Difference between revisions of "Bard Combat Abilities"

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'''Bard combat abilities''' are far more constrained than most other characters, though the availability of blades gives an advantage over clerics and druids.   
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'''Bard combat abilities''' are less prolific in combat than the balance of characters, and so [[Bard (class)|bards]] often act in support roles when fighting; excepting their [[THAC0]] shortcomings, they have a decent selection of weapons so that they're at least diligent combatants.  Bards are able to employ magic items that are normally employed by [[Fighter (class)|fighters]] and [[Thief (class)|thieves]].
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Bards acquire additional [[Hit Points|hit points]] as they advance through levels by rolling a d6.  At 1st level, player characters are assumed to have rolled a "6" on the die, starting with "maximum" hit points.  Bards also receive hit points based on their [[Hit Points per Die|body mass]], determined by the Dungeon Master's roll.
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With regards to [[Armour List|armour]], bards have restrictions and can only wear [[Padded Armour|padded]], [[Leather Armour|leather]], [[Studded Leather (armour)|studded leather]] or [[Chain Mail (armour)|chain mail]].  Other forms are not permitted.  Also, bards cannot utilise [[Shield (armour)|shields]] or "great" [[Helmet (armour)|helmets]], though ordinary helmets and [[Skullcap|skullcaps]] are permissible.
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They only start with two [[Weapon Proficiencies|proficiencies]], and only gain a new proficiency every 5th level after 1st: at 6th level, 11th, 16th and so onA bard's penalty for using a non-proficient weapon is -4 [[Roll to Hit|to hit]].
  
With every level, [[Bard (class)|bards]] roll a d6 to determine their additional hit points. At 1st level, bards are presumed to have rolled a '6' on the die, starting with 'full' hit points. Bards also gain hit points for their [[Hit Points per Die|body mass]], which is rolled by the DM.
 
  
Bards are limited in their [[Armour List|armour types]] to [[Padded Armour|padded]], [[Leather Armour|leather]], [[Studded Leather (armour)|studded leather]] or [[Chain Mail (armour)|chain mail]]; they may not wear [[Ring Mail (armour)|ring]], [[Scale Mail (armour)|scale]], [[Banded Mail (armour)|banded]], [[Splint Mail (armour)|splinted]] or [[Plate Mail & Plate Armour|plate mail]]. They are prohibited from using [[Shield (armour)|shields]] and great [[Helmet (armour)|helmets]], but may use normal helmets if they desire.
 
  
Bards are able to employ magic items that are normally employed by [[Fighter (class)|fighters]] and [[Thief (class)|thieves]]. Bards are quite limited in the number of weapons they have been trained to use.
 
  
When creating a character, the player chooses two [[Weapon Proficiencies|proficiencies]].  Among NPCs, the club and spear are popular.  Bards automatically gain new weapon proficiencies every fifth level after 1st: at 6th level, 11th level, 16th level and so on.  The penalty for using a non-proficient weapon is -4 [[Roll to Hit|to hit]].
 
  
 
The table below gives ranges for the bard's [[Missile Weapons|missile weapons]].  Weapons thrown or fired at point blank range are +1 to hit.  There is no adjustment at short range.  Medium range gives a -2 penalty, while long range gives a -5 penalty.
 
The table below gives ranges for the bard's [[Missile Weapons|missile weapons]].  Weapons thrown or fired at point blank range are +1 to hit.  There is no adjustment at short range.  Medium range gives a -2 penalty, while long range gives a -5 penalty.

Revision as of 19:01, 23 October 2023

Weapons Available to Bards
Weapon Damage # of Hands Break Chance Attack Form
club 1-6 one 1 in 4 hand-to-hand, hurled
dagger 1-4 one 1 in 6 hand-to-hand, hurled
dart 1-3 one 1 in 6 hand-to-hand, hurled
javelin 1-6 one 1 in 6 hurled
quarterstaff 1-6 both 1 in 6 hand-to-hand
scimitar 1-8 one 1 in 6 hand-to-hand
sling 1-4 both 1 in 6 hurled
spear 1-6 both 1 in 4 hand-to-hand, hurled
sword (broad) 2-8 one 1 in 4 hand-to-hand
sword (short) 1-6 one 1 in 6 hand-to-hand

Bard combat abilities are less prolific in combat than the balance of characters, and so bards often act in support roles when fighting; excepting their THAC0 shortcomings, they have a decent selection of weapons so that they're at least diligent combatants. Bards are able to employ magic items that are normally employed by fighters and thieves.

Bards acquire additional hit points as they advance through levels by rolling a d6. At 1st level, player characters are assumed to have rolled a "6" on the die, starting with "maximum" hit points. Bards also receive hit points based on their body mass, determined by the Dungeon Master's roll.

With regards to armour, bards have restrictions and can only wear padded, leather, studded leather or chain mail. Other forms are not permitted. Also, bards cannot utilise shields or "great" helmets, though ordinary helmets and skullcaps are permissible.

They only start with two proficiencies, and only gain a new proficiency every 5th level after 1st: at 6th level, 11th, 16th and so on. A bard's penalty for using a non-proficient weapon is -4 to hit.



The table below gives ranges for the bard's missile weapons. Weapons thrown or fired at point blank range are +1 to hit. There is no adjustment at short range. Medium range gives a -2 penalty, while long range gives a -5 penalty.

Missile Range in Combat Hexes
Weapon Point Blank Short Medium Long
club 2 3-5 6-7 8-9
dagger 2 3-5 6-9 10-12
dart 2 3-5 6-10 11-15
javelin 2 3-9 10-18 19-27
sling 2-13 14-25 26-37
spear 2 3-6 7-12 13-18


See Weapons List