classe:barde

From: bardes

Barde

Historian, Musician, or Spy? From the ancient Gobelin dirge singers to the entertainers of Maison Phiarlan, many cultures embrace the bard as an entertainer who also serves as a historian or bearer of news, a chronicler if you will. Here at Morgrave, you will learn not to merely preserve history — but rather, to shape it.

—Excerpt from An Oratory Opus by Lord Dirge Tiriandara d’Kundarak

MUS1103: Endomusicology To survive on the road, a trouper must be clever, charismatic, and versatile above all. Whether tryst with a foe resolves by silver-tongue or adamantine blade, an adventuring bard’s worth truly comes from the ability to improvise a magical talent to charm, lull, or simply assist with a nearly limitless reservoir of practical knowledge and skill. While the Commun trope sings of a troubadour whose magic harmonizes with some cosmic symphony, those who have traversed Khorvaire have learned that inspiration is the true magic of any bardic exhibition, regardless of the medium.

The Houses of Ombre and Les Cinq Domaines The bardic colleges—Lore, Valor, Whispers— aren’t concrete organizations. Choosing a subclass doesn’t require a character to swear loyalty to an actual college. But if a bard wants to be part of such an order—an alliance of artists, a source of patrons and peers—Les Cinq Domaines of Maison Phiarlan are the closest thing that Eberron has to offer. The Maison Marquée du Dragon Phiarlan maintains the Entertainers and Artisans Guild, and it has dominated the industry for centuries. The house trains and licenses performers, and maintains many of the grand stages. The finest schools of Maison Phiarlan are known as the Five

Demesnes. Each is the stronghold of a particular artistic discipline, and each claims to be home to the most talented teachers and practitioners of those arts. While many of the teachers and stars of the stage are heirs of the house, anyone with sufficient talent can earn a place in one of the Demesnes. On rare occasion, truly remarkable prospects are made the focus of pursuit, and have been known to cause squabble or infighting between the teachers looking to further the prestige of their tutelage. As a bard, work with your DM to decide if you have a relationship to one of Les Cinq Domaines. If you’re an established artist with a following (as reflected by the entertainer background) you may have learned your skills at one of the Five Demesnes. In this case you could have a beloved mentor, spiteful academic, rival, or other existing connections to the Demesne that can serve as hooks for adventure. On the other hand, you could be an outsider hoping to earn a place within one of these citadels of art. The Demesne of Memory encompasses the written word. Novelists, playwrights, and poets are all students of memory. This Demesne contains one of the finest libraries in Khorvaire, a repository both of general knowledge and songs and stories. Bards tied to the Demesne typically follow the College of Lore. The Demesne of Memory is located in the city of Beaurefuge in Aundair. The Demesne of Motion deals with the arts of motion and the body. Gymnasts, dancers, and wrestlers are students of motion. This Demesne is typically associated with the College of Swords, which teaches both ancient Elfique styles and new techniques developed by the school. For students of motion, combat is a celebration. The Demesne of Motion is in Karrnath, in the city of Korth. The Demesne of Music teaches the arts of sound, both song and the use of instruments. While most bards learn the basic traditions of music, the members of this Demesne delve deeper in their study of the fundamental principles of music. These teachings reflect a wealth of musical techniques from across Eberron. Instructors here are well versed in Adaran chant, Marcher throat-singing, Thelanian ballads, and battle-chants of Shavarath. Those who master the musical arts generally follow the College of Glamour. The Demesne of Music is in the city of Fort-de-la-Flamme in Thrane.

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The Demesne of Ombre teaches the art of illusion. Deceptive magics are a powerful tool in the field of entertainment, and the Demesne of Ombre helps those who can wield these powers perfect their techniques. In addition to bards, wizards and sorcerers can be found at the Demesne of Ombre honing their illusionist aspirations. While magic is typically the focus, the demesne also teaches the verbal arts of deception and coercion, of feigning emotion and playing a role. Actors and orators learn their craft at this Demesne, but these techniques can also be useful to diplomats and spies. For these reasons, bards that pursue the techniques of the College of Glamour or the College of Whispers receive the most advantageous training within its halls. The Demesne of Ombre is located in Breland, in the city of Sharn. The Demesne of Shape is the least likely

creative arts. Maison Bombardier is the center for industry, but the Demesne of Shape teaches sculptors, painters, potters, and any form of physical art. Its students also create the resources the house requires for its entertainers, from fine instruments to sets and costumes. The smallest and least populated demesne, it holds a specialization few others have the expertise to teach, and the techniques of the College of Keys, a skill set highly valued by the spies of the Serpentine Table, brings the Demesne of Shape the core of its pupals. The original Demesne of Shape was located in the city of Metrol in Cyre. In the wake of the Mourning, the Demesne of Shape has been reestablished in Breland, in the city of Wroat. With a new focus on the lineage wrought from that terrible day, a new line of elective study is being developed within its halls, simply known as the College of Mourning (Xanathar’s Perdu Notes).

The Serpentine Table The sigil of Maison Phiarlan is a hydra with five heads, with each head representative of one of Les Cinq Domaines, which perform in concert to further the Entertainers and Artisans Guild. Yet, the perceptive note L'Hydre casts a Ombre, one known to symbolize the Serpentine Table which acts as the intelligence gathering arm of Maison Phiarlan. The truth of this is a closely guarded secret. Serpentine agents are recruited from across Les Cinq Domaines and maintain

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ties to these demesnes as covers for their covert activities. As a result, bards tied to the Serpentine Table can follow any of the colleges, though they place a high value on agents trained in the techniques of Lore and Keys. The location of the Serpentine Table is ever changing and never committed to paper, thus each DM must decide where it resides at any given moment.

Maison Thuranni and L'Ombre Schism Les Cinq Domaines of Maison Phiarlan have existed for over a thousand years but the house itself is far older, and its traditions can be traced all the way back to Xen’drik. By a bloody act of insubordination resulting in an unsanctioned assassination, the fractured trust within the ancient institution dealt a crippling blow to the unity of Phiarlan. After La Dernière Guerre, a few of the Marqué par le Dragon families within Phiarlan split off to form a new house with the Marque de l'Ombre: Maison Thuranni. Maison Phiarlan considers this house a dark mirror of its former glory. While far from evil, its heirs learn the extensive arts espionage, while also retaining their focus on entertainment. As a smaller house, Thuranni has yet to establish grand institutions to match the Five Demesnes and refuses to train outsiders in its techniques. While many members of Maison Phiarlan have no ties to the intelligence gathering of the Serpentine Table, nearly all heirs of Maison Thuranni are involved into the covert affairs of the house, almost by default. Only Elfes with the Marque de l'Ombres are found working for Maison Thuranni, and its bards pursue any college they desire, but Blades, Keys, and Whispers are the most prevalent. Thuranni has a bitter rivalry with Maison Phiarlan, and members of the house often compete for contracts with Phiarlan heirs both on stage and in L'Ombres.

Other Bardic Traditions Les Cinq Domaines of Maison Phiarlan are the largest and most respected bardic institutions, but there are other paths that a bard can follow. As with Les Cinq Domaines, a character could begin play with established ties or possible obligations to one of these traditions, and it could always become something that evolves over the course of play.

The I.W. Society The I.W. Society is spread across Khorvaire. Its outposts are taverns and inns, and its ‘Socialites’ are a loose alliance of artists, storytellers, and sometimes vigilantes. As clandestine as some of the Elfique houses, one might know a member for decades but only realize this is the case when an invitation is extended as a sponsor. The meaning of the society’s I.W. abbreviation is known only to its members and some outsiders believe it to be a form of password linked to its founders. The organization seeks to use its talents to make the world a better place through the power gained in celebration and collaboration of story. In the past, this largely abstract goal has urged its membership to primarily seize the opportunity to collaborate with peers, to compare techniques, and afford bookings or haven to struggling artists. Today, the I.W. Society takes it mission more seriously as a whole in the wake of the Mourning, and a member might be given tasks that counter the despair and ennui following the aftermath of the war. Society members can almost always find food and shelter from fellow Socialites, though they’ll be expected to sing for their supper, or provide other discrete services for the good of the local populous. Socialites can be a useful source of information, even to non-members, and might be willing to exchange a favor in the present for a promise of future aid. Transactions of this sort one might usually expect to see in dramas recounting wartime espionage, where a hopeful client makes a request through a network of barkeeps or tavern workers and hopes for an agent to make contact. Socialites come from all walks of life, and many of its bards aren’t refined enough to find a place in Les Cinq Domaines but teach each other the techniques of any college they’ve learned along their travels. However, the organization as a whole tends to be suspicious of those who employ techniques from the College of Whispers, with rare exception.

The Duur’kala Thousands of years ago, Khorvaire was dominated by the Gobelin Empire de Dhakaan. The duur’kala, or ‘dirge singers’, were an order of female hobGobelin bards who played a vital role

in the empire. The duur’kala were the spiritual leaders of the Dhakaani, inspiring their people with tales of fallen heroes, while also warning of their follies. Those trained in the techniques of the College of Lore served as historians and diplomats, while those who followed the College of Valor Inspiré soldiers on the battlefield. The Empire de Dhakaan collapsed thousands of years ago after a brutal conflict with the daelkyr and their armies of aberrations but the duur’kala hymns still linger. A Gobelinoid bard from Darguun might be struggling to uncover and preserve these cultural techniques. It’s rumored that deep outposts exist where hidden Gobelinoid clans have kept the traditions intact in ancient form. As a bard of these heirs of Dhakaan, a character could have been sent out into the world to experience modern Khorvaire and to serve the interests of the clan as it finds its place in the current age.

The Chanteurs Écolo The Chanteurs Écolo are one of the Sectes Druidiques of the Confins d'Eldeen whose bards and bardic magic are an important part of its daily life. The Chanteurs Écolo seek to live in harmony with the Fée and to stand between Thélanis and Eberron. They celebrate story through song, and love to explore Fée techniques of enchantment and illusion, making the College of Glamour a Commun path. Greensinger bards are charged to spread stories or search for new ones. It isn’t unCommun for an Archifée patron to task Chanteurs Écolo with toil in the mortal world. If your character hails from the Reaches, is your bond to the wild wood, the sect, or directly with the Fée? Did you spend your childhood Perdu in Thélanis? Do you enjoy the chaos of the Fée, or truly believe that the Fée can make this mundane world a better place?

The Valénar While many Valénar are Rangers or fighters, preserving history and the tales of the past is vitally important to them, and as a result bards are an important part of their fierce society. A Valénar bard is expected to spend their life on the battlefield, inspiring allies with both song and deed, often reenacting their ancestors’ heroic deeds between campaigns. Due to this martial

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bent, most learn the techniques of the College of Valor or the College of Blades. As a Valénar bard, the crucial question is why have you left your people? Were you exiled due to a crime you might or might not have committed? Are you following the example of an ancestor who also fought along a band of outsiders or pursuing an artifact belonging to tribe?

Bards Without Music Traditionally, a bard is a “master of song, speech, and all the magic they contain.” But the abilities of the bard can lend themselves to many character concepts that have nothing to do with music or entertainment. Eberron is a world where magic is a part of life, and the bard’s spellcasting could be closer to the talents of a magic initiate, Mage-artisan, or franc-casteur, but at a level of artistry that surpasses the Commun adept.

Optional Rule: Bardic Tool Proficiency This optional rule supports characters who want to have the general abilities of a bard but have no reason to rely on musical training. If your DM uses this rule during character creation, you can exchange the three instrument proficiencies provided by the bard class for a single tool or kit proficiency you don’t already know.

The Chronicler Wizards search for arcane secrets, spies engage in wars in L'Ombres, but there are others who seek the truth for its own sake. A chronicle is a news service, typically sharing information in the form of broadsheet or by criers. The best known and most reputable is the Korranberg Chronicle, based in the nation of Zilargo, but there are a host of lesser papers, including the sensational Sharn détective. A chronicler could also work directly for the Bibliothèque de Korranberg, gathering information to add to its vast store of knowledge. As a chronicler, you could just be making gold by reporting on the deeds of your fellow adventurers. Your job could also be a source of adventure, as your editors send you to investigate mysteries or unusual events. Sage is a good background for a chronicler

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and the Researcher feature reflects the ability to track down leads and to conduct general research. Divination or enchantment spells can prove equally useful in your work and the College of Lore is an obvious path. Bardic Inspiration can represent an inspiring personality but could reflect your keen eyes and astonishing array of knowledge. Perhaps you spot a weakness and share it with an ally or shout advice on how to resist an attack. Whether your insight is concretely focused or random trivia, a chronicler works hard to provide helpful advice in form of inspiring prose.

The Grifter With a quick tongue, a swift blade, and knack for maximizing the friends cantrip, grifters keep one step ahead of an adversary by the sheer need to survive. Often a criminal or a charlatan, grifters use shady connections or a talent for deception in conjunction with their magical gifts. The College of Glamour and the College of Keys are both sound avenues for such a bardic scoundrel. Bardic Inspiration could be part of a charming personality, or simply remarkable luck and good fortune passed along to allies. When creating a backstory, identify why other characters will want to keep you around. You might start off in deep water, hunted by angry victims or struggling to maintain a long con. Your silver tongue might be your best feature, but should anyone trust you? Perhaps your schemes are in service of a noble cause or you’ve had a changel of heart and you’re trying desperately to right some past transgression.

The Spy The same skills that make a good grifter can produce a superlative spy. A rogue might make a better assassin, as bards excel at deception and intrigue, and magical talents could prove to be far more useful than a well-timed and sneaky attack. Les Yeux Royaux d'Aundair and La Tutelle of Zilargo are known to employ magic as part of their covert operations, but any nation could make good use of a skilled bard. The main difference between a spy and a grifter is a tie to a nation or organization. The College of Keys can be useful for a covert infiltrator, while the College of Glamour or

College of Whispers might prove useful for a more direct approach. As a spy, you and your DM will have to decide if you’re still an active agent or if you’ve put that life behind but found other ways to employ your espionage skills from prior service. Either way, old enemies or past jobs could come back to haunt you. Intelligence agencies of Khorvaire are discussed in more detail in the Rogue section of this chapter.

Instruments of Eberron Every culture has its own musical traditions, and an entertainer in Eberron can choose from many paths. A bard could specialize in Mer de Lhazaar shanties, ancient Dhakaani battle-dirges, Karrn marches, or the hiss-choruses of the Q’barran Homme-lézards. The hobbits of the Plaines de Talenta love percussion in all forms; the hip-drum is a small instrument slung across the waist, while the hammertail drum is a massive instrument that can only be carried by multiple hobbits. The ancient empire of the Gobelins favored its war-horns, and the horn is the most popular instrument in Darguun. Eberron is a realm where magic is a part of life and one its most notable instruments is the Thurimbar rod, a form of wand specifically designed to channel and enhance the musical aspects of the minor illusion cantrip. A bard using a Thurimbar rod is limited only by their imagination and skill. With practice, the rod can mimic the sound of any instrument, or even an entire orchestra. The typical Thurimbar rod has no innate power of its own but acts as an arcane focus for this bardic magic, using the spell to produce its sound. However, there are enchanted Thurimbar rods that amplify the radius of audio illusions, allowing a musician to fill a concert hall with illusory music, and in rare instance, some that can pair dual illusions into a current of symphonic and optic delights.

a young bard at a w sa I , ay rd te es y Just a door. She got h it w g n ti ir fl rn local tave her way of course.

Instruments of Eberron d8

Instrument

1

A Talentan hip-drum, played with fists and fingers.

2

A Thurimbar rod carved from a unicorn’s horn.

3

An Aundairian lute with a Thurimbar rod embedded into the neck.

4

A Phiarlan flute that’s more than four thousand years old.

5

A crude harp from the Les Désolations Démoniaques, made from the gut and bones of some unknown creature.

6

A Cyran fiddle recovered from the Les Terres des Lamentations.

7

A gnome hand-harp said to be a gift from one of the Archifée of Thélanis.

8

A Gobelin battle-horn, in the Dhakaani style.

Dragonmarks: The Bard

Posted on December 15, 2017

Xanathar’s Guide to Everything came out recently. I want to share my thoughts on how to incorporate its new options into Eberron and at the gaming table in general… but as I started working on this, I realized that instead of just talking about the new Xanathar’s subclasses, I want to take a broader look at the classes of Fifth Edition in general and how I’d use them. So without further ado… let’s talk about BARDS.

As presented in 5E, the bard is “an inspiring magician whose power echoes the song of creation.”The PHB entry describes the bard as “a master of song, speech, and all the magic they contain.” There’s many ways to develop the idea of the performer whose work inspires listeners…

  • House Phiarlan’s Five Demesnes are the most formal bardic order in Khorvaire, and fit the structure of colleges quite well. The Demesne of Memory teaches the techniques of the College of Lore. The Demesne of Song is tied to the College of Glamour. The Demesne of Motion can be tied to the College of Swords. And the Demesne of Shadow can be tied to the College of Whispers. Note that members of any race can study with Phiarlan – though they have to have exceptional talent to earn a place in one of the Demesnes.
  • The Dirge Singers of Dhakaan primarily fall under Lore, though battlefield bards might follow Valor. I could see a particular Kech that follows Whispers, but the Duur’kala are primarily leaders; those who whisper instead of sing would be a rare few.
  • The Greensinger druids blend fey bardic traditions with their druidic magic. Glamour is an easy choice for a Greensinger bard, but I could also see Swords as the teachings of Thelanian knights.
  • Tairnadal society revolves around the heroes of the past, and the bards who tell their tales play a vital role among the Valenar. Most take to the battlefield and follow the path of Valor or Swords, inspiring through deed as well as word. It’s possible that a Tairnadal bard bridges the gap between arcane and divine; the spells and Inspiration of a Valenar bard could involve directly channeling the favor or a patron ancestor. For a PC, a critical question is why such a bard would leave their warband… but perhaps the ancestors have laid a strange path before you.

All of these are examples of inspiring entertainers. But a bard doesn’t have to be a BARD. A class is a set of mechanics, allowing a character to do certain things. These mechanics are the bones, but I’ve always believed that the flavor that’s attached to them can and should be adjusted to fit the story of a particular character.

So let’s look at the bare bones of the bard. Mechanically, what defines a bard?

  • Proficiency with light armor, simple weapons, and a few others… the hand crossbow, rapier and longsword. More of a duelist or swashbuckler than a soldier.
  • Excellent skill selection, along with Jack of All Trades and Expertise. A bard can be good at ANYTHING; they don’t have to use their Expertise on skills related to performance.
  • “Bardic Inspiration” – The ability to enhance the rolls of others.
  • Spellcasting – Flexible arcane spellcasting with a focus on enchantment, divination and illusion… along with a touch of healing.

Generally, both inspiration and bardic magic are presented as performance. The PHB says that Bardic Inspiration inspires others “through stirring words or music.” But the critical effect is that the bard can use it on one creature within 60 feet that can hear the bard – and that the benefit must be used in the next ten minutes. As long as those conditions are met, does it matter if cosmetically this benefit involves a song or speech? Or could it be that the character just gives really good advice? Does the magic have to be a performance, or can it just represent training in a particular set of arcane skills? Consider a few different ways to present a bard.

THE SPY

Background: Charlatan

Skills: Deception (B), Insight, Investigation, Persuasion, Sleight of Hand (B)

Important Spells: Friends, Message, Charm Person, Disguise Self, Detect Thoughts

Rogues are often seen as the go-to path for spies, but in a world where arcane magic is a recognized tools, spells can be far more useful than a sneak attack. If you need your spy to stab someone in the back or to dodge a fireball you want a rogue – but if you’re looking for a charming envoy who can pluck secrets from someone’s thoughts and share that information with a whispered message, a bard may be what you’re looking for. This is an excellent path for a PC who’s trained with the Trust or the Royal Eyes of Aundair… and even in the Thorn of Breland novels, we have a Dark Lantern who makes good use of Disguise Self. In these cases, as a DM I might allow the player to exchange the three musical instrument proficiencies that come with being a bard for a single proficiency with Thieves’ Tools (or they could take the Criminal background instead of the Charlatan). On the other hand, a Phiarlan or Thuranni spy USES those performance abilities as part of a cover for their spying. Either the Criminal or Charlatan background has other useful features for a spy – the false identity of the charlatan is a well established cover, while criminal contacts can easily be shifted to reflect contacts with your agency.

For a spy, Bardic Inspiration can reflect secrets – something useful you’ve noticed about a target. The spy/bard provides the beneficiary with a useful piece of information, and within the next ten minutes the target can make use of that secret to gain an advantage. Personally, I wouldn’t specify the secret until it is used… and I’d have the person benefiting from it explain what it was and how it helped. In other words, the spy says “I’m using inspiration on Bob.” Three rounds later Bob is attacking a guard and wants to add the inspiration die to his attack roll. At that point he says “Keith told me about this guy! He’s got a war wound and can’t block properly with his left arm.” Again, not knowing WHAT you’ll use the inspiration for, I can’t define the secret right away – but we establish that I’ve told you SOMETHING useful.

Looking to Colleges, there’s a few options. The College of Lore is an easy choice; a spy can use more skills (say, Stealth, Perception, and a knowledge skill of some sort); Cutting Words reflects your own ability to benefit from the secrets you’ve observed; and the ability to choose a few spells from any class list definitely provides useful options. On the other hand, the College of Whispers is good for a spy with a touch of darker magic… and is something I could definitely use for a disturbing Trust agent or a Thuranni assassin.

THE WANDSLINGER

Background: Criminal

Skills: Acrobatics, Deception (B), Perception, Sleight of Hand, Stealth (B)

Important Spells: Friends, Charm Person, Disguise Self

The Franc-casteur is a scoundrel – a gambler and duelist, a literally charming troublemaker. Were I making this character, I’d make them a human from Aundair and use the variant human rules to take the Magic Initiate feat, selecting a pair of offensive cantrips to use in battle… thus justifying the name, as I’d have a few fine wands as arcane foci. A high elf could also do this with their racial cantrip. But the basic point of the character is to be a scoundrel in a society where magic is on the table – someone who can get out of trouble with a smile and a cast of Friends… even if they’ve got an angry mob coming after them when the spell wears off. You could get some of the same mileage with an Arcane Trickster rogue, but you’d have to wait a few levels to get there… and the rogue is defined by that sneak attack. This Franc-casteur is about charm and charisma, preferring to talk their way throw a situation and only drawing wands and unleashing firebolts if there’s no other option. Any College could work, but I do like the flare of the College of Swords for this character. When they use Bardic Inspiration on others, it would be along the lines of general encouragement and charisma; the optimism and confidence of the Franc-casteur is infectious, together you can find a way to beat the odds.

THE SUPERSTAR

Background: Entertainer

Skills: Acrobatics (B), Deception, Insight, Performance (B), Persuasion

Important Spells: Prestidigitation, Illusion, Enthrall

In Khorvaire, magic is a tool used for warfare, healing… and entertainment. Phiarlan and Thuranni are well known for weaving illusion into their performances, but you don’t have to be an elf to get in on this act. If you follow this path, you aren’t simply a wandering minstrel; you’re an entertainer who’s built up a reputation for your amazing performances. You may know Dancing Lights, Minor Illusion, Silent Image, Faerie Fire, and Prestidigitation –because you use these spells as part of your performances. You CAN use Faerie Fire to outline an enemy in battle – but you use it to light up yourself during a performance. You might use Disguise Self for quick changes during a show, or Charm Person to deal with troublesome fans. Acrobatics may reflects actual tumbling or a remarkable talent for dance. When it comes to College, you’re all about Xanathar’s College of Glamour. It’s not that you are calling on fey powers… it’s that you are literally that good.

With the Superstar, the question is going to be why are you an adventurer? You could make a decent living on stage, and likely you already have. Do you have a literal quest to pursue – a mystical instrument you’re trying to find, or a family mystery you’re trying to unravel? Is your adventuring career a publicity stunt? Have you tired of the spotlight and you’re trying to do something meaningful with your life? Whatever the answer, you should definitely establish your previous life, as people will definitely recognize you and want you to perform!

THE MEDDLING KID

Background: Urchin

Skills: Acrobatics, Deception, Perception, Sleight of Hand (B), Stealth (B)

Important Spells: Blade Ward, Heroism, Hideous Laughter, True Strike, Vicious Mockery

In the original proposal for Eberron I explored the idea of a class called “the Journeyman.” The idea for this was the character who has no place being an adventurer… who somehow survives dangerous situations through sheer luck. There’s many ways you could go with this. You could take the Guild Artisan background and be a chronicler for the Sharn Inquisitive who wants to report the stories of REAL adventurers. You could go with Folk Hero and be everybody’s favorite bartender who got swept along with the adventurers after your bar burnt down. Or you could go the route I’m suggesting here: A character who is mechanically a halfling bard (small, fearless and lucky), but who for flavor purposes I’m describing as a human child who just has more luck than anyone deserves. They grew up on the streets of Sharn and they know their way around a big city… but they’ve still got no business being an adventurer.

Like the Revenant Blade, this is a case where I’m bending things quite a bit. First of all, while this character’s spells can BE magical effects – which is to say, they won’t work in an antimagic zone, they can be counterspelled, etc – the idea is that the character doesn’t actually KNOW magic. Rather, they are just favored by the Prophecy or similarly touched by a benign force and things just go their way… and they can share this luck with others. When they use an effect like Bardic Inspiration, True Strike or Heroism, they aren’t consciously casting a spell; they’re literally just saying something like “You can do this, Jo! I believe in you!” and it works. When they use Vicious Mockery or Hideous Laughter, they are literally just viciously mocking the target… but that insult really stings! If I was playing this character, I wouldn’t even carry a weapon; I’d rely entirely on cantrips and magic in combat, unleashing stinging insults, being surprisingly charming, and helping my friends with my ridiculous luck.

Meddling Kid or Journeyman, this isn’t a sort of character that works in every campaign. You have to have a group of players willing to bend logic a little, to accept that idea that when Little Billy casts as spell, he isn’t actually casting a spell. You have to figure out why a party of adventurers would let this character tag along. For all these reasons this sort of character often works best in a one-shot. On the other hand, if you do run with this, you have the interesting opportunity for the character to literally grow as the campaign progresses… to start off being represented as a “halfling” bard and then to evolve into a human of another class, losing their crazy luck as they grow into their actual skills.

You get the idea. The mastermind whose “inspiration” is about executing an excellent plan. The Médani detective who uses a little magic to help in their investigations (and Khoravar bards get a lot of skills to work with!), whose inspiration comes from Sherlock-style deductions about an attack or target. The chronicler who adventures to report on the greatest stories in Khorvaire… and whose inspiration comes from things they’ve seen on their journeys or facts they’ve learned. “Trust me, if he tries to charm you, just start humming!”

I could go on, but hopefully this gets the point across while also suggesting ways to use the new colleges from Xanathar’s Guide. Stretch the idea of the class, and think about the story you want it to have.

What have you done with bards in your campaign? Share your thoughts and questions below!

How would you set up an all-bard one shot adventure in Eberron?

It’s easier to do than with most classes because the bard is an inherently flexible class. You can have five bards with different skills sets and specialties – a Swords bard focused on melee combat, a Lore bard who’s got Medicine and healing magic, a Glamour bard who specializes in enchantment and manipulation. Part of the question is how you justify the team, and whether they consider themselves to be “bards” – or if they are spies, meddling kids (Really Stranger Things), or what have you. If I was making a one shot, I’d make the characters an elite Phiarlan team trained in the different demesnes. That way you could combine their artistic talents with the actual mission. They’re performing at an Aundairian diplomatic reception, but the REAL job is to rob Queen Aurala!