Bard - Tier 2
Bard - Tier 2 (Subtype)
170 lbs
15
1507.77

44 / 44
15 / 15
11
13
30
12
30
2
5
1

Leather Jerkin
Bracers, Leather
Clothes, Entertainer’s
Sheath, Dagger
Boots, Leather
 

  • Inventory Equipped:
  • Lute
    20.61 35 gp
  • Leather Jerkin
    32 45 gp
  • Clothes, Entertainer’s
    3 gp
  • Boots, Leather
    3 gp
  • Bracers, Leather
    150 5 gp
  • Sheath, Dagger
    1 gp

  • Inventory Unequipped:
  • Dagger
    4.1 2 gp


  • Passive Abilities:
  • Melody
    500 gp 1
  • Ensemble
    2500 gp 15

  • Abilities:
  • Frightening Mockery

  • Quick Abilities:
  • Tavern Charmer
  • Subtle Stride
    500 gp
  • Soft Truths
  • Agile Dodge
    500 gp
  • Duelist’s Rhythm
    480
  • Fleet of Foot
    24.8 1000 gp
  • Tempo
    1000 gp 19

  • Free Abilities:
  • Traveler’s Tune
    24.24


  • Spellcasting |
  • Spells Prepared:
  • | Arcane Muscles Friendly Demeanor Flame Command Far Hearing Blade Blast Helpful Melody Rythmn
  • | Amplifying Veil Alter Speech Air Wave Arctic Arrow Improvisation Allegro Diminuendo Song of Recovery Inspiring Melody Arcane Barrier Color Spray Blurred Step Cause Fear Charm Person Charm Undead Silent Image Detect Magic Conducting Comprehend Languages Alluring Performance Cutting Cord Resonant Push
  • | Mirror Image Calm Emotions Blurry Distortion Attractive Muscles Alter Self
  • | Dreadful Illusion Elsewhere Chant Distracting Ray Ghostwalk Phase Hypnotic Pattern Magic Circle Major Image Minor Creation Tongues
  • | Charm Monster Circle of Privacy Depths of Delirium Dimension Door Hallucinatory Terrain Karmic Agony
  • | Animate Objects Code of Secrecy Dominate Person Dream Invasion Geas Hidden Lodge Hold Monster Mass Mirror Image Maximum Damage


  • Monster Bits:
  • 30 Humanoid Blood
    0.15 gp
  • 75 Animal Bone
    0.03 gp
  • 51 Animal Fat
    0.5 gp
  • 177 Animal Meat
    0.05 gp
  • 24 Soft Skin
    0.05 gp

Your fingers dance across the lute's worn strings, coaxing a melody that shimmers like sunlight on rippling water. Golden notes cascade from the air, wrapping allies in warm, invigorating light that mends shallow wounds and sharpens weary senses. The tune fades, leaving echoes of renewed vigor in the crisp morning breeze.

Bard - Tier 2 (Subtype)
Creature Sub Type
888.44

🎵✨ Bard: Tier 2 Troubadour

A Tier 2 Bard is a seasoned performer whose charm, inspiration, and magical stagecraft make it a serious support and disruption presence. It no longer offers only simple encouragement. At this tier, the bard actively shapes morale, attention, and momentum in both battle and social encounters.

🎭📜 Trade and Foundation

Tier 2 Bards are deeply practiced through travel, performance circuits, court service, oral traditions, festivals, or long experience surviving by wit and art. They understand not just how to entertain, but how to influence. Their voice, timing, and presentation are trained enough to sway moods, sharpen allies, and unsettle opposition with intention.

🎻🧥 Appearance and Bearing

These creatures usually appear as respected minstrels, court musicians, wandering poets, skilled storytellers, masked performers, or celebrated road artists. Their clothing is often expressive, well-kept, and chosen to support movement and presence, with layered fabrics, instruments, tokens from patrons, and accessories that mark both style and experience. They tend to carry themselves with visible ease and social confidence.

🎶🗡️ Combat Style

A Tier 2 Bard fights by supporting allies, disrupting enemies, and controlling the emotional rhythm of the encounter. It may inspire courage, steady wavering companions, distract foes with sharp words or magical performance, or apply sound- and speech-based magic to tilt exchanges in its favor. Its offensive ability is still secondary, but its contribution to the fight is much more deliberate and reliable than that of a Tier 1 Minstrel.

🧠🎤 Tactical Ability

Its tactical sense is strong within morale play, distraction, and local support control. A Tier 2 Bard reads tension, hesitation, pride, fear, and opportunity well enough to know when to encourage, when to unsettle, and when to escalate pressure. It is not a grand strategist, but it is highly effective at changing how well others perform around it.

💫🎼 Inspiration and Influence

At this tier, inspiration becomes a defining strength rather than a simple support feature. Tier 2 Bards can meaningfully improve allied confidence, coordination, and resolve while also weakening enemy focus through mockery, misdirection, or captivating performance. Their influence is no longer background flavor. It has real tactical weight.

🩹💃 Endurance and Flexibility

Tier 2 Bards survive through awareness, adaptability, and the ability to stay useful from multiple positions. They are still not built to endure frontline punishment, but they can reposition, support, negotiate, distract, or escape while continuing to affect the encounter. Their durability comes from versatility and quick adjustment, not toughness.

🏕️👥 Common Roles

These creatures are commonly found as court troubadours, morale officers, traveling performers of some renown, diplomatic entertainers, elite festival artists, message-bearers with social access, or valued companions in mercenary bands and noble retinues. In hostile groups, they are often the ones keeping allies steady, disruptive, and more organized than they appear.

👑🎙️ Place in a Group

A Tier 2 Bard often serves as the emotional and social center of a group. Even when not the formal leader, it may determine whether allies keep confidence, whether tension breaks cleanly or badly, and whether a conversation becomes a fight or a fight becomes a rout. Others rely on it because it makes groups function better under pressure.

📈🎵 Tier Meaning

Tier 2 represents a bard that has developed beyond simple performance and basic inspiration into real influence. The core traits remain the same—music, charm, support, social control, and morale shaping—but they now operate with greater reliability, intent, and tactical value. It is no longer just an entertaining wanderer. It is a true troubadour whose presence changes outcomes.


  • Spellcasting |
  • Spells Prepared:
  • | Arcane Muscles Friendly Demeanor Flame Command Far Hearing Blade Blast Helpful Melody Rythmn
  • | Amplifying Veil Alter Speech Air Wave Arctic Arrow Improvisation Allegro Diminuendo Song of Recovery Inspiring Melody Arcane Barrier Color Spray Blurred Step Cause Fear Charm Person Charm Undead Silent Image Detect Magic Conducting Comprehend Languages Alluring Performance Cutting Cord Resonant Push
  • | Mirror Image Calm Emotions Blurry Distortion Attractive Muscles Alter Self
  • | Dreadful Illusion Elsewhere Chant Distracting Ray Ghostwalk Phase Hypnotic Pattern Magic Circle Major Image Minor Creation Tongues
  • | Charm Monster Circle of Privacy Depths of Delirium Dimension Door Hallucinatory Terrain Karmic Agony
  • | Animate Objects Code of Secrecy Dominate Person Dream Invasion Geas Hidden Lodge Hold Monster Mass Mirror Image Maximum Damage

  • Speed:
  • Walking Speed: +30

  • Special Senses:
  • Spellsight: +30

Leather Jerkin
Bracers, Leather
Clothes, Entertainer’s
Sheath, Dagger
Boots, Leather
 

  • Inventory Equipped:
  • Lute
    20.61 35 gp
  • Leather Jerkin
    32 45 gp
  • Clothes, Entertainer’s
    3 gp
  • Boots, Leather
    3 gp
  • Bracers, Leather
    150 5 gp
  • Sheath, Dagger
    1 gp

  • Inventory Unequipped:
  • Dagger
    4.1 2 gp

  • Extra Attack: +1

  • Passive Abilities:
  • Melody
    500 gp 1
  • Ensemble
    2500 gp 15

  • Quick Abilities:
  • Tempo
    1000 gp 19

  • Skill Tier 5:
  • Archery Weapon Skill
  • Art
  • Attention
  • Balance
  • Bending Weapon Skill
  • Empathy
  • Fortitude
    47.23
  • Frighten
    33.68
  • Influence
  • Initiative
  • Inspection
  • Light Armor Skill
  • Magic
  • Music
  • Navigation
  • One-Handed Melee Weapon Skill
  • Psyche
  • Sneak
  • Stringed, Bow Skill
  • Stringed, Plucked Skill
  • Willpower

d100
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Effect 1 Effect 2 Ambience Music