Battle of The Bards - Player Guide
Battle of The Bards - Player Guide
For
How to Shred! example, if Lela’s Charisma score is 12 (starting
Player Guide with a 1d6 Performance Die) but is proficient in
lute thanks to her Entertainer background, her
Choose Your Axe! Performance Die will become 1d8.
• Step Three: Increase your die value by one if
Below is a list of instruments. Each instrument you are proficient in the Performance skill. For
adds a different ability modifier to your initial roll example, if Lela is also proficient in Performance,
“to hit,” and to your “Performance Die” roll (which her 1d8 is upgraded to 1d10 Performance Die.
functions like a damage die would in combat). Note: A Performance Die cannot exceed 1d12.
However, if Step Three would increase a 1d12
Instrument Modifiers Performance Die higher, they add an additional +1
to all Performance Die rolls instead.
Microphone Charisma to-hit; Constitution to
(Voice) Performance Die (damage)
Rock Out - Performance Actions
Lute Dexterity to-hit; Charisma to
Play in the Pocket
Performance Die (damage) During a performance, a player character uses
Bass Strength to-hit; Dexterity to their action to play their instrument.
Performance Die (damage) They may choose the crowd (the Performance
Meter) as their “target.” In this case, the DC for
Drums Constitution to-hit; Strength to their roll to Rock Out is the Audience Excitement
Performance Die (damage) score. On a success, they roll their Performance
Harp Wisdom to-hit; Dexterity to Die (plus modifiers). They add the total to the
Performance Die (damage) Performance Meter.
Alternatively, they may choose to target a
Piano Charisma to-hit; Intelligence to rival performer. In this case, they roll to Rock Out
Performance Die (damage) against their target’s Stage Presence. On a success,
Viola Intelligence to-hit; Wisdom to they roll their Performance Die (plus modifiers).
Performance Die (damage) The target then subtracts that total from their
Performance Energy.
Hurdy-Gurdy Wisdom to-hit; Strength to
Performance Die (damage) Flourishes
Trumpet Intelligence to-hit; Constitution to A character may use their action to attempt a special
Performance Die (damage) flourish with their instrument. These are higher-risk,
higher-reward options to affect the performance.
Bagpipes Strength to-hit; Constitution to Each flourish requires an additional roll, but will
Performance Die (damage) also create an additional effect. If a character fails the
required roll(s) needed for their flourish, they may
Calculate Performance Die still attempt another roll as though they are Playing
Every performer will have a Performance Die. in the Pocket, but with disadvantage - unless their
In band battles, a Performance Die functions failure was a critical failure. In that case, their turn
similarly to a weapon’s damage dice. Depending ends - and the GM may introduce a complication to
on their chosen instrument, they will also add an the performance (see table in adventure book, pg. 9)!
ability modifier to each Performance Die roll (just Below are the flourishes:
as a character swinging a greatsword adds their • The Face Melter. The character attempts to
Strength modifier to the damage). deliver a scorching solo! They must succeed on
NPCs and enemies in the adventure already an ability check with their instrument’s ability
have these scores calculated and listed on their (Dexterity for lute, for example). The DC is equal
stat block. to the Audience Excitement or opponent’s Stage
For player characters, follow these steps to Presence (whichever they target) scores + 5. On
calculate their Performance Die. a success, they deal an additional 3d8 damage to
their Performance Die’s total.
• Step One: Determine your starting die value • Draw Focus. The character attempts to make
based on your Charisma ability score, as the audience focus their attention on them
follows: with a showy riff! They must succeed on a
• Charisma 9 or below: 1d4 Charisma (Performance) roll equal to the
• Charisma 10-15: 1d6 current AE or opponent’s SP + 3. On a success,
• Charisma 16-19: 1d8 they add an additional 5 to their Performance
• Charisma 20+: 1d10 Die total this turn; and the next time a
• Step Two: Increase your die value by one if bandmate fails a roll, they may allow them to
you are proficient in a musical instrument (not re-roll the die and choose the higher result.
including the automatic proficiency granted for
• Playing in Sync. The character attempts the performance. After it concludes, the
to help the entire band stay in sync with instrument can be repaired for a cost of gp
some great rhythm! They must succeed on a equal to the total amount of damage the
Wisdom (Perception) roll equal to the current instrument took.
AE or opponent’s SP + 2. Any bonuses that • Reckless Attack. The barbarian may use this
rely on hearing apply. On a success, until the feature to gain advantage on a roll made to
start of your next turn, every allied bandmate Rock Out. After the roll is resolved (regardless
adds 1d4 to all rolls, including Performance of the result), the audience’s expectations for
Dice. Every bandmate can only benefit from more reckless playing increases! The barbarian
this effect once per round. (not the rest of the party) has disadvantage on
• Harness Spellpower. As part of the action all rolls targeting the Performance Meter until
used to attempt this flourish, prior to rolling the end of their next turn.
to Rock Out, the character expends a spell slot Cleric
to cast a spell that aids their performance. • Channel Divinity. This ability may instead be
For example, a gust of wind cantrip might be used to frighten your rivals from challenging
used to make a soloist’s hair billow as they you and your bandmates directly. The range
shred! Or a well-placed fog cloud could create is equal to the Turn Undead feature. All
ambiance for a dramatic organ interlude. enemies within range must succeed on a
save against your spell DC. On a failure, they
If a spell would force one of the opposing performer’s are unable to make Rock Out rolls targeting
to make a save, the GM may reference their monster you or your allies (but still can target the
stat block, or simply add a modifier to the saving throw Performance Meter).
equal to their “attack” bonus made to Rock Out. Fighter
The GM is encouraged to reward clever or • Second Wind. May be used to regain
entertaining use of spells, and may rule that the spell Performance Energy instead of hit points.
provides any number of the following benefits: • Action Surge. The additional action may be
• Advantage on their roll to Rock Out used to perform another Performance action,
• Instead of rolling, treat their next including a Flourish.
Performance Die roll as if it rolled its Paladin
maximum value. • Lay on Hands. This feature can instead be
• Lower a future roll’s DC equal to the number used to restore Performance Energy or heal a
value of the spell slot consumed. This can damaged instrument.
apply to the DC needed to hit Audience • Divine Smite. The “damage” from this energy
Excitement or Stage Presence; or for a check can instead be used to make the performing
needed as part of a Flourish. paladin’s instrument glow with radiant heat.
Roll the damage dice for the Divine Smite
Example: Olav the wizard and lead guitarist normally. Half of the total is added to the
attempts a Face Melter flourish on his lute, Performance Die damage; the other half is
targeting the Performance Meter. The Audience damage dealt to the paladin’s hit points. It’s
Excitement is at 12 currently. Olav decides to also painful to keep hold of a searing instrument,
Harness Spellpower as part of the action. Just as but hopefully worth it to the audience!
he shreds his lute, he casts a fireball spell into the Rogue
air, adding pyrotechnic flair to the solo! The GM • Sneak Attack. The rogue may add their
decides to give Olav’s player advantage on the roll, sneak attack damage to a Performance Die
and lowers the DC needed to target the crowd by 3 roll, provided they are adjacent with an allied
(since fireball is a 3rd-level spell). However, he still performer that has already succeeded on a
adds +2 to “hit” the Audience Excitement DC - since Rock Out roll this round.
performing a Face Melter normally adds +5 to the • Cunning Action. The bonus action may
DC. Olav will need to roll a 14 or higher to succeed, also be used to attempt an ability check
but he has advantage on his Performance roll! or saving throw against any Performance
Complications (see adventure booklet, pg. 9).
Class Abilities Warlock & Wizard
These class abilities can be incorporated into the • Spellcasting. See Harness Spellpower
Performance Rules as follows: section of Rules handout.
Barbarian
• Rage. The barbarian may “play with rage.”
While raging, they roll their Performance Die
twice (instead of once). However, they must
damage their instrument in doing so. The
instrument takes 1d4 damage each time. For
every 5 damage their instrument takes, the
barbarian suffers a -1 cumulative penalty
to all Rock Out rolls for the remainder of