Bard Kits

Kits can be thought of as subclasses of the bard character class. They all represent bard characters, but each is unique enough to warrant individual treatment by those players who enjoy examining the finer points of the bard class.

All of the bard kits are set up the same way. There are ten possible subsections to each kit that flesh out the kit and delineate its unique aspects. The details of these subsections are described below.

If the word "Standard" is listed under any subsection, it means that the information that would normally go in that section is identical to the standard information for the True Bard. Actually, every kit's subsections should be thought of as having the "Standard" default. If any question ever arises as to the limits or extensions of a kit, the True Bard kit should be consulted.

Kit Subsections

Specialty: That kit's entertainment form.

Qualifications: Qualifications will limit or extend allowed race, alignment, and ability scores for the particular kit.

Introduction: This section presents a colorful, first-person example of the kit. Listen to the NPC as he chats with you about himself and his kind.

Description: This section describes the kit and distinguishes this particular type of bard from the others.

Role: Role explains the role that this type of bard plays within a party and in society as a whole.

Secondary Skills: Secondary skills is an optional rule found in Chapter 5 of the Player's Handbook. If this rule is used, only skills listed in this subsection of the kit can be selected by characters who adopt this kit.

Weapon Proficiencies: A character can become proficient only in the weapons listed in this subsection.

Nonweapon Proficiencies: Although nonweapon proficiencies are an optional rule, it is strongly recommended that they be used if bard kits are allowed into the game. They have been carefully selected to give each kit a unique feel.

Bonuses: Each bard kit has four bonus proficiencies. These proficiencies are gained without expending any proficiency slots. It is strongly suggested that at least half of a bard's proficiency slots be spent in one of three ways: gaining proficiencies from among those on the "Suggested" list, gaining additional topics (see the chapter on proficiencies) to proficiencies on the Bonus or Suggested lists, or in improving proficiencies on either list.

Armor/Equipment: Armor restrictions or extensions are listed here. Sometimes special comments will be made about equipment, such as typical dress, identifying colors, special tools, and so on.

Special Benefits: Each bard kit has four special benefits. These benefits set the kit off from all other character classes and kits. The character should take on a different role-playing feel because of the kit's descriptive information.

Special Hindrances: Special hindrances or limitations are placed on certain kits. Hindrances are listed here only if they do not fall into any subsection listed earlier.

Notes: On rare occasions, this subsection is used to list special notes that don't fit into any of the earlier subsections.


List of Kits

All of the bard kits are listed on different pages, linked below. The first kit is that of the True Bard, as presented in the Player's Handbook. This kit establishes a base from which all the other kits are built. The other kits are arranged in alphabetical order. A section on multi-classed bards follows. It contains an additional four kits, but these are restricted to demihumans.


Creating New Kits

Although the list of kits given in this handbook is large, it isn't all-inclusive. There are many other bard kits that DMs and players can come up with.

Before designing a new kit, first examine the existing kits to see if one of them can be modified to fill your needs. If not, make a photocopy of the Bard Kit Record Sheet located in the back of this handbook. Fill it out with the description of your new kit. The information that should be listed under each section is described in detail at the beginning of this chapter. Refer to it for assistance.

After you have created a new kit, present it to your Dungeon Master for approval. Often, he will wish to adjust certain aspects of the new kit for balance. Once the kit is complete and ready for use, the Dungeon Master still might adjust it in the future, based on how well it works in play.

Here is a helpful list of additional bard kits that you may wish to create on your own.

  • Historical Bard--Druid historian
  • Dervish--Arabian Dancer/Healer
  • Muse--Singing Healer
  • Scop--Anglo-Saxon Minstrel
  • Entrancer--Spell Dancer
  • Troubadour--Thief/Illusionist
  • Poet--Courtier/Romeo
  • Rustic--Folk Singer
  • Rhythmist--Instrumental Dancer
  • Savage--Medicine Man
  • Sleuth—Spy
  • Legionnaire--Cavalier

Acquiring, Dropping, and Changing Kits

Bard kits should be taken only when the character is first created. The one exception might occur when this handbook is first introduced into a campaign. In this case, the Dungeon Master may allow certain existing bards to be converted to the kits that most resemble the manner in which they have been played in the past. However, note that such a transfer will have to be adjudicated by the Dungeon Master.

If a player decides to drop a bard kit, he should meet with his Dungeon Master to discuss the manner in which the transition should occur. When a kit is dropped, the character becomes a core bard (not a True Bard), and that character cannot regain his old kit. This has the following effects upon the character:

Future weapon proficiency slots can be spent on any weapon desired.

  • The bard's four bonus proficiencies must either be dropped or all future nonweapon proficiency slots must be spent paying for them before any new nonweapon proficiencies can be selected.
  • The character no longer needs to pay attention to his old kit's suggested nonweapon proficiencies.
  • The character can wear any armor normally allowed to the core bard, but cannot use any other type of armor (including shields).
  • All special benefits are lost.
  • All special hindrances are ignored.

It is possible for a bard to change kits, but only in one very limited manner. First, the bard's existing kit must be dropped. Then, if the bard wants, he may gain a new kit, but it must be the True Bard kit. The process for gaining the True Bard kit goes as follows.

  • Once the bard's old bonus nonweapon proficiencies are either dropped or paid for, the next available proficiency slots must be spent gaining singing, musical instrument, reading/writing (native tongue), and local history.
  • As the bard gains the next four levels, he gains one of the True Bard's special benefits at each new level. The specific benefit gained is determined by the player.
[Complete Bard's Handbook]

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