Bard |
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Subclasses |
College of Lore |
Bard Initial Features |
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Bard is a Class in Baldur's Gate 3 (BG3). The Bard's primary ability is Charisma, and their saving throw proficiencies are Dexterity and Charisma, with a Hit Dice of 1d8. Bards are proficient with Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords, and Light Armor.
The Bard is a classic character from Dungeons & Dragons and has been a part of Baldur's Gate 3 since Early Access. Today, Bards continue to grace the world of Faerun with their artistic talents to present magical effects.
Traditionally, Bards are regarded as poets - a person whose artistic vision incites a reaction from their audiences. In Baldur's Gate 3, Bards can cast Cantrips and Spells through their songs. Known as the master of song, speech, and magic, they specialize in the Charisma ability, giving them an edge when it comes to persuading others.
Bards have their list of Spells and Cantrips accessible to them through levelling up. They can choose their own subclass once they reach Level 3.
You know music is more than a fancy - it is power. Through study and adventure, you have mastered song, speech, and the magic within.
BG3 Bard Class Features
HIT POINTS
- Hit Points at 1st level: 8 + Constitution modifier
- Hit Points at Higher Levels: 5 + Constitution modifier
PROFICIENCIES
- Armor: Light Armour
- Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
- Saving Throws: Dexterity, Charisma
- Skills: Musical Instrument Proficiency and choose any 3 Skills
STARTING EQUIPMENT
- Simple Jerkin, Leather Boots
- Hand Crossbow
- Instrument of Choice (Hand Drum, Lute, Flute, Lyre or Violin)
- Health Potion x2, Scroll of Revivify
BARD SPELLCASTING
- Full Spellcasters: Unlocks new spell level every 2 Bard levels, up to level 6 spells.
- Cantrips: Starts with 2 Cantrips (gains additional cantrips at level 5 & 10)
- Spell Save DC: 8 + your Proficiency bonus + your Charisma modifier
- Spell Attack Modifier: your Proficiency bonus + your Charisma modifier
- Known Spells: 1 + your Charisma modifier + your Bard level
- Spell List: Known Casters. Cannot change equiped spells freely. Can only swap equiped spells on level up.
Ritual Casting: Yes - Spells with the Ritual tag do not consume a spell slot when cast out of combat.
Unique Class Feature
- Bard Spells
- Bardic Inspiration (This ability allows a Bard to inspire their allies and influence the outcome of their rolls. )
- Magical Secrets
BG3 Bard Class Progression
Level |
Proficiency Bonus |
Level Up Features |
Bardic Inspiration Charges |
Cantrips Known |
Spells Known |
| 1 | +2 | Spellcasting, |
3 | 2 | 4 |
| 2 | +2 | 5 | |||
| 3 | +2 | Choose a subclass, |
6 | ||
| 4 | +2 | Feat | 7 | ||
| 5 | +3 | 4 | 3 | 8 | |
| 6 | +3 | 9 | |||
| 7 | +3 | - | 10 | ||
| 8 | +3 | Feat | 5 | 11 | |
| 9 | +4 | - | 4 | 12 | |
| 10 | +4 | 13 | |||
| 11 | +4 | - | 14 | ||
| 12 | +4 | Feat | 15 |
BG3 Bard Spell Slots
Level |
I |
II |
III |
IV |
V |
VI |
| 1 | 2 | - | - | - | - | - |
| 2 | 3 | - | - | - | - | - |
| 3 | 4 | 2 | - | - | - | - |
| 4 | 4 | 3 | - | - | - | - |
| 5 | 4 | 3 | 2 | - | - | - |
| 6 | 4 | 3 | 3 | - | - | - |
| 7 | 4 | 3 | 3 | 1 | - | - |
| 8 | 4 | 3 | 3 | 2 | - | - |
| 9 | 4 | 3 | 3 | 3 | 1 | - |
| 10 | 4 | 3 | 3 | 3 | 2 | - |
| 11 | 4 | 3 | 3 | 3 | 2 | 1 |
| 12 | 4 | 3 | 3 | 3 | 2 | 1 |
BG3 Bard Sub-classes features
College of Lore
- Cutting Words: Use your wit to distract a creature and sap its confidence. It receives a 1d6 penalty to Attack Rolls, Ability Checks, and Saving Throws until the start of your next turn.
- Gain Proficiency in 3 Skills
College of Valour
- Combat Inspiration: Inspire an ally to add a +1d6 bonus to their next Attack Roll, Ability Check, Saving Throw, weapon damage, or Armour Class.
- Gain Proficiency in:
- Medium armour
- Shields
- Martial weapons
College of Swords
- Blade Flourish:
- Defensive Flourish (Melee)
- Defensive Flourish (Ranged)
- Slashing Flourish (Melee)
- Slashing Flourish (Ranged)
- Mobile Flourish (Melee)
- Mobile Flourish (Ranged)
- Fighting Style:
- Gain Proficiency in:
BG3 Bard Tips & Builds
- NEW SUBCLASS, College of Glamour, will be added in Patch 8.
- Choose your Bard subclass based on your party's needs. College of Lore is ideal for more spellcasting versatility, while College of Valour suits a more martial role.
- Bards have the Vicious Mockery cantrip, dealing damage and imposing a disadvantage on an enemy's next attack. It's an effective way to protect your party from powerful enemies.
- Prioritize preparing the Healing Word spell as it's a strong ranged healing option.
- Delay multi-classing until after reaching level 6, allowing you to access the powerful Magical Secrets feature, which lets you learn Spells from other classes.
- Bard can use some special interactions during a conversation. Giving you additional opportunities to gain approval from companions.
- Song of Rest can be used once per long rest.
- Jack of All Trades does not apply to initiative rolls.
- NEW! - New Spells have been added to the Bard's Magical Secrets Spells List in Patch #1, released on August 25, 2023.
- Notable bards: Alfira, Quil Grootslang, Roah Moonglow
ALL BARD SPELLS IN BALDURS GATE 3
You can search by Name, Level, School, Casting and Time. Just type into the search box what you are looking for.
Quick Search of All Bard Spells
| Name | Level | School | Casting time | Description |
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Cantrip | Abjuration | Take only half the damage from Bludgeoning, Piercing, and Slashing attacks. |
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Cantrip | Evocation | Illuminate a 9m radius.
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Cantrip | Enchantment | Gain Advantage on Charisma Checks against a non-hostile creature.
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Cantrip | Evocation | Action |
Infuse an object with an aura of light.
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Cantrip | Conjuration | Action |
Create a spectral hand that can manipulate and interact with objects.
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Cantrip | Illusion | Action |
Create an illusion that compels nearby creatures to investigate.
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Cantrip | Divination | Action |
Gain Advantage on your next Attack Roll.
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Cantrip | Enchantment | Action |
Insult a creature: it has Disadvantage on its next Attack Roll. |
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Lv 1 | Enchantment | Action Level 1 Spell Slot |
Convince a beast not to attack you.
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Lv 1 | Abjuration | Action Level 1 Spell Slot |
Gain 5 temporary hit points and deal 5 Cold damage to any creature that hits you with a melee attack. |
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Lv 1 | Enchantment | Action Level 1 Spell Slot |
Up to 3 creatures receive a -1d4 penalty to Attack Rolls and Saving Throws.
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Lv 1 | Enchantment | Action Level 1 Spell Slot |
Bless up to 3 creatures. They gain a +1d4 bonus to Attack Rolls and Saving Throws. |
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Lv 1 | Enchantment | Action Level 1 Spell Slot |
Charm a humanoid to prevent it from attacking you. You gain Advantage on Charisma Checks in dialogue.
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Lv 1 | Evocation | Action Level 1 Spell Slot |
3d8 Thunder Hurl a sphere that deals 3~24 Thunder damage and possibly creates a surface on impact. Alternatively, choose a different type of damage. |
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Lv 1 | Enchantment | Action Level 1 Spell Slot |
Command a creature to flee, move closer, freeze, drop to the ground or drop its weapon. |
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Lv 1 | Evocation | Action Level 1 Spell Slot |
Heal a creature you can touch.
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Lv 1 | Illusion | Action Level 1 Spell Slot |
Magically change all aspects of your appearance. (Lasts until the end of a long rest) |
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Lv 1 | Enchantment | Action Level 1 Spell Slot |
Inflict Frighten Frighten a creature: it will be easier to hit and cannot move.
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Lv 1 | Evocation | Action Level 1 Spell Slot |
All targets within the light turn visible, and Atack Rolls against them have Advantage.
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Lv 1 | Necromancy | Action Level 1 Spell Slot |
Gain 7 temporary hit points. |
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Lv 1 | Transmutation | Bonus Action Level 1 Spell Slot |
You and nearby allies gain Immunity to Falling damage.
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Lv 1 | Evocation | Action Level 1 Spell Slot |
The next Attack Roll against this target has Advantage. |
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Lv 1 | Evocation | Bonus Action Level 1 Spell Slot |
Heal a creature you can see.
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Lv 1 | Evocation | Level 1 Spell Slot |
2d10 React to your next attacker with flames that deal 2~20 Fire damage.
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Lv 1 | Enchantment | Action Level 1 Spell Slot |
Make yourself or a target immune to Frightened and gain 5 temporary hit points each turn.
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Lv 1 | Enchantment | Bonus Action Level 1 Spell Slot |
1d6 Make your attacks deal an additional 1~6 Necrotic damage to the target ad give it Disadvantage on an Ability of your choosing. |
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Lv 1 | Conjuration | Action Level 1 Spell Slot |
+2d6 Throw a shard of ice that deals 1~10 Piercing damage. It explodes and deals 2~12 Cold damage to anyone nearby. It leaves an ice surface. 2 turns |
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Lv 1 | Transmutation | Action Level 1 Spell Slot |
Increase a creature's movement speed by 3m.
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Lv 1 | Evocation | Action Level 1 Spell Slot |
Shoot 3 magical darts, each dealing 2∼5 Force damage. They always hit their target. |
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Lv 1 | Enchantment | Action Level 1 Spell Slot |
Put creatures into a magical slumber. Select targets up to a combined 24 hit points.
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Lv 1 | Divination | Action Level 1 Spell Slot |
Gain the ability to comprehend and communicate with beasts. |
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Lv 1 | Enchantment | Action Level 1 Spell Slot |
Leave a creature Prone with laughter, without the ability to get up.
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Lv 1 | Evocation | Action Level 1 Spell Slot |
Release a wave of thunderous force that pushes away all creatures and objects.
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Lv 2 | Abjuration | Action Level 2 Spell Slot |
Close a door or container with a magical lock. It can no longer be lockpicked or opened with Knock. 10 turns |
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Lv 2 | Necromancy | Action Level 2 Spell Slot |
Limit a foe's sight range. It is easier to hit, and the creature will miss more often.
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Lv 2 | Illusion | Action Level 2 Spell Slot |
Attackers have Disadvantage on Attack Rolls against you. |
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Lv 2 | Enchantment | Action Level 2 Spell Slot |
Humanoids can't be Charmed, Frightened, or become enranged. |
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Lv 2 | Conjuration | Action Level 2 Spell Slot |
Conjure a cloud of spinning daggers that attack anyone inside. |
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Lv 2 | Enchantment | Action Level 2 Spell Slot |
Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied. |
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Lv 2 | Evocation | Action Level 2 Spell Slot |
Create a dark shroud that Heavily Obscures and Blinds creatures within. Creatures cannot make ranged attacks into or out of it. 10 turns |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Grant a creature the ability to see in the dark out to a range of 12m. |
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Lv 2 | Divination | Action Level 2 Spell Slot |
Focus your mind to read the thoughts of certain creatures while talking to them. |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Bestow a magical enhancement upon an ally. They gain Advantage on Ability Checks with a chosen Ability. |
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Lv 2 | Enchantment | Action Level 2 Spell Slot |
Reduce a creature's peripheral vision and make it look at you. |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
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Lv 2 | Enchantment | Action Level 2 Spell Slot |
Hold a humanoid enemy still. They can't move, act or react. Attacks from within 3m are always Critical Hits. |
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Lv 2 | Illusion | Action Level 2 Spell Slot |
Touch a creature to turn it Invisible. Attacks against it have a Disadvantage. It attacks with Advantage. |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Unlock an object that is held shut by a mundane lock. |
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Lv 2 | Abjuration | Action Level 2 Spell Slot |
Cure a creature from disease, poison, paralysis or blindness. |
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Lv 2 | Conjuration | Bonus Action Level 2 Spell Slot |
Surrounded by silver mist, you teleport to an unoccupied space you can see. |
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Lv 2 | Abjuration | Action Level 2 Spell Slot |
Call forth a veil of shadows and silence that gives you and all nearby companions a +10 bonus to Stealth Checks. |
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Lv 2 | Illusion | Action Level 2 Spell Slot |
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Lv 2 | Evocation | Action Level 2 Spell Slot |
6d6 Hurl 3 rays of fire. Each ray deals 2 ~ 12 Fire damage. |
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Lv 2 | Divination | Action Level 2 Spell Slot |
Become able to see Invisible creatures, and possibly reveal them to others. |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Shape a piece of ground into hard spikes. movement is halved. A creature walking on the spike takes 2~8 Piercing damage for every 1.5m it moves. 100 turns |
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Lv 2 | Evocation | Bonus Action Level 3 Spell Slot |
3d4+3 Force Summon a floating, spectral weapon that attacks your enemies alongside you. |
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Lv 2 | Evocation | Action Level 2 Spell Slot |
Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have Disadvantage on their Saving Throw. |
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Lv 2 | Illusion | Action Level 2 Spell Slot |
Create a sound-proof sphere. All within are Silenced and Immune to Thunder damage. |
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Lv 3 | Necromancy | Action Level 3 Spell Slot |
Curse a creature with your touch. The curse either bestows Disadvantage on checks and Saving Throws or attacks, lets you deal additional damage to the target, or robs it of its actions. |
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Lv 3 | Conjuration | Action Level 3 Spell Slot |
3d10 Lightning strikes all targets within range. Then for 10 turns, you can call down lightning again without expending a spell slot. 10 turns
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Lv 3 | Abjuration | Reaction Level 3 Spell Slot |
Nullify another creature's spell as a reaction. The spell must be 3rd Level or lower. If it is higher, you must succeed a Check to nullify it, the difficulty of which is based on the spell's Level. |
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Lv 3 | Evocation | Action Level 3 Spell Slot |
Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it. |
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Lv 3 | Illusion | Action Level 3 Spell Slot |
Project an image so frightening it makes targets drop everything and become fearful. They will be easier to hit and cannot move. |
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Lv 3 | Necromancy | Action Level 3 Spell Slot |
Put an ally in a protective coma. They become Resistant to all damage except Psychic damage. Disease and poison have no effect. |
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Lv 3 | Evocation | Action Level 3 Spell Slot |
8d6 Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity.
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Lv 3 | Transmutation | Action Level 3 Spell Slot |
Transform yourself or an ally into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage. |
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Lv 3 | Abjuration | Action Level 3 Spell Slot |
Inscribe a circle of arcane glyphs on the ground. When stepped on by an enemy, the selected magical effect will trigger. |
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Lv 3 | Transmutation | Action Level 3 Spell Slot |
Bestow the ability to Fly upon yourself or an ally. |
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Lv 3 | Transmutation | Action Level 3 Spell Slot |
Target yourself or an ally to become Hastened: gain an action, become faster and harder to hit. |
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Lv 3 | Illusion | Action Level 3 Spell Slot |
Hypnotise creatures that can see the pattern. They cannot attack you. They cannot move or act. |
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Lv 3 | Evocation | Action Level 3 Spell Slot |
8d6 Call forth a blast of lightning that hits all creatures in the line of the eruption.
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Lv 3 | Evocation | Bonus Action Level 3 Spell Slot |
Heal up to 6 allies. |
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Lv 3 | Transmutation | Action Level 3 Spell Slot |
Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their movement speed quartered. 10 turns |
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Lv 3 | Abjuration | Action Level 3 Spell Slot |
Touch a creature or object to remove all Curses and Hexes affecting it. |
Slow |
Lv 3 | Transmutation | Action Level 3 Spell Slot |
Alter time around up to 6 enemies to Slow them. They won't get far, they can't do much, and they're easier to hit. 10 turns |
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Lv 3 | Necromancy | Action Level 3 Spell Slot |
Grant a semblance of life to a humanoid corpse, allowing it to answer up to 5 questions. |
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Lv 3 | Conjuration | Action Level 3 Spell Slot |
Call forth spirits to protect you. Nearby enemies take 3~24 Radiant damage or 3~24 Necrotic damage per turn, and their movement speed is halved.
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Lv 3 | Conjuration | Action Level 3 Spell Slot |
Create a cloud of gas so nauseating it prevents creatures from taking actions. |
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Lv 3 | Necromancy | Action Level 3 Spell Slot |
3d6 Touch an enemy to siphone their life force and regain half as many hit points. |
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Lv 3 | Evocation | Action Level 3 Spell Slot |
While this aura lasts, you can cast Restore Vitality as a bonus action to heal yourself or nearby allies. |
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Lv 4 | Abjuration | Action Level 4 Spell Slot |
Temporarily Banish your target to another plane of existence. |
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Lv 4 | Necromancy | Action Level 4 Spell Slot |
Plants are more susceptible to this spell: they roll with Disadvantage, and still take half of all the damage if they succeed the roll.
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Lv 4 | Enchantment | Action Level 4 Spell Slot |
Befuddle a group of creatures, causing them to attack at random, wander around aimlessly, and occasionally skip turns in the stupor. |
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Lv 4 | Abjuration | Action Level 4 Spell Slot |
Protect a creature from death. The net time damage would reduce it to 0 hit points, it remains conscious with 1 hit point left. |
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Lv 4 | Conjuration | Action Level 4 Spell Slot |
Teleport yourself and up to 1 adjacent ally to a place you can see. The ally cannot be larger than medium. |
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Lv 4 | Enchantment | Action Level 4 Spell Slot |
Make a beast fight alongside you. Every time the beast takes damage, it makes a Wisdom Saving Throw against your domination. |
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Lv 4 | Evocation | Action Level 4 Spell Slot |
2d8 +2d8 Wreathe your body in flames that shed light in a 3m radius, provide Resistance to Fire and Cold damage, and retaliate against melee attacks. |
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Lv 4 | Abjuration | Action Level 4 Spell Slot |
Snap an ally out of any Stun. Difficult Terrain can't slow them down, and they can't be magically Paralysed or Restrained. |
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Lv 4 | Illusion | Action Level 4 Spell Slot |
Turn a creature Invisible. Attacks against it have Disadvantage. It attacks with Advantage. |
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Lv 4 | Conjuration | Action Level 4 Spell Slot |
Call forth a divine guardian that attacks nearby enemies. Every time it deals damage, the guardian loses an equal amount of hit points. |
Ice Storm |
Lv 4 | Evocation | Action Level 4 Spell Slot |
2d8 +4d6 Impel a storm of hail and ice to crash from the sky, covering the ground and striking all objects and creatures within range. 2 turns |
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Lv 4 | Transmutation | Action Level 4 Spell Slot |
Transform a creature into a harmless sheep. |
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Lv 4 | Evocation | Action Level 4 Spell Slot |
5d8 Create a blazing wall of fire, burning anyone who dares stand too close. |
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Lv 5 | Evocation | Action Level 5 Spell Slot |
Make a flurry of frost, crisp air, and condensed snow crystals erupt from your hands. On Save: Targets still take half damage. |
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Lv 5 | Conjuration | Action Level 5 Spell Slot |
Bend the barrier between the planes until they disgorge an elemental ally to follow and fight for you. |
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Lv 5 | Necromancy | Action Level 5 Spell Slot |
Poison a target and possibly afflict them with a disease of your choice. |
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Lv 5 | Enchantment | Action Level 5 Spell Slot |
Make a humanoid fight alongside you. Every time the creature takes damage, it makes a Wisdom Saving Throw against your domination. Allies cannot be dominated. |
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Lv 5 | Abjuration | Action Level 5 Spell Slot |
Touch a creature and negate any Charm, Petrification, Stun, or curse afflicting it. |
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Lv 5 | Enchantment | Action Level 5 Spell Slot |
Paralyse a creature. It can't move, act or react. Attacks from within 3m are always Critical Hits. |
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Lv 5 | Evocation | Action Level 5 Spell Slot |
Unleash a soothing hum of energy that heals you and nearby allies. |
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Lv 5 | Abjuration | Action Level 5 Spell Slot |
Target an otherworldly create and attach its consciousness to your own. It will follow and fight for you as an ally. |
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Lv 5 | Illusion | Action Level 5 Spell Slot |
Disguise up to 4 members of your adventuring party. |
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Lv 5 | Evocation | Action Level 5 Spell Slot |
Raise a wall of non-magical, solid stone. |
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Lv 6 | Necromancy | Action Level 6 Spell Slot |
Your eyes become black corridors walled in teeth, your gaze capable of inflicting dread, sickness, or putting creatures to sleep. 100 turns |
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Lv 6 | Enchantment | Action Level 6 Spell Slot |
Cause a creature to start dancing, making it unable to take actions or move. Its attackers have have Advantage on Attack Rolls. 10 turns |
All Bard Spells Gallery
Bard Cantrips
Bard Lvl 1 Spells
Bard Lvl 2 Spells
Bard Lvl 3 Spells
Bard Lvl 4 Spells
Bard Lvl 5 Spells
Bard Lvl 6 Spells
Bard Magical Secrets Spells
Anonymousthe fact the bard is the only one who can use banish smite, is the proof that bardadin is canon.

Anonymous
Anonymous
AnonymousThe new spell additions to Magical Secrets are amazing (note that in PnP, bards can choose ANY spell at the appropriate level, so it makes sense to add even more spells). Hunger of Hadar is one of the best CC spells in the game at spell level 3 (obtained at level 6 College of Lore bard), and Banishing Smite is one of the best spells period, which Paladins can only obtain at class level 17 since they're half casters and it's a level 5 spell. Bards of any college have always been able to get it at class level 10 through Magical Secrets (before the "native" paladin class), because as full casters they can already use level 5 spells at that class level. In BG3 though, because the level cap is 12, Paladins will NEVER get Banishing Smite, so the ONLY way to use is through Bard! 5d10 damage + banish? Count me in!

AnonymousSo it would seem you can get 1 level of wizard and learn spells up to your spell level, I just taught my bard a spell!

AnonymousBards are excellent supports... even when they're not in your Party! Certain Spells are permanent until your next Long Rest and do not require Concentration. This means yo u can have your Bard cast things like Longstrider and Freedom of Movement, then play a little diddy as Bardic Inspiration... for each of your actual party members. Then you're truly ready for the day.

Anonymouslongstrider can be cast as a ritual at no cost which is amazing

AnonymousHow do you earn money for playing your instrument? I've seen there is an achievement for it but haven't yet gotten paid.

AnonymousWill we get a bard companion? I cant find anything about it and i would really like one in my team

AnonymousCloud of Daggers + Any CC in a choke-point will shred enemies. It worked wonders during campaigns and works wonders in this game too!

AnonymousExpetise gained at level 3 giving double proficiency bonus to two chosen skills. Should get another at level 10.
https://baldursgate3.wiki.fextralife.com/Expertise
AnonymousThe additional spells are really strong in combination with warlocks or battlemaster fighters

AnonymousI'm hoping that the tiefling you find in the grove will be available as a bard companion at some point

AnonymousI already play i EA but I can't wait for full game and bard. My favorite class in Neverwinter Nights

AnonymousI think "College of Spirits" is very thematic and a great addition to Bard subclasses

AnonymousIt won't be in early access, but confirmed to be added later.

Anonymous





















































































































DM: So your options for supporting the party are to be good at fighting, have full spell caster levels, or have lots of skills to disarm traps and make skill checks. Also, maybe you want to be the party face. Which role do you want?
Bard: Yes.
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+10
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