Loremaster Bard
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an (OSE Variant)
Prime Requisite
- Intelligence and Charisma
Hit Dice
- 1d6 per level
Armor & Weapons
Allowed Armor
- Leather armor
- Chainmail
- Shields
Allowed Weapons
- Any one-handed weapon
- Bows
- Spears
- Staves
- Swords
Attack Progression
As Cleric.
Saving Throws
As Cleric.
XP Progression
Similar to OSE Bard or slightly slower.
| Level | XP |
|---|---|
| 1 | 0 |
| 2 | 2,500 |
| 3 | 5,000 |
| 4 | 10,000 |
| 5 | 20,000 |
| 6 | 40,000 |
| 7 | 80,000 |
| 8 | 160,000 |
| 9 | 320,000 |
Class Abilities
Lore
The Loremaster may attempt to identify:
- ancient ruins,
- heraldry,
- relics,
- magical inscriptions,
- forgotten cultures,
- monsters,
- or historical events.
Chance of Success
Base chance:
- 2-in-6 at level 1
Improves by +1 every 3 levels:
- 3-in-6 at level 4
- 4-in-6 at level 7
The referee may modify difficulty based on obscurity.
Saga of Heroes
By reciting epic histories and sacred lays, the Loremaster can inspire allies.
Once per day:
- allies within earshot gain:
- +1 morale
- +1 saving throws vs fear
Effect lasts:
- one encounter
- or one exploration turn.
At level 7:
- bonus becomes +2 vs fear.
Tongues & Scripts
The Loremaster begins play literate and knows:
- Common
- one ancient language
- one additional language of choice
At levels 4 and 8:
- gains another language.
May attempt to decipher unknown writing:
- 2-in-6 chance
- increases with level.
Memory of Ages
At level 3, the Loremaster may recall hidden truths about places or creatures after 1 turn of contemplation.
Examples:
- legendary weaknesses,
- lost passages,
- forgotten names,
- burial customs,
- religious taboos,
- ancient betrayals.
Usable:
- once per day initially
- twice/day at level 7.
Bardic Spellcasting
Beginning at level 2, the Loremaster casts spells as a limited arcane caster.
Spell list focuses on:
- divination,
- protection,
- charm,
- memory,
- and warding.
Uses Magic-User spells, but cannot cast:
- explosive battlefield magic,
- overtly destructive spells,
- or reality-warping sorcery.
Appropriate spells:
- Read Languages
- Detect Magic
- Light
- Protection from Evil
- Sleep
- ESP
- Clairvoyance
- Legend Lore (high level)
Optional Ability: Song of Rest
At level 5:
after one uninterrupted night of rest and storytelling:
- allies recover +1 hp.
Cannot benefit more than once per day.
Stronghold
At level 9, the Loremaster may establish:
- a Hall of Records,
- monastery,
- skaldic court,
- archive fortress,
- or wandering college.
Students, scribes, and seekers gather there.
Typical Equipment
- weathered manuscripts
- rune-staff
- traveling cloak
- horn lantern
- ancient maps
- bone flute or harp
- reliquary of saintly writings
- satchel of ink and parchment
Northern Reaches Flavor
A Loremaster Bard in your setting could be:
- a chronicler of St. Ygg,
- a keeper of pre-Futurus oral histories,
- a survivor of lost Helvecian monasteries,
- a skald of Brine,
- or a wandering scholar investigating the Barrowmoor.
Such characters are often welcomed in civilized halls because they preserve:
- ancestry,
- treaties,
- songs,
- and the names of the dead.
But they are also feared, because loremasters remember truths others would rather bury.
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