Whether it is in the court of a king, the back ally of a tavern, or around a campfire, a bard is one that tells stories and lifts the mood. While most bards have music and songs to tell stories with, some bard will reciet poems or even tell jokes. Either way a bard is one that uplifts other and makes life all the more easier.
A bard makes life easier on your travels. While their skills won’t help much in combat, out of combat they have many various skills to pull from, and can enhance others. Used to making things up as the go along, bards has lied about being able to do anything that they almost can.
Bards primarily use Cunning, but depending on your chosen performance skill, you may want to also focus on either Dexterity, Agility, Intelligence, or Acuity. Bards often have the Entertainer background, but some come from a Noble background while others might also be Criminals hiding in plain sight.
Starting skills: Performance, Speechcraft, and choose from Movement or Awareness
General skills: 1 skill rank per level
Skill boosts: 2 skill boosts per level
Physical skills: 1 skill rank per level
Mental skills: 1 skill rank per level
Equipment
You start with the following equipment, in addition to any other starting equipment:
an entertainer’s pack
a musical instrument of your choice
Bardic Inspiration
You can inspire others through stirring words or music. To do so, choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next hour, the creature can roll the die and add the number rolled to one mental, physical, or profession skill roll it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die but must decide before the Narrator says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Cunning (a minimum of once). You regain any expended uses when you finish a short or a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at journeyman, a d10 at Magister, and a d12 at Legendary.
Jack of All Trades
Starting as an Apprentice bard, if you have no skill ranks or boosts in a skill, you can add 1 to the roll. For each level in this job, the number increases by 1 (+2 as a Journeyman at 7th level, +3 as a Magister at 10th level, etc.).
Distraction
At 7th level, the Bard can turn a social blunder into a tactical distraction, lessening the target's ire. This action can be used immediately after a character fails a social action roll, and can only be used once per Social Encounter. To make the attempt, the Bard makes a Performance roll against the target's Social Defense. On a success, the distraction captivates the target, and the Displeasure gained from the original failed social action is reduced by 1. If the roll fails by 5 or more, the target is annoyed by the distraction and gains 1 Displeasure in addition to any other Displeasure gained from the previous failed social roll.
Peerless Skill
Starting as a Magister, when you make a physical, mental, or profession skill roll, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the Narrator tells you whether you succeed or fail.
Encore
Beginning at 13th level, you can inspire a creature to perform a social feat they've already attempted. Once per social encounter, you can grant a creature within 30 feet of you the ability to perform a social action that is normally limited to once per social encounter, such as Read the Room or Gambit.