Skip to content

Bardic Wonders

This mod focuses on adding bard-centric content. It is primarily designed for Baldur’s Gate, but the kits are compatible with Icewind Dale: Enhanced Edition. Kits and items are included, and new spells may come in the future.

BARD KIT REVISIONS

BLADE: Blades are master artisans with bladed weapons. Everyone has seen a Blade in action at fairs and carnivals. They are the knife throwers who pop balloons while blindfolded and swallow slender sabers such as those used by lawless pirates on the high seas. Blades also perform amazing displays of weapon skill and control as they flash various weapons all about their bodies with deadly precision.

Advantages:
– Blade Dancer: The blade uses their Charisma modifier, if higher, for melee bonuses to hit instead of Strength.
– May achieve Grand Mastery (five slots) in any bladed weapon.
– May achieve Mastery (three slots) in Two-Weapon Style.
– Instead of a regular Bard Song, the blade may perform a Weapons Display, performing a deadly dance with their weapons to intimidate their foes while inspiring their allies. This reduces the morale of all nearby foes by 2 while granting a +1 bonus to hit to all allies within visual range. The display has no effect on non-sentient creatures such as golems or undead.
– May use the Offensive Spin and Defensive Spin abilities once per day. Gains one use each at level 1 and an additional use each every 4 levels thereafter. Using either spin will remove the effects of the other, if ongoing.

OFFENSIVE SPIN: The blade takes on a fighting maneuver which is both fearsome and lethal. For the next four rounds, the blade receives movement speed and a bonus attack per round as a haste spell, while additionally dealing maximum damage for the duration. However, the blade cannot cast spells during this time. After the end of the duration, the blade is briefly winded and may not attack or cast spells for three rounds.

DEFENSIVE SPIN: The blade whirls their weapon rapidly around their body in a defensive stance for up to four rounds. During this period, the blade cannot move, attack, or cast spells, but receives a +1 bonus to Armor Class per level up to a maximum of 10. The blade also deflects projectiles while spinning, becoming immune to most missile attacks. If the blade is struck by a melee attack during the spin, they negate the damage and return 1d10 slashing damage per 5 levels to the attacker and disarms them, rendering them unable to attack for three rounds and ending the spin.

Disadvantages:
– Weapons Display does not improve with level.
– Only has one half the normal Lore value.
– Only has one half the normal Pick Pockets skill.

HIGH LEVEL ABILITIES

Improved Offensive Spin
The blade has achieved mastery of the Offensive Spin technique and will no longer become winded after the duration ends. In addition, they may use an Improved version of the ability once per day, granting them an increased critical hit modifier of 5 and doubled attacks per round for the duration instead of only one.

Improved Defensive Spin
The blade has achieved mastery of the Defensive Spin technique and may now move while using the ability, albeit at a 50% reduced movement rate. In addition, they may use an improved version of the ability once per day, in which they throw blades at all enemies within a 20-ft. radius dealing 1d6 damage once per second for a total of twenty-four times over the duration.

JESTER: This Bard is well versed in the arts of ridicule and hilarity, and uses <PRO_HISHER> abilities to distract and confuse <PRO_HISHER> enemies, cavorting madly during combat. Do not mistake <PRO_HIMHER> for a true fool, however, as <PRO_HESHE> can also be quite deadly.

Advantages:
– The Jester’s song does not help allies. Instead, every opponent within 30 feet must save once per round to avoid falling under its effects:
1st level: Enemies receive a -2 penalty to Armor Class and a 25% chance to miscast their spells.
10th level: Enemies receive a -2 penalty to Armor Class, a 40% chance to miscast spells, and an increased critical miss modifier of 1.
15th level: Enemies receive a -4 penalty to Armor Class, a 55% chance to miscast spells, and an increased critical miss modifier of 1.
20th level: Enemies receive a -6 penalty to Armor Class, a 55% chance to miscast spells, and an increased critical miss modifier of 2.

– May use Heckle once per level.

HECKLE: The Jester uses every trick imaginable to taunt a single target, increasing their critical miss modifier by 4 and inflicting a 75% chance for spell failure for the next round. The target must also make a Saving vs. Breath (-1 to modifier per 6 levels) or go berserk for 3 rounds.

– 6th level May use Mad Ramble once per day. Gains an additional use at 10th and 14th level.

MAD RAMBLE: The Jester forces all enemies within a 15-ft. radius to make a Save vs. Spell with a -4 penalty or become confused for 5 rounds + 1 round/6 levels, as per a Chaos spell. Unlike Chaos, this ability is not affected by Magic Resistance.

Disadvantages:
– May not use regular Bard Song.

HIGH LEVEL ABILITIES

The Fool’s Journey
This powerful song greatly enhances the Jester’s influence over their foes. The Fool’s Journey reduces all enemies’ Armor Class by 10, induces a 70% chance to miscast spells, and an increased critical miss modifier of 5. Enemies are also unable to critically hit while under the effects. Additionally, while the Jester is singing, they gain a bonus of 10 to Armor Class, which is doubled against ranged attacks.

This ability replaces the current Bard Song.

SKALD: This nordic Bard is also a warrior of great strength, skill, and virtue; <PRO_HISHER> songs are inspiring sagas of battle and valor, and the Skald devotes <PRO_HISHER> life to those pursuits.

Advantages:
– May Specialize (two slots) in any weapon.
– May Specialize (two slots) in any fighting style.
– Battle Caster: The Skald may cast spells while wearing any armor.

– The Skald’s Bard Song, “Battle Song of Valor”, empowers their allies’ and bolsters their will to battle, granting them combat bonuses.
1st level: +2 bonus to hit rolls, Armor Class and Morale.
10th level: +2 bonus to hit and damage rolls, Armor Class and Morale, +10% to all resistances.
15th level: +3 bonus to hit and damage rolls, Armor Class, +10% to all resistances, immunity to fear.
20th level: +3 bonus to hit and damage rolls, Armor Class, +10% to all resistances, immunity to fear, stun, and confusion.

– 12th level: Gains Heroic Inspiration.

HEROIC INSPIRATION: When the skald’s maximum hit points falls below 50%, all allies (except the skald) within visual range gain an additional +1 bonus to hit, damage and saving throws.

Disadvantages:
– The Skald’s spells are cast as though a level lower than a normal Bard of the same level.
– May not Pick Pockets.

HIGH LEVEL ABILITIES

Warsong of the Undying
This is a powerful aid to both the Skald and to <PRO_HISHER> allies. The song gives the Skald <PRO_HIMHER>self a 10-point bonus to <PRO_HISHER> Armor Class and a 25% bonus to physical resistances. The song also gives <PRO_HISHER> allies a +5 bonus to hit and damage rolls, Armor Class, +15% to all resistances, immunity to fear, stun, and confusion, and Haste while the song is active.

This ability replaces the current Bard Song.

NEW BARD KITs

ABETTOR OF MASK: Contrary to popular belief, the trickster god Mask’s favor extends past those who walk the path of stealthy arts and trickery. The Abettor is a faithful Maskarran, a deceptive agent of the Lord of Shadows whose gall is tested through tasks that typical bards would balk at due to their dark natures.

ADVANTAGES:

– Receives a +5% bonus to Pick Pockets per level.
– Gains a backstab multiplier of x2.
– The Abettor’s song, “One’s Loss, Another’s Gain”, provides thieving and stealth bonuses to the party. The song grants +15% to all thieving skills, increasing by 5% per rank and grants the following effects:
3rd level: Party members passively detect traps
6th level: Party members gain Blur (+3 to AC, +1 to all saving throws)
9th level: The singer has a 50% chance to gain Improved Invisibility for one round
12th level: Party members gain Non-Detection
15th level: The singer has a 100% chance to gain Improved Invisibility for one round

– From 10th level onwards, the Abettor passively has a 1% chance upon taking damage to turn invisible for one turn.
– From 12th level onwards, gains one use of Shadowstep.

SHADOWSTEP: The character steps into the Shadow Plane and may move for 7 seconds while others are frozen in time. The caster cannot attack or cast spells while in the Shadow Plane.

– May learn the Assassination high level ability upon reaching 24th level.

DISADVANTAGES:
– Must be of True Neutral, Chaotic Neutral, Neutral Evil or Chaotic Evil alignment.
– Only has one-half normal Lore value.
– May not learn the Magic Flute high level ability.
– May only be proficient in weapons usable by thieves.

HIGH LEVEL ABILITIES

Symphony of the Dark Children
This song is a powerful aid to both the Abettor and to <PRO_HISHER> allies. In addition to all existing effects, the song now provides +70% to all thieving skills, +6 to Luck, +4 to Armor Class (+8 vs. missile weapons) with an additional +2 vs. good-aligned creatures, +4 to all saving throws, immunity to backstab and a 20% chance for all party members to turn invisible for two rounds. The Abettor also has a 5% chance to stop time for one round, but <PRO_HESHE> is unable to take any action for the duration.

This ability replaces the current Bard Song.

DANCER: The dancer is an entertainer, an acrobat and a surprisingly dangerous combatant when drawn to battle, emphasizing speed and agility to confuse and unnerve <PRO_HISHER> opponents while inspiring allies to fight with increased confidence.

ADVANTAGES:
– May place 3 slots in Two-Weapon Style.
– +2 bonus to Armor Class at 1st level. Gains an additional +1 bonus to Armor Class every 10 levels.
– +1 bonus to Armor Class vs. missile weapons at 1st level. Gains an additional +1 bonus to Armor Class every 5 levels.
– +2 to movement rate.
– The Dancer’s Bard Song, “Dance of the Floating Lily”, immobilizes the dancer while inspiring <PRO_HISHER> allies, providing immunity to fear and morale failure and grants the following bonuses:
1st level: +2 to hit and damage, +1/2 attack per round, dancer gains +2 to Armor Class
6th level: +3 to hit and damage, +1/2 attack per round, dancer gains +4 to Armor Class
11th level: +4 to hit and damage, +1/2 attack per round, dancer gains +6 to Armor Class
16th level: +5 to hit and damage, +1 attack per round, dancer gains +8 to Armor Class
21st level: +6 to hit and damage, +1 attack per round, dancer gains +10 to Armor Class

– From 4th level onwards, may use the Adrenaline Rush ability once per day.

ADRENALINE RUSH: The dancer temporarily gains a huge boost in power for three rounds, gaining +1 to hit and damage for every four levels. Attacks per round are also doubled. However, <PRO_HISHER> Armor Class is reduced by four points and <PRO_HESHE> is unable to use <PRO_HISHER> Bard Song, and after the duration ends, <PRO_HESHE> becomes winded, suffering a huge penalty to fatigue and inability to use <PRO_HISHER> Bard Song for one turn. From 18th level onwards, the dancer is no longer fatigued after the effect expires.

DISADVANTAGES:
– May not wear any armor.
– May memorize one less spell per level.
– Only has one-half normal Lore value.

HIGH LEVEL ABILITIES

Swift-As-Flowing-Water
This oriental dance is a powerful aid to both the Dancer and to <PRO_HISHER> allies. The song gives the Dancer a +20 bonus to Armor Class as well as the ability to move at a reduced pace. The song also gives <PRO_HISHER> allies +8 to hit and damage as well as one extra attack per round and increased movement rate. There is also a 5% chance each round that any affected party member may gain the effects of Adrenaline Rush.

This ability replaces the current Bard Song.

DARKBLOOM BARD: Rarely seen in the Realms, Darkbloom Bards are recognized for their skills in using the powers of nature. Unlike druids, however, Darkbloom Bards appear to twist the beauty of flora and fauna into wicked and twisted visions—the stuff of eldritch dreams and nightmares. While some believe these are borne of the alien fantasies of practitioners, others fear that Darkbloom Bards are, in fact, drawing upon pieces of otherworldly aberrations that are attempting to infiltrate the waking world.

ADVANTAGES:

– +15 bonus to Lore.
– +5% bonus to Magic Resistance.
– Receives one additional spell slot per spell level.
– +2 bonus to Armor Class vs Spectral Undead, Shadows, Myconids, Shambling Mounds, Shriekers, Slimes and Spectres.
– Receives the following druidic spells, which are automatically scribed into their spellbook: Curse, Beast Claw, Mold Touch, Thorn Spray, Insect Plague, Fire Seeds, Mist of Eldath.

– The Darkbloom Bard’s song, “Silence of Dreamrealm’s Bog”, inflicts Silence upon all surrounding creatures, both friendly and hostile, as well as reducing Magic Resistance by 10% plus an additional 2% per two levels, up to a maximum of 50%. All creatures may make a Saving Throw vs. Spells at +2 (-1 modifier per 6 levels) to avoid being Silenced.

– 6th level: May use Dark Entanglement once per day.

DARK ENTANGLEMENT: By means of this spell, the caster is able to cause dark plants and roots in the area of effect to entangle creatures within the area. Once per round, a creature can attempt to make a Saving Throw vs. Spell with a +3 bonus to avoid entanglement. An entangled creature can still attack but receives a -2 penalty to its Armor Class and -10% to Magic Resistance. There is 10% chance upon entanglement that the creature will be poisoned and suffer 1 damage per second for 5 seconds.

– 12th level: May Backstab at x2 damage, additionally dealing 2d8 acid damage. There is also a 50% chance that the victim will be Entangled by dark vines for one round.

DISADVANTAGES:

– Incurs a -2 penalty to Strength and Constitution and a -4 penalty to Charisma.
– Incurs a -1 penalty to all Saving Throws.
– Only has one-quarter Pick Pockets percentage.
– May only be of True Neutral and Neutral Evil alignment.

HIGH LEVEL ABILITIES

Millenia of Deathly Stillness
This is a powerful aid to both the Darkbloom Bard and to <PRO_HISHER> allies. This song gives the Darkbloom Bard <PRO_HIMHER>self regeneration for 10% of <PRO_HISHER> maximum hit points per round and increases <PRO_HISHER> allies’ casting level by 6 and casting speed by 2. Enemies within range have their Magic Resistance and must make a Save vs. Spell at -6 or be Silenced.

This ability replaces the current Bard Song.

STORM DRUMMER: Storm Drummers are particularly powerful bards whose music has the power to summon lightning storms. Their drums and booming voices, loud as thunder, can unnerve both enemies and allies alike. However, their unique skills have led them to shun metal weapons and armor in order to optimize their abilities.

ADVANTAGES:

– +20% bonus to electrical damage dealt from all sources.
– +10% resistance to electrical damage. Gains an additional 5% every three levels.
– The Storm Drummer’s Bard Song, “Thunder and Lightning”, does not affect allies. Instead, it has a chance of causing bolts of lightning to strike down from the sky dealing electrical damage to all nearby enemies.
1st level: 20% chance of dealing 2d6 electrical damage
4th level: 25% chance of dealing 2d8 electrical damage
7th level: 30% chance of dealing 2d10 electrical damage
10th level: 35% chance of dealing 3d8 electrical damage
13th level: 40% chance of dealing 3d10 electrical damage
16th level: 45% chance of dealing 4d8 electrical damage
19th level: 50% chance of dealing 4d10 electrical damage

Due to the song’s magical nature, it can be used indoors.

– From 5th level onwards, may use the Storm Shield ability once per day. Extra uses are gained at 10th and 15th level.

STORM SHIELD: This spell lasts 1 round per level of the caster. It protects the caster completely from lightning, fire, cold, and normal missiles.

– From 10th level onwards, may use the Thunderclap ability once per day.

THUNDERCLAP: The Storm Drummer claps <PRO_HISHER> hands together, causing a deafeningly loud blast of sound. All creatures around the Storm Drummer must save vs. spells at -4 or be stunned for one turn. Even if the save is made successfully, all targets are deafened, suffering a 50% chance to miscast any spells. Only the caster is immune to the spell’s effects.

DISADVANTAGES:
– May not use any metal weapons.
– May not wear armor heavier than studded leather.
– Only has one-half normal Lore value.
– Only has one-half normal Pick Pockets percentage.

HIGH LEVEL ABILITIES

Drums of Raijin
This is a powerful aid to the Storm Drummer. This song gives the Storm Drummer a 75% chance to call down bolts of lightning dealing 6d10 electrical damage to all nearby enemies. Additionally, the Storm Drummer is immune to electrical damage and is surrounded by a magical shroud which provides +10 to Armor Class, immunity to normal weapons and deals 2d8+5 damage to anyone who attacks the Storm Drummer in melee range.

This ability replaces the current Bard Song.

TROUBADOUR: Troubadours are musicians that specialize in lyric poetry. Their songs are often of chivalry and courtly love. In adventuring, troubadour bards are valuable due to their proficiency in healing spells, including songs of rejuvenation that protect their comrades. Women that choose the profession of the troubadour are usually known as trobairitz.

Advantages:
– May cast spells while wearing armor.
– The troubadour’s Bard Song, “Song of Healing”, gradually heals <PRO_HISHER> allies and provides them with resistance to any attempts to impair their movement, magical or otherwise.

1st level: allies regenerate 1 hit point per round and are immune to slows.
9th level: allies regenerate 2 hit points per round and are immune to all movement-impairing effects.
18th level: allies regenerate 3 hit points per round and are immune to all mind-affecting and movement-impairing effects.

– Gains the following priest spells in their spellbook:

1st level: Cure Light Wounds
2nd level: Aid
3rd level: Cure Medium Wounds
4th level: Cure Serious Wounds
5th level: Mass Cure
6th level: Heal

– 10th level: May use the Voice of Peace ability once per day.

VOICE OF PEACE: Chanting a soft melody, the troubadour soothes <PRO_HISHER> allies’ spirits and renews their confidence, healing them for 1d6 (+1 per level) hit points. All allies affected also gain 10% physical resistance and immunity to berserk effects for 1 turn. However, allied barbarians and berserkers will find themselves unable to call upon their rage while the aura of calm is in effect.

– 14th level: May use the Sacred Breath ability once per day.

SACRED BREATH: This ability functions the same way as the 5th level priest spell Raise Dead, restoring the target to life.

Disadvantages:
– May not wear armor heavier than studded leather.
– May only be proficient in weapons usable by thieves.
– Only has one-half Pick Pockets percentage.
– May only be of Neutral Good, Chaotic Good, True Neutral or Chaotic Neutral alignment.

HIGH LEVEL ABILITIES

Holy Hymn of Eldath
This song is a powerful aid to both the Troubadour and to <PRO_HISHER> allies. The Holy Hymn of Eldath causes all recipients to regenerate for five hit points per round and become immune to all movement-impairing and mind-affecting effects, poison, disease, level drain and instant death effects. The party also gains a +4 bonus to Armor Class and Saving Throws, with a +2 extra vs. evil creatures. There is also a 5% chance all recipients will be healed for 40% of their total hit points.

This ability replaces the current Bard Song.

DEATHSINGER: A morbid class of bards, deathsingers take pleasure in singing tales of the macabre, and their magical songs are capable of raising the dead from their graves.

Advantages:

– The Deathsinger’s Bard Song, “Call of the Grave”, does not assist allies. Instead, the deathsinger may summon undead creatures under <PRO_HISHER> control. While singing, the Deathsinger takes a -4 penalty to Armor Class. Each round while the Deathsinger sings, there is a 35% base chance plus 2% for each level of the Deathsinger that a skeleton will answer the call, up to a maximum of 75% at level 20. Any summoned skeletons will be destroyed if the Deathsinger stops singing. The strength and maximum amount of skeletons summoned increases with level.
1st – 5th level: Summons up to two skeletons with 3 HD.
6th – 11th level: Summons up to three skeletons with up to 5 HD.
12th – 17th level: Summons up to four skeletons with up to 7 HD.
18th level: Summons up to five skeletons with up to 9 HD.

– Gains the following spells as mage spells:

1st level: Doom
2nd level: Death Armor
3rd level: Bestow Curse
4th level: Cloak of Fear
5th level: Slay Living
6th level: Destruction

Disadvantages:
– May not be good-aligned.
– Only has one-quarter Pick Pockets percentage.

HIGH LEVEL ABILITIES

Legion of the Dead
This macabre hymn allows the deathsinger to rouse the bones of the dead to fight on <PRO_HISHER> behalf. The deathsinger’s song now always summons a 9 HD skeleton each round up to the maximum cap, and there is a 25% chance that a 15 HD skeleton will be summoned instead. Additionally, the deathsinger now gains a +10 bonus to Armor Class, a +6 bonus to all Saving Throws, +20% Magic Resistance and +50% Magic Damage Resistance while singing.

STRATEGIST: Masters of battlefield control, strategists regard combat the way most people would consider a puzzle to be solved. Relying on guile and cunning to outwit their enemies and best aid their allies, the greatest strength of the strategist is in their tactical thinking. They are the champions of plots and ploys, of gambits and fianchettos, of pronged attacks and of victories won through sacrifice. With planning and preparation they are granted unparalleled versatility on the battlefield, able to turn even certain failure to success.

Advantages:
– May Specialize (two slots) in any weapon.
– Tactical Coordination: The strategist passively grants all allies within visual range (excluding <PRO_HIMHER>self) a +1 bonus to hit, which increases to +2 at 19 Intelligence, +3 at 22 Intelligence and +4 at 25 Intelligence.
– Instead of a regular Bard Song, the Strategist may use Battle Tactics, granting all allies a +2 bonus to their minimum damage modifier, increasing to +4 at 10th level and +6 at 15th level. From 8th level onwards, Battle Tactics also grants the strategist’s Combat Prowess bonus to all non-warrior allies.

– May use the Analyze ability at will.

ANALYZE: With this ability, the user carefully observes the target and identifies their strengths and weaknesses, revealing their Hit Die, THAC0, Saving Throws, Magic Resistance, Damage Resistance and vulnerability to Poison and Backstabs. This ability may be used an unlimited number of times.

– 8th level: Combat Prowess: The strategist gains an additional half attack per round, which increases to a full attack per round at 16th level.
– 9th level: May use Tactical Casting once per day.

TACTICAL CASTING: The strategist is a versatile party member capable of adapting to the group’s needs. This ability may be activated while outside of combat to change to Tactical Casting mode, granting the strategist two bonus spell slots per level, but also removes their own Combat Prowess bonus until the effect is deactivated via using the ability again.

– 10th level: Ambush Awareness: The strategist permanently becomes immune to backstabs and gains an innate 10% chance to detect traps around them.
– 14th level: May use the Combination Tactics ability three times per day.

COMBINATION TACTICS: The strategist coordinates their attacks with a targeted ally, granting <PRO_HIMHER>self and the ally a +4 bonus to movement rate, +2 to critical hit rate and one bonus attack per round for a number of seconds equal to the individual target’s Intelligence, with a minimum of 12 seconds. Combination Tactics will have no effect if not used on an ally.

– 16th level: Gains the Counterattack Gambit passive effect.

COUNTERATTACK GAMBIT: When the strategist falls below half of their maximum hit points, they grant the closest ally a +2 bonus to their melee critical hit modifier. The ally will also never critically miss while under the effects.

– From 20th level onwards, may use the Checkmate ability once per day.

CHECKMATE: The strategist changes the tides of battle with a spectacular tactical maneuver, forcing all enemies within their visual range to make a Saving Throw vs. Death (-1 modifier per point of the strategist’s Intelligence above 16) or become Stunned for two rounds, while all of the strategist’s allies gain the effects of Improved Haste for the same duration. Enemy creatures with Intelligence equal to or greater than the strategist are unaffected by the Stun effect.

Disadvantages:
– May cast one fewer spell per level per day.
– Only has one half the normal Pick Pockets skill.

NEW HIGH LEVEL ABILITIES

Peerless Strategy

Once learned, this ability improves the effects of Battle Tactics, increasing the minimum damage modifier to +8 and granting all allies a +1 bonus to casting speed. Additionally, allies with backstab modifiers are able to backstab targets from any direction while under the effect of Battle Tactics. 

Tactical Acumen

Using this ability, the strategist maximizes their efficiency in forming and executing field tactics, gaining Aura Cleansing for the next two rounds. However, after the duration has expired, the strategist is unable to attack, cast spells, use items or abilities, or use Battle Tactics for another two rounds.

BARDIC ITEM PACK

This component adds new bard-themed items to BG:EE and BG2:EE.

5 new items are added to BG:EE in a few locations in the game.

  • Belt of Profane Poise

  • The Sylphen Guard

  • Isai’s Lucky Armor

  • Yvossa’s Veil

  • The Learned

12 new items are added to BG2:EE, mostly intended for bards although a couple can also be used by other classes.

All items can be bought at Trademeet from a new merchant, Leanne the bard. She can be found in Trademeet, within the blue tent outside of the city. Location here.

Additionally, the PC can purchase one of two legendary weapons only usable by bards for a very high price. In order for her to offer these weapons, the PC must have an ‘extreme’ reputation (i.e. 20 or 1 reputation). If the PC is a bard, Leanne will offer the weapons at a significant discount, albeit the end cost is still pricey. Item descriptions here.

The Item Pack adds the following items to the game:

  • Unseen +4 (short sword)

  • Armor of the Grey Fox +3 (leather armor)

  • Resonating Shield +1 (buckler)

  • Harp of Tranquility (casts Eldath’s Mist 1x/day)

  • Haven Lute (casts Otiluke’s Resilient Sphere 3x/day)

  • Dancing Heels (boots)

  • Silence (amulet)

  • Cacophonic Voice +4 (halberd)

  • Whispering Links +2 (chain mail)

  • Cloak of the Wild Singer (cloak)

Leanne’s two legendary weapons:

  • Dirge +5 (long sword)

  • Lament +5 (shortbow)

Additional component: Jester’s Chain for Jesters: The Jester’s Chain is massively disappointing for two major reasons. One, its intended users, jesters, can’t wear it very well due to it disabling casting. Two, it’s pretty garbage, especially for the number of tokens you need to give up to acquire it. This is a major error that must be fixed. The improved jester’s chain no longer disables spellcasting and provides a jester with an armor class bonus vs. missile weapons. However, the armor may be unpredictable – the wearer has a small chance to cause a wild surge with any spell they cast while wearing the armor. Fortunately, jesters gain a slight edge by having the protection of a Chaos Shield.

Also, the armor is now significantly more colorful. No self-respecting jester would settle for less.

In-game description and statistics here.

BARDIC INSPIRATIONS

This component adds Bardic Inspirations to the unkitted bard. Inspirations are persistent effects that benefit the party so long as members are close to the bard. The bard begins with a single inspiration, and gain more as they level.

Inspire Courage (1st level): Allies gain +1 to hit and damage rolls and increased morale. Bonuses to hit and damage increase to +2 at 8th level, +3 at 15th level and +4 at 22nd level.

Inspire Competence (3rd level): Allies gain +10 to Lore and Thieving Skills. Bonuses increase to +20 at 10th level and +30 at 17th level.

Inspire Defense (6th level): Allies gain +2 to Armor Class. Bonuses increase to +3 at 10th level, +4 at 15th level and +5 at 20th level.

Inspire Regeneration (10th level): Allies regenerate for 1 hit point per round. Regeneration increases to 2 hit points at 17th level and 3 hit points at 24th level.

Inspire Toughness (12th level): Allies gain +2 to all Saving Throws. Bonuses increase to +3 at 17th level and +4 at 24th level.

Inspire Alacrity (20th level): Allies gain half an extra attack per round and +1 to casting speed. Bonuses increase to one extra attack per round and +2 to casting speed at 40th level.

ARMORED CASTING

This component tweaks all armor in the game of studded leather level and below to no longer disable spellcasting when worn by bards, allowing the class to take full advantage of their ability to wear said armors. For maximum compatibility, install this after mods that add new armors or modify existing armors.

BARD SONG MECHANIC TWEAK

For those who prefer their bards to take a more proactive role in combat while still wanting the benefits of their bard song, this component changes the core mechanic of singing for the vanilla bard, its kits, and all kits included within this mod. Rather than a modal action, the bard song button instead functions as a reusable spell that applies the effects of the bard’s song as an aura for 3 rounds + 1 round per 3 levels. There is a cooldown of five rounds once the song ends before the bard may sing again.

Skip to toolbar