrowsD/W/P/B/S||Pick Pockets||No. of HLA|
Bards gain the Five Flagons Inn stage as their stronghold.
Bard specific itemsEdit
Some instruments, such as The Captive Audience and Methild's Harp, and some other items are only usable by bards. Among them the Bard's Gloves, that have no ability by themselves but can be upgraded to the Wondrous Gloves.