Difference between revisions of "Bard Combat Abilities"

From The Authentic D&D Wiki
Jump to navigationJump to search
Line 1: Line 1:
{| class="wikitable" style="float:right; margin-left: 25px; text-align: center; background-color:#d4f2f2;"
+
'''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]].
 +
__TOC__
 +
As they are usually lightly armoured and short of weapons, they move quickly over a battlefield, which grants versatility as a support character.  Between rescuing other characters and lending their [[Martial Spirit|martial support]] through voice and song, they can also provide an effective ranged combat occasionally.
 +
 
 +
'''Hit points.''' 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.
 +
 
 +
{| class="wikitable" style="float:left; margin-right: 25px; text-align: center; background-color:#d4f2f2;"
 
|+Weapons Available to Bards
 
|+Weapons Available to Bards
 
! style="width: 75px|Weapon !! style="width: 50px|Damage !! style="width: 50px|# of Hands !! style="width: 50px|Break Chance !! style="width: 125px|Attack Form
 
! style="width: 75px|Weapon !! style="width: 50px|Damage !! style="width: 50px|# of Hands !! style="width: 50px|Break Chance !! style="width: 125px|Attack Form
Line 23: Line 29:
 
| style="text-align: left"|[[Short Sword (weapon)|sword (short)]] || 1-6 || one || 1 in 6 || hand-to-hand
 
| style="text-align: left"|[[Short Sword (weapon)|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 [[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]].
 
__TOC__
 
As they are usually lightly armoured and short of weapons, they move quickly over a battlefield, which grants versatility as a support character.  Between rescuing other characters and lending their [[Martial Spirit|martial support]] through voice and song, they can also provide an effective ranged combat occasionally.
 
 
'''Hit points.''' 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.
 
  
 
'''Weapons.''' 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 on.  A bard's penalty for using a non-proficient weapon is -4 [[Roll to Hit|to hit]].  They are limited to the weapons on the table shown.
 
'''Weapons.''' 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 on.  A bard's penalty for using a non-proficient weapon is -4 [[Roll to Hit|to hit]].  They are limited to the weapons on the table shown.

Revision as of 19:06, 23 October 2023

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.

As they are usually lightly armoured and short of weapons, they move quickly over a battlefield, which grants versatility as a support character. Between rescuing other characters and lending their martial support through voice and song, they can also provide an effective ranged combat occasionally.

Hit points. 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.

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

Weapons. 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. They are limited to the weapons on the table shown.

Armour. 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.




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