The bard class has gone through a lot of variations over the years, but what I really liked was a version created for original D&D (those long time players will remember the game in which dwarf, elf, and halfling were not just character races, they were also character classes).
I've decided to adapt this (from a fanzine named OD&Dities) for use with AD&D.
Ability Requirements
DEX: 12
INT: 13
CHA: 15
Prime req: DEX + CHA
Races allowed: Human, half-elf
Alignment: LN, NG, N, NE, CN
XP and Hit points as per 2nd ed AD&D PHB
Armor allowed: any up to, and including, chain mail. penalties for heavy armor for thief skills apply
Thief skills: As 2nd ed AD&D PHB
Required NWP: Singing, Music (instrument--must be a string or percussion instrument)
Magic - Here is the big difference
Bards use spell-songs. In order to cast a spell song, an enchanted instrument must be used. Spell-songs are musical compositions that draw upon and shape the ambient magical energies of the world. Spellsongs may be sung without calling forth the magic potential of the song, and can thereby earn money from an audience. The decision to use the magic of a song is made just prior to singing.
Each song may be sung once per day. At this time, there are five known spell songs per spellsong level; however as from 9th level onward, a bard may compose his/her own songs, there may be others that can be discovered.
The first level spell songs are:
Eternal Wanderer
Range: 10' + 2'/level of bard
Duration: 4 hours + 1 hr/level of bard
When performed, this spellsong allows the bard and anyone within the spell range to move at triple normal movement rates without tiring for the duration of the spell. However, travelers will need to spend an equal amount of time resting as had been spent traveling after the spellsong duration has expired.
Faerie Lights
Range: 10' + 10'/level of bard
Duration: 6 turns
This spell song creates a series of shimmering lights that dance around any target, organic or not. This provides the same amount of light as a conventional wizard light spell. The dancing and flickering of lights may also dazzle creatures with animal or lower intelligence.
Lullaby
Range: 40'
Duration: 1d4 hours
When sung, this spellsong puts a number of monsters, up to 2d4 hit dice, to sleep. Creatures with hit dice less than half of the bard's level receive no saving throw; others may make a saving throw to avoid the effect. The bard may choose which creatures are to be affected, as long as the total number of hit dice hasn't been exceeded and the target stays in range. The bard may sing as many rounds as equal to the CON score, and saving throws for targets must be made each round (so a monster may suceed on round 1 but succumb on a subsequent round, needing to save vs spell each round until either falling asleep or the bard has to quit singing the song, or total HD affected has been reached). Those affected may be roused by shaking/poking for 1d4 rounds or will remain asleep for 1d4 hours. Only man-size or smaller creatures can be affected.
Moonlight Shadow
Range: 50'
Duration: 1d4 turns
This spellsong may be cast only on a moonlit night or in a daytime area with considerable shadow. The bard calls to the shadows by singing or quietly playing this spellsong, causing them to appear to deepen or thicken over a period of 1d6 rounds. The spell song affects an area roughly 30 feet diameter, with an increase in 5 feet diameter/3 levels of the bard to a max of 60' diameter. Rogues get a 25% bonus (+5% for every three levels of the bard, to a max of 55% bonus on top of existing skill) to Hide in Shadows. Non-rogues get a flat 25% chance to hide in the shadows.
Seeker of Magic
Range: 0 (bard only)
Duration: 6 turns
When sung, this song reveals the magical nature of all magical items in the area of effect. All magical items, including those worn, will have a soft blue halo around them for the duration of the spell. There is a 3% chance per level that the bard can identify correctly the exact nature of the magical item(s) examined but cannot get a read on the number of charges that an item might hold.
Character level | Spellsong 1 | Spellsong 2 | Spellsong 3 | Spellsong 4 | Spellsong 5 |
1 | 1 | - | - | - | - |
2 | 2 | - | - | - | - |
3 | 2 | 1 | - | - | - |
4 | 2 | 2 | - | - | - |
5 | 2 | 2 | 1 | - | - |
6 | 2 | 2 | 2 | - | - |
7 | 3 | 2 | 2 | - | - |
8 | 3 | 3 | 2 | 1 | - |
9 | 3 | 3 | 2 | 2 | - |
10 | 3 | 3 | 3 | 2 | - |
11 | 3 | 3 | 3 | 2 | 1 |
12 | 4 | 3 | 3 | 3 | 2 |
13 | 4 | 4 | 3 | 3 | 3 |
14 | 4 | 4 | 4 | 3 | 3 |
15 | 4 | 4 | 4 | 4 | 3 |
16 | 5 | 4 | 4 | 4 | 4 |
17 | 5 | 5 | 4 | 4 | 4 |
18 | 5 | 5 | 5 | 4 | 4 |
19 | 5 | 5 | 5 | 5 | 4 |
20 | 5 | 5 | 5 | 5 | 5 |
This message was last edited by the GM at 00:57, Thu 13 June 2019.