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Healer · Inspiring Caster

Bard

A spellsinger whose verses sharpen allies' blades and whose insults leave monsters weeping.

Bard in-game sprite, male and female
  • Skirmisher
  • d8 hit die
  • CHA
  • Inspiration

Hire 3 sellswords at the Tavern.

Overview

Role
Healer · Inspiring Caster
Archetype
Skirmisher (melee basic attack)
Hit die
d8
Hit points
24 at level 1, +15 per level (+3 per CON modifier point, every level)
Primary ability
Charisma
Armour
Light
Weapons
Rapiers, Swords, Daggers, Bows, Crossbows
Resource
Inspiration: 90 + 5 per level, refills 8/s; every basic attack that hits restores 1.5
Ability score improvements
Levels 4, 8, 12, 16, 19
Subclass
Level 3: College of Lore or College of the Warhorn
Starting kit
Rapier, Leather Armor
Suggested scores
STR 8 · DEX 14 · CON 13 · INT 10 · WIS 12 · CHA 15

Class features

  1. Lv 1
    Silver Tongue Your magic is woven into every word.
    • +1 Spell Save DC
  2. Lv 1
    Light Feet A performer never stands where the blow lands: your dashes come back 25% sooner.
    • +25 Dash Haste
  3. Lv 1
    Performer's Flourish Your blade moves to the rhythm of your voice: finesse weapons strike with Charisma when it beats Strength and Dexterity.
  4. Lv 2
    Jack of All Trades You're passable at everything — including taking a punch.
    • +1 to Hit
    • +10% Max HP
  5. Lv 5
    Font of Inspiration Your inspiration wells up faster.
    • +25% Resource Regen
  6. Lv 6
    Countercharm Your music shields mind and body alike: every point of Inspiration you spend weaves into a ward around you (up to a quarter of your health; it fades when the music stops).
    • +5% All Resistances
    • +5% Damage Reduction
    • +25% Psychic Resistance
  7. Lv 10
    Magical Secrets You've learned spells no bard should know.
    • +6% Skill Damage
    • +5% Cooldown Reduction
    • +5% Damage Reduction
    • +12% Damage
  8. Lv 14
    Magical Secrets (2) Your repertoire is deeper still — and you know the songs that keep a singer alive.
    • +6% Skill Damage
    • +12% Max HP
    • +8% Damage
  9. Lv 18
    Magical Secrets (3) Your first skill cast every 10 seconds costs nothing.
  10. Lv 20
    Superior Inspiration You are never without a song.
    • +25 Max Resource
    • +8% Damage

Level 1–20 progression

Everything a Bard gains each level, including both subclasses (chosen at level 3). Tap a skill to jump to its numbers.

Bard level 1 to 20 progression
LevelProf.Gains
1+2
2+2
3+2
4+2
  • Ability Score Improvement
5+3
6+3
  • Countercharm
7+3
  • Song of Rest
  • Additional Magical Secrets College of Lore
  • Extra Attack College of the Warhorn
8+3
  • Ability Score Improvement
9+4
10+4
  • Magical Secrets
11+4
12+4
  • Ability Score Improvement
13+5
14+5
15+5
  • Peerless Skill College of Lore
  • Warhorn's Echo College of the Warhorn
  • Song of Rest 4d8
16+5
  • Ability Score Improvement
17+6
18+6
  • Magical Secrets (3)
  • Living Archive College of Lore
  • Battle Magic College of the Warhorn
19+6
20+6
  • Superior Inspiration

Feature Skill Dice rank-up Subclass Ability Score Improvement Proficiency · Subclass entries are tagged with the subclass name.

Skills & spells

Numbers at mastery rank 1. Damage adds your weapon hit or ability modifier; "save" skills deal half damage when the foe makes its save (DC = 8 + proficiency + CHA modifier). Open Mastery for every rank, perk and the rank-10 bonus.

Bard skills

Vicious Mockery

Lv 1 Projectile psychic

A string of insults laced with subtle enchantment — it hurts, and it leaves them Weakened.

What it does for a new Bard at level 1; in game the numbers follow your hero

  • Fires a projectile (9 tiles range) dealing 4–9 psychic damage.
  • Foes roll a Wisdom save against your DC 14: half damage if they pass.
  • No attack roll, so it never grazes and can't crit.
  • 65% chance per hit to leave a foe Weakened for 3.2 s (deals 25% less damage (bosses: half as much)).
  • Its effect only lands on foes that fail the save.
Type
Projectile
Cost
Free
Cooldown
1.1s
Damage
1d6 + CHA mod psychic
Hit
WIS save vs your spell DC (half damage on a save)
Scales with
Charisma
Projectiles
1
Range
9 tiles
Applies
Weakened 60% · 3s

Damage dice by level Lv 1 1d6Lv 5 2d6Lv 11 3d6Lv 17 4d6

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Vicious Mockery mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 101.1s—Learned
2Lv 101.1s+3%Weaken chance +10% · Weakened 70% · 3s
3Lv 201.1s+16%Damage +10%
4Lv 401.1s+19%
5Lv 501.1s+22%Range +20%
6Lv 601s+25%Weaken lasts 30% longer · Weakened 70% · 3.9s
7Lv 800.9s+28%Cooldown −8%
8Lv 1000.9s+31%
9Lv 1200.9s+34%Weaken chance +10% · Weakened 80% · 3.9s
10Lv 1400.9s+52%Mastered (+15% damage, −25% cost, plus its signature bonus) · Weakened 95% · 3.9s

Rank 4: pick one

  • Heckle the Crowd +1 insult, insults −35% damage.
  • Cutting Insult Damage +20%, cooldown +10%.

Rank 8: pick one

  • Exposed Flaws Foes are Marked (+15% damage taken from everyone) instead of Weakened.
  • Carrying Voice Insults pass through every foe in the line; damage −10%.

Rank 10, Mastered: Devastating Wit: status chance +15% and range +20%.

Bardic Inspiration

Lv 2 Buff

A rousing verse: you and every ally in earshot hit harder, truer and recover faster, and the courage in it wards you like a shield.

What it does for a new Bard at level 2; in game the numbers follow your hero

  • For 12 s, you and every ally within 7 tiles gain +10% damage, +2 to hit, +8% cooldown reduction and +2 Armor Class.
  • You are Blessed for 12 s: +2 to hit.
  • Wraps you and those allies in a barrier that absorbs 14 damage (25% of max HP; stacks up to 30% of max HP).
Type
Buff
Cost
30
Cooldown
20s
Scales with
Charisma
Duration
12s
Allies within
7 tiles
Barrier
25% of max HP
Applies
Blessed · 12s
Grants you
+10% Damage, +2 to Hit, +8% Cooldown Reduction, +2 Armor Class
Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Bardic Inspiration mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 13020s—Learned
2Lv 13019.8s+3%Duration +15% · 13.8s
3Lv 22919.6s+6%Inspiration strength +15% · +11.5% Damage, +2.3 to Hit, +9.2% Cooldown Reduction, +2.3 Armor Class
4Lv 42919.4s+9%
5Lv 52919.2s+12%Reaches allies 20% farther · radius 8.4
6Lv 62917.4s+15%Cooldown −8%
7Lv 82217.2s+18%Cost −20%
8Lv 102217s+21%
9Lv 122216.8s+24%Inspiration strength +10% · +12.5% Damage, +2.5 to Hit, +10% Cooldown Reduction, +2.5 Armor Class
10Lv 141416.6s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · radius 9.8 · +14% Damage, +2.8 to Hit, +11.2% Cooldown Reduction, +2.8 Armor Class

Rank 4: pick one

  • Valorous Verse Inspiration strength +30%, duration −20%.
  • Lingering Refrain Duration +30%.

Rank 8: pick one

  • Quick Cadence Cooldown −15%.
  • Heroic Verse Inspiration strength +20%, cost +30%.

Rank 10, Mastered: Anthem of Heroes: inspiration strength +15% and radius +20%.

Thunderwave

Lv 5 Area thunder

A wave of thunderous force sweeps out from you, hurling foes away.

What it does for a new Bard at level 5; in game the numbers follow your hero

  • Hits every foe within 2.6 tiles of you for 5–19 thunder damage.
  • Foes roll a Constitution save against your DC 15: half damage if they pass.
  • No attack roll, so it never grazes and can't crit.
  • 16% chance per hit to leave a foe Stunned for 0.6 s (reeling: can't move, attack or cast. Stunned foes are easier to crit).
  • Its effect only lands on foes that fail the save.
  • Leaves the foe Rattled (your payoff consumes it).
Type
Area (around you)
Cost
20
Cooldown
8s
Damage
2d8 + CHA mod thunder
Hit
CON save vs your spell DC (half damage on a save)
Scales with
Charisma
Radius
2.6 tiles
Applies
Stunned 15% · 0.6s

Damage dice by level Lv 5 2d8Lv 9 3d8Lv 13 4d8Lv 17 5d8

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Thunderwave mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 1208s—Learned
2Lv 1207.9s+3%Radius +10% · radius 2.9
3Lv 2207.8s+6% +1d+1 damage die
4Lv 4197.8s+9% +1d
5Lv 5197s+12% +1dCooldown −8%
6Lv 6197s+15% +1dStun chance +10% · Stunned 25% · 0.6s
7Lv 8196.9s+18% +1dRadius +10% · radius 3.1
8Lv 10196.8s+21% +1d
9Lv 12156.7s+24% +1dCost −15%
10Lv 14106.6s+42% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · radius 3.6 · Stunned 40% · 0.6s

Rank 4: pick one

  • Wide Wave Radius +35%, damage −10%.
  • Booming Chord Damage +20%, cost +25%.

Rank 8: pick one

  • Staccato Cooldown −15%.
  • Deafening Stun chance +30%, damage −10%.

Rank 10, Mastered: Thunderclap: radius +20% and stun chance +15%.

Song of Rest

Lv 7 Heal

A soothing melody mends you and every ally nearby; the one who needs it most keeps mending and steadies (−10% damage taken) for a while after.

What it does for a new Bard at level 7; in game the numbers follow your hero

  • Heals the most wounded ally near you (or you): 29–71 HP on you (8% of the target's max HP is part of it, so tougher allies heal more).
  • Everyone else within 6 tiles heals 60% of their own dose.
  • Also lifts poison, burning, fear, roots, silence and curses from the one it heals.
  • The one you heal gains +4 HP regenerated per second and +10% damage reduction for 8 s.
Type
Heal
Cost
30
Cooldown
12s
Heals
(2d8 + CHA mod) × 3 + 8% of target's max HP
Hit
Always hits
Scales with
Charisma
Also heals allies within
6 tiles
Buff lasts
8s
Grants you
+4 HP Regen / s, +10% Damage Reduction

Healing dice by level Lv 7 2d8Lv 11 3d8Lv 15 4d8Lv 19 5d8

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% healing, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Song of Rest mastery ranks
RankNeedsCostCooldownHealWhat changes
1Lv 13012s—Learned
2Lv 13011.9s+3%Radius +15% · radius 6.9
3Lv 22511.8s+6%Cost −15%
4Lv 42511.6s+9%
5Lv 52411.5s+12% +1d+1 healing die
6Lv 62410.4s+15% +1dCooldown −8%
7Lv 82410.3s+18% +1dLingering regeneration +50% · +6 HP Regen / s, +15% Damage Reduction
8Lv 102310.2s+21% +1d
9Lv 122310.1s+24% +1dLingering regeneration lasts 30% longer · 10.4s
10Lv 14910s+42% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · +8 HP Regen / s, +20% Damage Reduction

Rank 4: pick one

  • Rousing Chorus Healing +20%, cost +30%.
  • Encore Cooldown −25%, healing −10%.

Rank 8: pick one

  • Carrying Melody Radius +40%.
  • Lullaby Lingering regeneration twice as strong.

Rank 10, Mastered: Hymn of Hearth: cost −20% and lingering regeneration +50%.

Discordant Whispers

Lv 9 Area psychic

A melody only your enemies can hear — it wracks their minds and sends them fleeing.

What it does for a new Bard at level 9; in game the numbers follow your hero

  • Hits every foe in a 2.5-tile radius up to 7 tiles away for 6–21 psychic damage.
  • Foes roll a Wisdom save against your DC 16: half damage if they pass.
  • No attack roll, so it never grazes and can't crit.
  • 76% chance per hit to leave a foe Feared for 3 s (flees from the nearest enemy, ignoring commands).
  • Its effect only lands on foes that fail the save.
  • Leaves the foe Rattled (your payoff consumes it).
Type
Area
Cost
25
Cooldown
10s
Damage
3d6 + CHA mod psychic
Hit
WIS save vs your spell DC (half damage on a save)
Scales with
Charisma
Radius
2.5 tiles
Range
7 tiles
Applies
Feared 70% · 3s

Damage dice by level Lv 9 3d6Lv 13 4d6Lv 17 5d6

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Discordant Whispers mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 12510s—Learned
2Lv 1259.9s+3%Radius +10% · radius 2.8
3Lv 2259.8s+6% +1d+1 damage die
4Lv 4249.7s+9% +1d
5Lv 5248.8s+12% +1dCooldown −8%
6Lv 6248.7s+15% +1dFear lasts 20% longer · Feared 70% · 3.6s
7Lv 8248.6s+18% +1dRadius +10% · radius 3
8Lv 10238.5s+21% +1d
9Lv 12198.4s+24% +1dCost −15%
10Lv 14138.3s+42% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · radius 3.4 · Feared 70% · 4.5s

Rank 4: pick one

  • Rumour Spreads Radius +35%, damage −10%.
  • Dread Chorus Damage +20%, radius −20%.

Rank 8: pick one

  • Endless Murmur Cooldown −15%.
  • Exposed Secrets Foes are Marked (+15% damage taken) instead of Frightened.

Rank 10, Mastered: Madness Refrain: status lasts 30% longer and radius +15%.

Hypnotic Pattern

Lv 13 Area psychic

A twisting pattern of colour hangs in the air; those who see it stand transfixed.

What it does for a new Bard at level 13; in game the numbers follow your hero

  • Hits every foe in a 3-tile radius up to 7 tiles away for 6–18 psychic damage.
  • Foes roll a Wisdom save against your DC 17: half damage if they pass.
  • No attack roll, so it never grazes and can't crit.
  • 60% chance per hit to leave a foe Stunned for 2.1 s (reeling: can't move, attack or cast. Stunned foes are easier to crit).
  • Its effect only lands on foes that fail the save.
  • Leaves the foe Rattled (your payoff consumes it).
Type
Area
Cost
35
Cooldown
16s
Damage
2d6 + CHA mod psychic
Hit
WIS save vs your spell DC (half damage on a save)
Scales with
Charisma
Radius
3 tiles
Range
7 tiles
Applies
Stunned 55% · 2s
Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Hypnotic Pattern mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 13516s—Learned
2Lv 13515.8s+3%Stun chance +10% · Stunned 65% · 2s
3Lv 23415.7s+6%Radius +10% · radius 3.3
4Lv 43415.5s+9%
5Lv 53413.8s+12%Cooldown −10%
6Lv 63313.6s+15%Stuns last 20% longer · Stunned 65% · 2.4s
7Lv 82813.4s+18%Cost −15%
8Lv 102713.3s+21%
9Lv 122713.1s+24%Radius +10% · radius 3.6
10Lv 141813s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · radius 4.1 · Stunned 80% · 2.4s

Rank 4: pick one

  • Mesmerize Stuns last 50% longer, damage −20%.
  • Kaleidoscope Radius +35%, stun chance −10%.

Rank 8: pick one

  • Flicker Cooldown −15%.
  • Vivid Hues Damage +40%, cost +30%.

Rank 10, Mastered: Spellbound: stun chance +15% and radius +15%.

Crescendo

Lv 17 Area thunder

The final bar of your song detonates in a thunderous blast — and leaves you riding the high.

What it does for a new Bard at level 17; in game the numbers follow your hero

  • Hits every foe within 4 tiles of you for 12–67 thunder damage.
  • Foes roll a Constitution save against your DC 18: half damage if they pass.
  • No attack roll, so it never grazes and can't crit.
  • Then for 6 s you gain +15% damage and +10% attack speed.
  • Leaves the foe Rattled (your payoff consumes it).
Type
Area (around you)
Cost
45
Cooldown
20s
Damage
6d8 + CHA mod thunder
Hit
CON save vs your spell DC (half damage on a save)
Scales with
Charisma
Radius
4 tiles
Grants you
+15% Damage, +10% Attack Speed
Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Crescendo mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 14520s—Learned
2Lv 14519.8s+3%Radius +10% · radius 4.4
3Lv 24419.6s+6%Afterglow strength +20% · +18% Damage, +12% Attack Speed
4Lv 44419.4s+9%
5Lv 54317.6s+12%Cooldown −8%
6Lv 64317.4s+15% +1d+1 damage die
7Lv 84217.2s+18% +1dRadius +10% · radius 4.8
8Lv 104217s+21% +1d
9Lv 123516.8s+24% +1dCost −15%
10Lv 142316.6s+52% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · +21.8% Damage, +14.5% Attack Speed

Rank 4: pick one

  • Grand Hall Radius +35%, damage −10%.
  • Fortissimo Damage +20%, cost +25%.

Rank 8: pick one

  • Da Capo Cooldown −15%.
  • Standing Ovation Afterglow strength +50%.

Rank 10, Mastered: Magnum Opus: afterglow strength +25% and damage +10%.

College of Lore skills

Cutting Words

Lv 3 Buff College of Lore

Name every weakness aloud: nearby foes are Marked to take more damage, and your allies grow nimbler.

What it does for a new Bard at level 3; in game the numbers follow your hero

  • For 6 s, you and every ally within 6 tiles gain +5% dodge.
  • Foes within 6 tiles of you: always Marked for 6.4 s (singled out: takes 15% more damage from the party).
Type
Buff
Cost
20
Cooldown
14s
Scales with
Charisma
Duration
6s
Allies within
6 tiles
Applies
Marked · 6s
Grants you
+5% Dodge
Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Cutting Words mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 12014s—Learned
2Lv 12013.9s+3%Radius +10% · radius 6.6
3Lv 22013.7s+6%Marks last 20% longer · Marked · 7.2s
4Lv 41913.6s+9%
5Lv 51912s+12%Cooldown −10%
6Lv 61911.9s+15%Dodge bonus +30% · +6.5% Dodge
7Lv 81511.8s+18%Cost −20%
8Lv 101511.6s+21%
9Lv 121411.5s+24%Radius +15% · radius 7.5
10Lv 14911.3s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · radius 8.4 · Marked · 9s

Rank 4: pick one

  • Peerless Lore Marks last 50% longer.
  • Loud Library Radius +35%.

Rank 8: pick one

  • Quick Wit Cooldown −15%.
  • Nimble Footnotes Dodge bonus +60%, cost +20%.

Rank 10, Mastered: The Last Word: marks last 30% longer and radius +15%.

College of the Warhorn skills

Dancing Steel

Lv 3 Melee strike slashing College of the Warhorn

A spinning, showboating flurry of blade-work that cuts a wide circle.

What it does for a new Bard at level 3; in game the numbers follow your hero

  • Strikes every foe in a 150° arc in front of you (1.9 tiles reach) for 5–19 slashing damage.
  • Rolls to hit against armor (+6 to hit).
  • Leaves the foe Rattled (your payoff consumes it).
Type
Melee strike
Cost
12
Cooldown
4s
Damage
1d8 + weapon hit slashing
Hit
Attack roll vs AC
Reach
1.5 tiles
Arc
150°

Damage dice by level Lv 3 1d8Lv 9 2d8Lv 14 3d8

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Dancing Steel mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 1124s—Learned
2Lv 1124s+3%Arc and reach +15% · radius 1.7 · arc 173°
3Lv 2123.9s+16%Damage +10%
4Lv 4123.9s+19%
5Lv 5123.4s+22%Cooldown −10%
6Lv 6113.4s+25%Flourishes Mark foes (20%) · Marked 20% · 3s
7Lv 8113.4s+28%Arc and reach +15% · radius 2 · arc 195°
8Lv 10113.3s+31%
9Lv 1293.3s+34%Cost −20%
10Lv 1463.2s+62%Mastered (+15% damage, −25% cost, plus its signature bonus) · Marked 40% · 3s

Rank 4: pick one

  • Full Circle Arc and reach +30%, damage −10%.
  • Showstopper Damage +20%, cost +25%.

Rank 8: pick one

  • Allegro Cooldown −15%.
  • Spotlight Mark chance +30%; marks last 50% longer.

Rank 10, Mastered: Blade Ballad: damage +10% and Mark chance +20%.

Subclasses

Chosen at level 3. Each adds its own skill and a feature every few levels.

College of Lore

Bards who collect secrets like coins — and spend them to cut an enemy's confidence to ribbons.

Skills

Features

  1. Lv 3
    Bonus Proficiencies You've picked up a little of everything.
    • +1 to Hit
    • +5% Magic Find
  2. Lv 7
    Additional Magical Secrets Borrowed spells from a dozen traditions.
    • +8% Skill Damage
  3. Lv 11
    Well-Read You know the trick to every spell.
    • +1 Spell Save DC
    • +5% Cooldown Reduction
  4. Lv 15
    Peerless Skill Your talent rises to meet any moment.
    • +4% Crit Chance
  5. Lv 18
    Living Archive Your reserves are as deep as your library.
    • +20 Max Resource
    • +15% Resource Regen

College of the Warhorn

Battle-skalds who fight in the front rank, blade in one hand and horn in the other.

Skills

Features

  1. Lv 3
    Battle Hymn You were drilled for the shield-wall.
    • +1 Armor Class
    • +15 Hit Points
  2. Lv 7
    Extra Attack Your basic attacks strike twice.
  3. Lv 11
    War Drums Your rhythm quickens your arm.
    • +8% Attack Speed
  4. Lv 15
    Warhorn's Echo Your blows ring out across the whole melee.
    • +10% Area Damage
  5. Lv 18
    Battle Magic Song and steel are one weapon now.
    • +10% Damage

Talents & roles

Bards lean healer and damage. The class tree and one tree for each subclass hold 51 talents; you earn a point every level and one for each act boss.

All Bard talents Party roles

Spellbook & mechanic

Songs and the Measure

Conduct the whole party.

A song takes the shared Aura slot, reserves part of your pool and pulses to the whole party. Eight beats make a Measure, then the song's Chorus rings out.

Keystone: Medley · Chase legendary: Lute of the Long Applause

Bards choose 7 pages from level 4, picking at levels 4, 9, 14 and 18:

All Bard pages and variants How the Spellbook works

Bard unique weapons

Rhyme-and-Reason Starter

Rapier · Weapon · drops from level 5

  • +8–24% Damage
  • +2–6 Charisma
  • +1–4 Dexterity
  • +1 random affix

Heckler. Each basic hit also fires a free Vicious Mockery at another nearby foe for 62–75% damage.

“Every thrust is a line of verse. Every verse is an insult.”

Encore, the Twice-Sung Bow

Shortbow · Weapon · drops from level 12

  • +8–24% Damage
  • +2–6 Charisma
  • +5–15% Area Damage
  • +1 random affix

Encore!. Your area songs play again at the same spot 1.2s later for 54–58% damage.

Verse. Each skill you cast adds a Verse: +5% attack speed and +2% move speed for 8s (up to 8).

“Its string plays every note twice: once for the crowd, once for the dead.”

The Last Chord

Longsword · Weapon · drops from level 16

  • +8–24% Damage
  • +2–6 Charisma
  • +3–8% Cooldown Reduction
  • +1 random affix

Finale. Every 4th skill you cast is a Finale: a thunder burst around you for 45–60% weapon damage.

Standing Ovation. You and allies within 6 tiles deal +8% damage and move 8% faster.

“A blade tuned to a single note, the one every song is secretly building toward.”

Farsight, the Chartbreaker ◈ DEEP

Longbow · Weapon · drops from level 20

  • +10–28% Damage
  • +3–8 Dexterity
  • +4–10% Crit Chance ⌃
  • +1 random affix

Edge of the Map. Every 10th basic hit fires a comet-lance that pierces 12 tiles for 440–520% weapon damage and Shocks for 3s.

Stormwake. Critical hits have a 30% chance to arc through 3 foes for 100–120% weapon damage.

Off the Chart. Casting a skill with a foe within 1.5 tiles blinks you 2.5–3.5 tiles away from it. Asleep Hone this item at the Forge (Smithy level 6) to wake it. Any line will do, even with its Forging Potential spent.

Drops from: Only from the Deep: Breach Wardens, chart bosses of tier 8 and up, and Survey Shards. Always Emberforged

“Its first owner shot the edge off a map. The arrow is still going.”

Bards are Skirmishers: they can also wear the 9 Skirmisher unique armour and off-hands, and any unique jewelry. Power values show the range they roll in.