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The Bard class of Unforgotten Realms Live is notable for being a support and utility caster with the ability to deceive or manipulate enemies. Whether controlling with Charm or amplifying spells with Double Down, the Bard is living proof that actions can be louder than words, or in the Bard's case, lyrics.


Name / Description Spell gem.png Melee gem.png Range gem.png Radius Gem.png Interrupt gem.png Limited gem.png Stamina Cost Image
Starting Gear and Passives +6
Bards start with a Lute, Flute or Leather Boot. Bards start with 2000 gold. Bards may use non limited abilities of adjacent team mates.
Bolster Spirits Yes Yes 3
Help an unconscious ally to their feat with a clever pun and a magical touch, giving half of your current stamina to them. The GM may give you bonus stamina based on the quality of this pun.
Charm 5 Combat 3
Take a selfie of yourself and post it to the social media platform of your choice. Once this has been done you may attempt to charm a target. If successful you control their actions on their turn until they break free.
Disguise Yes 3
Change the voice of your character. You may take on the shape of any creature or race until you stop doing the voice, in which case the magic of the spell breaks and you are returned to normal.
Lullaby 10 Combat 3
Create an impromptu song to sing to the table that relates to the events currently unfolding. If your song should impress the Game Master, you may put all enemies who hear it to sleep.
Storyteller Yes 3
Tell the table a story about your character. If your story amuses the GM, he will share some information about the battle or will reveal the maximum Stamina of a target of your choice.

Notable Bards

Former Abilities

These abilities are either retired, or removed because of special circumstances.


Everyone at the table takes a drink. For the next round of combat, players do not have to drink when taking damage

Name / Description Spell gem.png Melee gem.png Range gem.png Radius Gem.png Interrupt gem.png Limited gem.png Stamina Cost Image
Borrow 1
Swap this card with any of your allies cards, and use said ability. If the cost of that ability is more than the cost of Borrow, you must pay that cost as well. When borrowing an ability you must say "Yoink" or said ability will fail.
Double Down Yes Round 3
Proclaim that you wish to double something. Damage, size, the effect of a spell. If the host deems this acceptable, roll a die. Should you succeed, said something is doubled. Should you fail, you take 3 damage and are shamed.