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Mortal Foes Part 2:
Bards
F-OLLOWING IN THE FOOSTEPS OF THE barbarian packet, this entry of Mortal Foes features the famous bard in all its spell-weaving and sotry-shaping capacity. This is the first of many spellcasters that I will have to wrestle with over the course of this project, and I will say, building the spell lists for an NPC is a particularly challenging hurdle to clear. It's not especially tricky, but the work required to make things work smoothly is overwhelmingly cumbersome and time consuming. Figuring out what spells were best CR calculations was a real pain, especially since few actual bards would bother spamming AoEs as it optimal for damage. I had to research so many guides for the spell lists, but they should work fine. Without further fanfare, the bard.
Bards
For bards, magic is drawn from the world and woven into shape through brilliant acts of creativity. Their charisma has been finely honed into a tool to manifest their will, turning what some may consider personal charm to tangible power.
Combat Tactics
Never fall into the antiquated notion that a bard is a lover and not a fighter. While their social skills are particularly devious and useful in maneuvering out-of-combat interactions, the destructive potential of every harmonious chord and flattering word cannot be overstated. They aren't the most sturdy of creatures, but a knowledgeable bard will compensate for this shortcoming by surrounding themselves with allies that can make use of their bardic inspiration and wide array of spells that can buff and debuff.
Enchanting Strategies. Be it vicious mockery, sleep, or silence, bards have a way of changing the battlefield by affecting its participants directly. A bard prefers to gather information in advance of a conflict, in which case they will open the encounter with sights on those with weak Charisma and Wisdom saves or by buffing their allies and pointing out the weak link. Barring this, they will stand back and play defensively, conserving resources until they see a crack in the enemy's armor. They love to use minor annoyances and improvise on the razor's edge. If they can use their sleep to make a wizard fall unconscious and break concentration on a valuable spell without a save, they will do so at the most inopportune moment.
Empowering Presence. When not upsetting their enemies with petty distractions and cheating, underhanded maneuvers, bards use their wide array of buffing spells to empower their own allies. These buffs are not reliant on their enemies failing saving throws, so they're a reliable way to cause more damage, especially if there's an ideal target for the buff. When in doubt, a bard will stick to one or two powerful allies and keep them alive and tuned to the greatest possible power level.
Spice of Life. The bard's ready access to magical secrets afford a great deal of variety in possible approaches. They can break up their supportive routine with an explosive fireball, or fall back on mobility, or focus on controlling the battlefield. While not nearly as versatile as a fully decked out wizard, they have a good few tricks up their sleeve.
Bard Lore
When writing a bard into your campaign, consider the following aspects that will define their role in the world.
Bottomless Heart. For good or for ill, a bard is driven with some sort of unending desire. Be it the adoration of the masses, the smile of one treasured person, gold and luxury, or truth and honesty, you can rely on a bard to pursue their desires to the point of self destruction. While they may be masters of masking their own true emotions, the nature of using music and emotion to cast spells means a powerful bard will always feel genuinely and deeply. Even 'emotionless' races such as the Yuan-Ti and Lizardfolk have their own motives that would fit this description, usually obsessive pursuit of technical excellence and mimicry of greatness or unraveling the secrets of performance magic for their own survival.
Gravity of Greatness. Due to the flexible yet unflinching nature of this common motivation, bards easily fall into step with large organizations, either by rallying people with their stirring words, supporting a cause they believe in, or falling into a cycle of blackmail and entrapment when someone finds their weakness. In any situation, bards don't stay in the shadow very long, as their greatest power is when they are made known and get the chance to use their silver tongues. This talent can be wielded to disastrous affect, and whether or not they're willing to use it for themselves, someone will take advantage in time.
Twist the Knife. As an antagonist, the bard will get to know their enemies quite well, delighting in the confusion of an affable enemy. They will likely manipulate the situation so that any act the heroes take does the bard some benefit, and offer help wherever necessary to cement themselves as a friendly face. This could be done to help sway their foes to change their minds, or leave them exposed for a devastating betrayal. Visibility sets bards apart from other schemers. They are never working to their fullest unless they are seen and able to make an impression directly. This often puts them in danger, so they tend to have a few backup plans and a readiness to escape in case their schemes are disrupted.
Loot and Valuables
Bards can fall on any extreme of the spectrum, with more humble bards wandering the woodlands as vagrants with a song in their hearts, where more worldly examples might live in lavish mansions and treat themselves to the highest luxuries.
In any case, bards adore glittering prizes and items of exceedingly fine craftsmanship. They are particularly fond of art objects crafted by true masters of their trade, and beautiful gemstones hold a captivating appeal. Essentially, keep the word 'vanity' in mind when determining what treasures a bard may have access to. Whether or not they care for the treasures personally, they absolutely can appreciate the prestige afforded by dressing well and owning the finest of goods.
A bard may also live in a comfortable, accessible estate in the heart of a richly decorated city. Acquiring the deed to their luxurious homes may be something highly rewarding, if for no other reason than to party, drain their stocks of wine and exotic foodstuffs, and sell it to the highest bidder before getting on with the adventure.
Magical items are mostly seen as a way to compliment the bard's retinue of tricks, and they make rather exceptional use out of them. Bards like to have magical items which further diversify their abilities, or serve in roles that they cannot. They also adore the mundane, bizarre, and amusing.
Where last time I detailed the potential items that could be found, I do not have the time this go-around, but essentially bards will hold everything that would make sense as detailed prior. And as always, carefully consider the ramifications of a magical item they have hold of! It can drastically change the balance of a battle.
Bard I
Small or medium humanoid, any alignment
- Armor Class 14 (Leather Armor)
- Hit Points 13 (2d8+4)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 14 (+2) 11 (+0) 10 (+0) 16 (+3)
- Saving Throws DEX +5, CHA +5
- Skills Acrobatics +5, Deception +5, Intimidation +5, Performance +5, Persuasion +5
- Languages Common, two other languages
- Challenge 1 (200 xp)
Musical Spellcasting. The bard is a 2nd Level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can cast the following spells, and it can cast by playing its instrument as a focus.
Cantrips (At Will): minor illusion, vicious mockery
1st Level (3 Slots): dissonant whispers, healing word, heroism, sleep, thunderwave
Bonus Actions
Bardic Inspiration (3/Day). The bard chooses a creature other than itself that is within 60 feet of it and can hear it. The bard grants this creature an Inspiration die that lasts for 10 minutes. The creature can expend this die to add 1d6 to an ability check, attack roll, or saving throw. Once the die is used or expires, it is lost. A creature can only benefit from one Inspiration die at a time.
Actions
Multiattack. The bard makes two attacks: one with its rapier and one with its dagger.
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 6 (1d6+3) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit 5 (1d4+3) piercing damage.
Bard II
Small or medium humanoid, any alignment
- Armor Class 15 (Studded Leather)
- Hit Points 39 (6d8+12)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 14 (+2) 10 (+0) 10 (+0) 18 (+4)
- Saving Throws DEX +6, CHA +7
- Skills Acrobatics +9, Deception +7, Intimidation +7, Performance +7, Persuasion +10
- Languages Common, two other languages
- Challenge 4 (1,100 XP)
Musical Spellcasting. The bard is a 6th Level spellcaster. Its spellcasting ability is Charisma (Save DC15, +7 to hit with spell attacks). It can cast the following spells, and can cast without material components by playing its instrument.
Cantrips (At Will): minor illusion, vicious mockery
1st Level (3 Slots): dissonant whispers, healing word, heroism, sleep, thunderwave
2nd Level (3 Slots): aid, enhance ability, silence
3rd Level (2 Slots): bestow curse, fireball, haste
Bonus Actions
Bardic Inspiration (4/Short or Long Rest). The bard chooses a creature other than itself that is within 60 feet of it and can hear it. The bard grants this creature an Inspiration die that lasts for 10 minutes. The creature can expend this die to add 1d8 to an ability check, attack roll, or saving throw. Once the die is used or expires, it is lost. A creature can only benefit from one Inspiration die at a time.
Actions
Multiattack. The bard makes two attacks: one with its rapier and one with its dagger.
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 6 (1d6+3) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit 5 (1d4+3) piercing damage.
Reactions
Cutting Words. When a hostile creature makes an attack roll, ability check, or damage roll, the bard can use its reaction to expend one use of its Bardic Inspiration, rolling the Inspiration die and subtracting the number rolled from the creature's roll. The creature is immune if it can't hear the bard or is immune to being charmed.
Bard III
Small or medium humanoid, any alignment
- Armor Class 16 (Studded Leather)
- Hit Points 72 (11d8+22)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 14 (+2) 10 (+0) 10 (+0) 18 (+4)
- Saving Throws DEX +8, CHA +8
- Skills Acrobatics +12, Deception +12, Intimidation +8, Performance +12, Persuasion +12
- Languages Common, two other languages
- Challenge 7 (2,900 XP)
Musical Spellcasting. The bard is an 11th Level spellcaster. Its spellcasting ability is Charisma (Save DC16, +8 to hit with spell attacks). It can cast the following spells, and can cast without material components by playing its instrument.
Cantrips (At Will): minor illusion, mage hand, prestidigitation, vicious mockery
1st Level (4 Slots): dissonant whispers, healing word, heroism, sleep, thunderwave
2nd Level (3 Slots): aid, enhance ability, silence
3rd Level (3 Slots): bestow curse, fireball, haste, hypnotic pattern
4th Level (3 Slots): greater invisibility, greater restoration, phantasmal killer
5th Level (2 Slots): hold monster, telekinesis, wall of force
6th Level (1 Slots): eyebite
Bonus Actions
Bardic Inspiration (4/Short or Long Rest). The bard chooses a creature other than itself that is within 60 feet of it and can hear it. The bard grants this creature an Inspiration die that lasts for 10 minutes. The creature can expend this die to add 1d10 to an ability check, attack roll, or saving throw. Once the die is used or expires, it is lost. A creature can only benefit from one Inspiration die at a time.
Actions
Multiattack. The bard makes two attacks: one with its rapier and one with its dagger.
Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 7 (1d6+4) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit 6 (1d4+4) piercing damage.
Reactions
Cutting Words. When a hostile creature makes an attack roll, ability check, or damage roll, the bard can use its reaction to expend one use of its Bardic Inspiration, rolling the Inspiration die and subtracting the number rolled from the creature's roll. The creature is immune if it can't hear the bard or is immune to being charmed.
Bard IV
Small or medium humanoid, any alignment
- Armor Class 16 (Studded Leather)
- Hit Points 120 (16d8+48)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 16 (+3) 10 (+0) 10 (+0) 20 (+5)
- Saving Throws DEX +9, CHA +10
- Skills Acrobatics +14, Deception +14, Intimidation +10, Performance +15, Persuasion +15
- Languages Common, two other languages
- Challenge 10 (5,900 XP)
Musical Spellcasting. The bard is a 16th Level spellcaster. Its spellcasting ability is Charisma (Save DC18, +10 to hit with spell attacks). It can cast the following spells, and can cast without material components by playing its instrument.
Cantrips (At Will): minor illusion, mage hand, prestidigitation, vicious mockery
1st Level (4 Slots): dissonant whispers, healing word, heroism, sleep, thunderwave
2nd Level (3 Slots): aid, enhance ability, silence
3rd Level (3 Slots): bestow curse, fireball, haste, hypnotic pattern
4th Level (3 Slots): greater invisibility, greater restoration
5th Level (2 Slots): hold monster, phantasmal killer, telekinesis, wall of force
6th Level (1 Slots): eyebite, heal
7th Level (1 Slots): etherealness, reverse gravity, mirage arcane, forcecage
8th Level (1 Slot): dominate monster
Bonus Actions
Bardic Inspiration (5/Short or Long Rest). The bard chooses a creature other than itself that is within 60 feet of it and can hear it. The bard grants this creature an Inspiration die that lasts for 10 minutes. The creature can expend this die to add 1d12 to an ability check, attack roll, or saving throw. Once the die is used or expires, it is lost. A creature can only benefit from one Inspiration die at a time.
Actions
Multiattack. The bard makes two attacks: one with its rapier and one with its dagger.
Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit 7 (1d6+4) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit 6 (1d4+4) piercing damage.
Reactions
Cutting Words. When a hostile creature makes an attack roll, ability check, or damage roll, the bard can use its reaction to expend one use of its Bardic Inspiration, rolling the Inspiration die and subtracting the number rolled from the creature's roll. The creature is immune if it can't hear the bard or is immune to being charmed.
Bard V
Small or medium humanoid, any alignment
- Armor Class 17 (Studded Leather)
- Hit Points 150 (20d8+60)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 20 (+5) 16 (+3) 10 (+0) 10 (+0) 20 (+5)
- Saving Throws DEX +11, CHA +11
- Skills Acrobatics +17, Deception +17, Intimidation +8, Performance +17, Persuasion +17
- Languages Common, two other languages
- Challenge 13 (10,000 XP)
Musical Spellcasting. The bard is a 20th Level spellcaster. Its spellcasting ability is Charisma (Save DC19, +11 to hit with spell attacks). It can cast the following spells, and can cast without material components by playing its instrument.
Cantrips (At Will): minor illusion, mage hand, prestidigitation, vicious mockery
1st Level (4 Slots): dissonant whispers, healing word, heroism, sleep, thunderwave
2nd Level (3 Slots): aid, enhance ability, silence
3rd Level (3 Slots): bestow curse, fireball, haste, hypnotic pattern
4th Level (3 Slots): greater invisibility, greater restoration
5th Level (3 Slots): hold monster, phantasmal killer, telekinesis, wall of force
6th Level (2 Slots): eyebite, heal
7th Level (2 Slots): etherealness, reverse gravity, mirage arcane, forcecage
8th Level (1 Slot): dominate monster, glibness
9th Level (1 Slot): foresight, mass heal, true polymorph, wish
Bonus Actions
Bardic Inspiration (5/Short or Long Rest). The bard chooses a creature other than itself that is within 60 feet of it and can hear it. The bard grants this creature an Inspiration die that lasts for 10 minutes. The creature can expend this die to add 1d12 to an ability check, attack roll, or saving throw. Once the die is used or expires, it is lost. A creature can only benefit from one Inspiration die at a time. If the bard has no uses of this ability left when it rolls initiative, it regains one use.
Actions
Multiattack. The bard makes two attacks: one with its rapier and one with its dagger.
Rapier. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit 8 (1d6+5) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit 7 (1d4+5) piercing damage.
Reactions
Cutting Words. When a hostile creature makes an attack roll, ability check, or damage roll, the bard can use its reaction to expend one use of its Bardic Inspiration, rolling the Inspiration die and subtracting the number rolled from the creature's roll. The creature is immune if it can't hear the bard or is immune to being charmed.
Feature Breakdown
Okay, spellcasters are incredibly hard. Just finding the right spells and optimizing damage took up most of the time in and of itself. I did a few little nicks and adjustments here and there, so here's the basic gist.
Basics
Similar to the Barbarian, I chose the ability scores using point buy and adjusting with the default human +1 to all stats, I chose the skills granted by their class along with two from a theoretical background, and prioritized function first for all abilities.
Multiattack
Instead of having the bard dual wield and use a bonus action to attack with their off-hand weapon, I decided to just let them attack with their rapier and dagger. It doesn't affect much as a monster-side solution, and it lets them make use of their bardic inspiration, which is far and away their most useful feature.
Removed Features
I decided not to include jack of all trades, or song of rest in the monster block since they mostly become relevant during the adventuring day and likely won't ever be seen monster side, at least not in any appreciable way. If you want to include them though, by all means. Certainly won't break anything.
I also chose not to include countercharm because it's cumbersome, highly situational, and just not very good.
Art Credit.
On the Cover: D'Artagnan Evolved by Wesley Burt