Difference between revisions of "Bard"

From Risenholm
(Created page with "Barbarians draw Power from primal energies within themselves, growing supernaturally strong and durable as the adrenaline flows. : :Maximizing '''Strength''' or '''Dexterity''...")
 
 
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Barbarians draw Power from primal energies within themselves, growing supernaturally strong and durable as the adrenaline flows.
+
Bards draw [["Power"|Power]] from a mixture of the arcane and primal energies within the emotions of themselves and others. They possess the most innate support abilities of any class, and are able to tailor their spell selections to a variety of playstyles. While all the bard [[#Archetypes|archetypes]] further enhance their support role, their focus lies in general ally enhancement, damage, or spellcasting boons.
 +
 
 
:
 
:
:Maximizing '''Strength''' or '''Dexterity''' is recommended for attacking with weapons and using maneuvers like Knockdown. It also provides bonuses to your Fortitude or Reflex save.
+
:Maximizing '''Strength''' or '''Dexterity''' is recommended for attacking with weapons and using [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Knockdown|Knockdown]]. It also provides bonuses to your Fortitude or Reflex save.
:A high '''Constitution''' is recommended for increasing your survivability in raw hit points and contributing to your Fortitude save. It also contributes to core class features and some optional retributive fighting styles.
+
: A medium/high '''Charisma''' contributes to your spellcasting ability (Offensive DCs, Spells/day, and [[General Mechanics Information#Metamagic|Metamagic]] Pool) and support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|"Commander Strike"]].
:'''Dexterity''' contributes to Armor Class depending on armor type and your Reflex save.
+
: A medium/high '''Dexterity''' allows you to maximize Armor Class from light armors and improves your Reflex save.
:'''Intelligence''' contributes to your maximum maneuver pool and Reflex save.
+
:'''Constitution''' increases your survivability in raw hit points and contributing to your Fortitude save.  
 +
:'''Intelligence''' contributes to your maximum [[General Mechanics Information#Maneuvers|Maneuver]] pool and Reflex save.
 
:'''Wisdom''' contributes to your Will save.
 
:'''Wisdom''' contributes to your Will save.
:'''Charisma''' contributes to certain archetype features, support maneuvers such as "Commander Strike", and your Will save.
+
 
:
 
  
 
== Vitals ==
 
== Vitals ==
:'''Hit Points per level''': 12
+
:'''Hit Die''': d8 (8 HP per Level)
:'''Proficiencies''': Armor (Light,Medium), Shields, Weapons (Simple, Martial)
+
:'''Proficiencies''': Armor (Light, Medium), Shields, Weapons (Simple, [[Rogue#Rogue Weapons|Rogue]])
:'''Skill Points per level''': 6
+
:'''Skill Points per level (*4 at 1st level)''': 8
:'''Skills''': Alchemy, Athletics, Deception, Influence, Knowledge, Medicine, Perception, Survival, Tinkering
+
:'''Skills''': All
:'''Primary Saving Throw(s)''': Fortitude
+
:'''Primary Saving Throw(s)''': Reflex, Will
 +
:'''Spellcasting Ability''': Charisma (10 + Spell Level to be able to cast a spell)
 +
:'''Spellcasting Type''': Arcane/Primal Hybrid. Spontaneous. Spontaneous spellcasters know a limited selection of spells, and may cast any of these spells at any time so long as they have slots available for the given spell level.
 +
:'''Spellbook''': Bards learn two spells each level.
  
 
{| class="wikitable"
 
{| class="wikitable"
|+
 
 
|-
 
|-
|'''Level'''
+
!Level
|'''Feature'''
+
!Feature
 
|-
 
|-
 
|1
 
|1
|
+
|[[#Spell List|Spellcasting (Level 1)]], [[#Bardic Knowledge|Bardic Knowledge]], [[#Inspiration Aura|Inspiration +1]], [[Feats#Metamagic: Conversion|Metamagic: Conversion]]
 
|-
 
|-
 
|2
 
|2
|Uncanny Dodge
+
|
 
|-
 
|-
 
|3
 
|3
|Rage, Grit I, Maneuver: Knockdown
+
|[[#Spell List|Spellcasting (Level 2)]]
 
|-
 
|-
 
|4
 
|4
|Archetype Feature I
+
|[[#Archetypes|Archetype Feature I]]
 
|-
 
|-
 
|5
 
|5
|Uncanny Dodge II, Bonus Feat: Maneuver, Grit II
+
|[[#Spell List|Spellcasting (Level 3)]], [[#Inspiration Aura|Inspiration +2]]
 
|-
 
|-
 
|6
 
|6
|Rage II
+
|
 
|-
 
|-
 
|7
 
|7
|Archetype Feature II, Grit III
+
|[[#Spell List|Spellcasting (Level 4)]], [[#Archetypes|Archetype Feature II]]
 
|-
 
|-
 
|8
 
|8
Line 47: Line 50:
 
|-
 
|-
 
|9
 
|9
|Grit IV
+
|[[#Spell List|Spellcasting (Level 5)]]
 
|-
 
|-
 
|10
 
|10
|Archetype Feature III, Uncanny Dodge III
+
|[[#Archetypes|Archetype Feature III]], [[#Inspiration Aura|Inspiration +3]]
 
|}
 
|}
  
== Barbarian Core Mechanics ==
+
== Bard Core Mechanics ==
=== '''Rage''' ===
+
=== '''Bardic Knowledge''' ===
A Barbarian may enter a Rage. They may use this ability once per rest per class level, and the Rage lasts one minute per use. Rage activates automatically without consuming a feat use upon the barbarian's hit points being reduced to the Injured, Badly Wounded, or Near Death states. The Barbarian also regains a use of Rage when slaying an enemy of Elite rating or higher. Rage increases the Barbarian's attack damage, will saving throws, and grants a number of temporary HP at the start of each combat round. This Rage increases in power with the Barbarian's class level:
+
The Bard receives a Knowledge bonus equal to their class level.
 +
 
 +
=== '''Inspiration Aura''' ===
 +
The Bard's harmony enhances the damage of themselves and nearby allies. This consists of a 10m radius aura with the following magnitude according to Bard level:
  
 
{| class="wikitable"
 
{| class="wikitable"
|+
 
 
|-
 
|-
 
|'''Class Level'''
 
|'''Class Level'''
|'''Damage'''
+
|'''Inspiration Bonus'''
|'''Temp HP per Round'''
 
|'''Will Saves'''
 
 
|-
 
|-
|3
+
|1
| +2
 
|Con Mod / 2 (Rounded Up)
 
 
| +1
 
| +1
 
|-
 
|-
|6
+
|5
| +4
 
|Con Mod
 
 
| +2
 
| +2
 +
|-
 +
|10
 +
| +3
 +
|-
 +
|}
  
|}
+
=== '''Metamagic: Conversion''' ===
 +
The character receives the [[Feats#Conversion|Conversion]] feat for free.
  
=== '''Grit''' ===
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=== '''Spell List''' ===
The Barbarian has a Grit pool with a capacity equivalent to their class level multiplied by 5. This capacity is filled on rest. The Barbarian may activate this feat to roll 1d4 for each Barbarian class level and gain temporary HP equal to this amount, deducting the total from their Grit. This temporary HP has a duration in rounds equal to the Barbarian's Constitution modifier. When a Barbarian takes damage, their Grit feature also gains a number of HP equal to a portion of the damage received, scaling with class level as detailed below.
 
  
{| class="wikitable"
+
{| class="wikitable" style="width: 100%;"
|+
+
!scope="col"|Cantrips
|-
+
!scope="col"|1st Level Spells
|'''Class Level'''
+
!scope="col"|2nd Level Spells
|'''Grit Conversion'''
+
!scope="col"|3rd Level Spells
|-
+
!scope="col"|4th Level Spells
|3
+
!scope="col"|5th Level Spells
|10%
+
|-style="vertical-align:top;"
|-
+
|
|5
+
[[Spells#Daze|Daze]]<br>
|15%
+
[[Spells#Flare|Flare]]<br>
|-
+
[[Spells#Light|Light]]<br>
|7
+
[[Spells#Resistance|Resistance]]<br>
|20%
+
[[Spells#Spare The Dying|Spare The Dying]]<br>
|-
+
|
|9
+
[[Spells#Charm_Person|Charm Person]]<br>
|25%
+
[[Spells#Cure Light Wounds|Cure Light Wounds]]<br>
 +
[[Spells#Expeditious_Retreat|Expeditious Retreat]]<br>
 +
[[Spells#Grease|Grease]]<br>
 +
[[Spells#Mage_Armor|Mage Armor]]<br>
 +
[[Spells#Magic_Weapon|Magic Weapon]]<br>
 +
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]<br>
 +
[[Spells#Scare|Scare]]<br>
 +
[[Spells#Sleep|Sleep]]<br>
 +
[[Spells#Summon_Creature_I|Summon Creature I]]<br>
 +
|
 +
[[Spells#Blindness_and_Deafness|Blindness/Deafness]]<br>
 +
[[Spells#Bulls_Strength|Bull's Strength]]<br>
 +
[[Spells#Cats_Grace|Cat's Grace]]<br>
 +
[[Spells#Clarity|Clarity]]<br>
 +
[[Spells#Cloud_of_Bewilderment|Cloud of Bewilderment]]<br>
 +
[[Spells#Cure Moderate Wounds|Cure Moderate Wounds]]<br>
 +
[[Spells#Deafening Clang|Deafening Clang]]<br>
 +
[[Spells#Eagle_Splendor|Eagle's Splendor]]<br>
 +
[[Spells#Foxs_Cunning|Fox's Cunning]]<br>
 +
[[Spells#Ghostly Visage|Ghostly Visage]]<br>
 +
[[Spells#Tashas_Hideous_Laughter|Hideous Laughter]]<br>
 +
[[Spells#Hold_Person|Hold Person]]<br>
 +
[[Spells#Invisibility|Invisibility]]<br>
 +
[[Spells#BalagarnsIronHorn|Iron Horn]]<br>
 +
[[Spells#Owls_Wisdom|Owl's Wisdom]]<br>
 +
[[Spells#See_Invisibility|See Invisibility]]<br>
 +
[[Spells#Silence|Silence]]<br>
 +
[[Spells#Sound Burst|Sound Burst]]<br>
 +
[[Spells#Summon_Creature_II|Summon Creature II]]<br>
 +
|
 +
[[Spells#Bestow_Curse|Bestow Curse]]<br>
 +
[[Spells#Charm_Monster|Charm Monster]]<br>
 +
[[Spells#Confusion|Confusion]]<br>
 +
[[Spells#Cure Serious Wounds|Cure Serious Wounds]]<br>
 +
[[Spells#Dispel_Magic|Dispel Magic]]<br>
 +
[[Spells#Displacement|Displacement]]<br>
 +
[[Spells#Fear|Fear]]<br>
 +
[[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]<br>
 +
[[Spells#Gust_of_Wind|Gust of Wind]]<br>
 +
[[Spells#Haste|Haste]]<br>
 +
[[Spells#Invisibility_Sphere|Invisibility Sphere]]<br>
 +
[[Spells#Neutralize Poison|Neutralize Poison]]<br>
 +
[[Spells#Remove Disease|Remove Disease]]<br>
 +
[[Spells#Remove_Curse|Remove Curse]]<br>
 +
[[Spells#Slow|Slow]]<br>
 +
[[Spells#Summon_Creature_III|Summon Creature III]]<br>
 +
[[Spells#Wounding Whispers|Wounding Whispers]]<br>
 +
|
 +
[[Spells#Cure Critical Wounds|Cure Critical Wounds]]<br>
 +
[[Spells#Dismissal|Dismissal]]<br>
 +
[[Spells#Dominate_Person|Dominate Person]]<br>
 +
[[Spells#Hold_Monster|Hold Monster]]<br>
 +
[[Spells#Ice_Storm|Ice Storm]]<br>
 +
[[Spells#Improved_Invisibility|Improved Invisibility]]<br>
 +
[[Spells#Summon_Creature_IV|Summon Creature IV]]<br>
 +
[[Spells#War Cry|War Cry]]<br>
 +
|
 +
[[Spells#Energy_Buffer|Energy Buffer]]<br>
 +
[[Spells#Ethereal Visage|Ethereal Visage]]<br>
 +
[[Spells#Healing Circle|Healing Circle]]<br>
 +
[[Spells#Mind_Fog|Mind Fog]]<br>
 +
[[Spells#Summon_Creature_V|Summon Creature V]]<br>
 
|}
 
|}
  
 
== Archetypes ==
 
== Archetypes ==
  
=== '''Berserker''' ===
+
=== '''Storyteller''' ===
'' "BLEEEUUUAAARRRGGGHHH!" ''
+
'' "Who doesn't like a good story?" ''
  
 
{| class="wikitable"
 
{| class="wikitable"
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|-
 
|-
 
|4
 
|4
|'''Berserk'''
+
|'''Call to Adventure'''
| While raging, you may consume another use of Rage to enter a Berserk state. While Berserk, you deal an additional 1d6 damage with all attacks. If wielding a Great-Weapon, you instead deal an additional 2d6 damage. If Dual Wielding, you instead deal an additional 3d6 damage. You must have been in the Rage state for at least one round before you may use this ability. This ability will also activate upon receiving injury like the Rage feature.
+
| You gain a pool of ''Call to Adventure'' charges with a maximum capacity equal to the number of allied characters within your [[#Inspiration Aura|''Inspiration Aura'']] multiplied by 10, or your Bard level multiplied by 5, whichever is lower.<br><br>On targeting an ally with this feat, all charges are expended to create an effect granting +1 per 10 charges to AB, AC, Damage, Spell DCs, and an equal number of their highest Hit Dice worth of temporary hitpoints for 1 minute.<br><br>''Call to Adventure'' gains a charge when an ally attacks or casts a spell within your [[#Inspiration Aura|''Inspiration Aura'']]. Each ally may only contribute one charge once per round. Summons, companions, and similar allies do not charge this pool or increase its capacity. Only one ''Call to Adventure'' may be active at a time, may only be used once per round, and may only ever grant a +1 bonus to yourself. ''Call to Adventure'' gains full charges on rest.
 
|-
 
|-
 
|7
 
|7
|'''Frenzy'''
+
|'''Hero's Journey'''
| Once per round while Berserk, if you hit with at least two attacks in a round, you gain an additional attack. Each extra attack gained through this feature lasts 2 rounds.
+
| You may use ''Call to Adventure'' a second time on the recipient of your ''Call to Adventure'', consuming a level 2 spell slot. The target receives the effects of the [[Spells#Haste|Haste]] and [[Spells#Freedom of Movement|Freedom of Movement]] spells. In addition, the target gains +10 Athletics for one minute.
 
|-
 
|-
 
|10
 
|10
|'''Further Beyond'''
+
|'''Thrilling Conclusion'''
|You become truly apoplectic. Activating Rage again while already Berserk drives you Further Beyond, consuming another use of Rage and granting an additional 1d6 damage to all attacks. In addition, once per round upon making a successful attack, the force of your blow also strikes each enemy near your target. Any enemy within 10m witnessing your activation of Further Beyond must roll a successful Will save (DC 20 + Charisma modifier) or suffer the effects of Fear for a number of rounds equaling your Charisma modifier (minimum 1). Further Beyond lasts a number of rounds equivalent to your Constitution modifier, and if no enemies remain in your vicinity when this effect ends, you regain a use of Rage. You must have been in the Berserk state for at least one round before you may use this ability.
+
| You may use ''Call of Adventure'' again on a target currently under the effects of ''Call of Adventure'' and ''Hero's Journey'' to consume one level 3 spell slot and grant the target the effects of [[Spells#Death Ward|Death Ward]], [[Spells#Wounding Whispers|Wounding Whispers]], [[Spells#Clarity|Clarity]], and one extra attack per round. When this effect is applied, a burst of energy strikes all enemies within your [[#Inspiration Aura|''Inspiration Aura'']] for 10d6 Sonic damage, with a Fortitude save for half damage.
 
|-
 
|-
 
|}
 
|}
  
=== '''Unyielding''' ===
+
=== '''Skald''' ===
'' "I'll give you the first hit. Better make it count." ''
+
'' "Revel in the glory of combat!" ''
  
 
{| class="wikitable"
 
{| class="wikitable"
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|-
 
|-
 
|4
 
|4
|'''Meaty'''
+
|'''Striking a Chord'''
| You convert an additional +15% of incoming damage into Grit.
+
| When an ally strikes a critical hit within your [[#Inspiration Aura|''Inspiration Aura'']], half of their total damage is struck again as Sonic damage.
 
|-
 
|-
 
|7
 
|7
|'''Seasoned'''
+
|'''Great Deeds'''
| While raging, when using Grit to grant yourself temporary HP, apply the roll total as a Damage Reduction shield with a threshold equal to Your Constitution modifier, an absorption limit equal to the Grit roll, and a duration in rounds also equal to your Constitution modifier. Successive uses of this ability add hit points to this absorption limit if its effect already exists.
+
| When an ally scores a critical hit within your [[#Inspiration Aura|''Inspiration Aura'']], all allies within it gain the effects of [[Spells#Haste|''Haste'']] for 3 rounds as an Extraordinary effect. The duration of ''Great Deeds'' stacks if an ally should already be under its effects.
 
|-
 
|-
 
|10
 
|10
|'''Tenderized'''
+
|'''Retelling'''
| While raging, you may expend another use of Rage to grant yourself a physical damage immunity effect with a magnitude equal to your last Grit roll. This effect lasts for a number of rounds equal to your Constitution modifier.
+
| When an ally scores a critical hit within your [[#Inspiration Aura|''Inspiration Aura'']], any Sonic damage that was a part of that attack is reapplied to the nearest enemy to you within your [[#Inspiration Aura|''Inspiration Aura'']]. The triggering ally then receives temporary hitpoints equal to this Sonic damage total, which last for one minute.
 
|-
 
|-
 
|}
 
|}
  
=== '''Rouser''' ===
+
=== '''Lorekeeper''' ===
'' "Let's do 'em, lads!" ''
+
'' "There are some things man was never meant to know; and others that he must." ''
  
 
{| class="wikitable"
 
{| class="wikitable"
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|-
 
|-
 
|4
 
|4
|'''Instigator'''
+
|'''Everyday Mysteries'''
| You project an aura while under the effects of Rage. Allies within this aura also gain the effects of your Rage.
+
| Allies in your [[#Inspiration Aura|''Inspiration Aura'']] receive a bonus to dodge AC and saving throws equal to your [[#Inspiration Aura|''Inspiration Bonus'']].
 
|-
 
|-
 
|7
 
|7
|'''Stoking the Coals'''
+
|'''Magical Secrets'''
| You gain Grit when allies within your aura receive damage. When you expend Grit while your aura is active, all allies within the aura receive the temporary hitpoints.
+
| Use this feat to target a spell scroll of up to third level. This consumes the scroll to create a ''Scroll of Secrets'', a charged magical item capable of casting the spell contained within the target scroll. The ''Scroll of Secrets'' has 3 charges upon each rest, with the target spell consuming 1 charge per use. Using this feat on yourself or the ''Scroll of Secrets'' will replenish 1 charge at a cost of twice the spell's level in [[General Mechanics Information#Metamagic|Metamagic]]. You may only have one spell from this feature at a time - using it on another spell scroll will replace the spell in your ''Scroll of Secrets'', and reduce charges to 0. Spells cast from the ''Scroll of Secrets'' do not damage your [[General Mechanics Information#Stability|Stability]] score.
 
|-
 
|-
 
|10
 
|10
|'''Mob Rule'''
+
|'''Deep Lore'''
| While under the effects of Rage, you expend a use of Rage to further inspire your allies. Allies currently within your aura gain one extra attack and +1 damage per ally within the aura at the time of activation, to a maximum of +5 damage. This effect lasts a number of rounds equal to the total Charisma modifier of all allies within the aura, to a maximum of ten rounds.
+
| When using an equipped magical item or your ''Scroll of Secrets'' to cast a spell, any [[General Mechanics Information#Metamagic|Metamagic]] used to enhance that spell is refunded. Your ''Magical Secrets'' feature may also now consume up to 5th level spells.
 
|-
 
|-
 
|}
 
|}

Latest revision as of 05:04, 10 January 2021

Bards draw Power from a mixture of the arcane and primal energies within the emotions of themselves and others. They possess the most innate support abilities of any class, and are able to tailor their spell selections to a variety of playstyles. While all the bard archetypes further enhance their support role, their focus lies in general ally enhancement, damage, or spellcasting boons.

Maximizing Strength or Dexterity is recommended for attacking with weapons and using Maneuvers like Knockdown. It also provides bonuses to your Fortitude or Reflex save.
A medium/high Charisma contributes to your spellcasting ability (Offensive DCs, Spells/day, and Metamagic Pool) and support Maneuvers such as "Commander Strike".
A medium/high Dexterity allows you to maximize Armor Class from light armors and improves your Reflex save.
Constitution increases your survivability in raw hit points and contributing to your Fortitude save.
Intelligence contributes to your maximum Maneuver pool and Reflex save.
Wisdom contributes to your Will save.


Vitals

Hit Die: d8 (8 HP per Level)
Proficiencies: Armor (Light, Medium), Shields, Weapons (Simple, Rogue)
Skill Points per level (*4 at 1st level): 8
Skills: All
Primary Saving Throw(s): Reflex, Will
Spellcasting Ability: Charisma (10 + Spell Level to be able to cast a spell)
Spellcasting Type: Arcane/Primal Hybrid. Spontaneous. Spontaneous spellcasters know a limited selection of spells, and may cast any of these spells at any time so long as they have slots available for the given spell level.
Spellbook: Bards learn two spells each level.
Level Feature
1 Spellcasting (Level 1), Bardic Knowledge, Inspiration +1, Metamagic: Conversion
2
3 Spellcasting (Level 2)
4 Archetype Feature I
5 Spellcasting (Level 3), Inspiration +2
6
7 Spellcasting (Level 4), Archetype Feature II
8
9 Spellcasting (Level 5)
10 Archetype Feature III, Inspiration +3

Bard Core Mechanics

Bardic Knowledge

The Bard receives a Knowledge bonus equal to their class level.

Inspiration Aura

The Bard's harmony enhances the damage of themselves and nearby allies. This consists of a 10m radius aura with the following magnitude according to Bard level:

Class Level Inspiration Bonus
1 +1
5 +2
10 +3

Metamagic: Conversion

The character receives the Conversion feat for free.

Spell List

Cantrips 1st Level Spells 2nd Level Spells 3rd Level Spells 4th Level Spells 5th Level Spells

Daze
Flare
Light
Resistance
Spare The Dying

Charm Person
Cure Light Wounds
Expeditious Retreat
Grease
Mage Armor
Magic Weapon
Protection
Scare
Sleep
Summon Creature I

Blindness/Deafness
Bull's Strength
Cat's Grace
Clarity
Cloud of Bewilderment
Cure Moderate Wounds
Deafening Clang
Eagle's Splendor
Fox's Cunning
Ghostly Visage
Hideous Laughter
Hold Person
Invisibility
Iron Horn
Owl's Wisdom
See Invisibility
Silence
Sound Burst
Summon Creature II

Bestow Curse
Charm Monster
Confusion
Cure Serious Wounds
Dispel Magic
Displacement
Fear
Greater Magic Weapon
Gust of Wind
Haste
Invisibility Sphere
Neutralize Poison
Remove Disease
Remove Curse
Slow
Summon Creature III
Wounding Whispers

Cure Critical Wounds
Dismissal
Dominate Person
Hold Monster
Ice Storm
Improved Invisibility
Summon Creature IV
War Cry

Energy Buffer
Ethereal Visage
Healing Circle
Mind Fog
Summon Creature V

Archetypes

Storyteller

"Who doesn't like a good story?"

Class Level Feature Details
4 Call to Adventure You gain a pool of Call to Adventure charges with a maximum capacity equal to the number of allied characters within your Inspiration Aura multiplied by 10, or your Bard level multiplied by 5, whichever is lower.

On targeting an ally with this feat, all charges are expended to create an effect granting +1 per 10 charges to AB, AC, Damage, Spell DCs, and an equal number of their highest Hit Dice worth of temporary hitpoints for 1 minute.

Call to Adventure gains a charge when an ally attacks or casts a spell within your Inspiration Aura. Each ally may only contribute one charge once per round. Summons, companions, and similar allies do not charge this pool or increase its capacity. Only one Call to Adventure may be active at a time, may only be used once per round, and may only ever grant a +1 bonus to yourself. Call to Adventure gains full charges on rest.
7 Hero's Journey You may use Call to Adventure a second time on the recipient of your Call to Adventure, consuming a level 2 spell slot. The target receives the effects of the Haste and Freedom of Movement spells. In addition, the target gains +10 Athletics for one minute.
10 Thrilling Conclusion You may use Call of Adventure again on a target currently under the effects of Call of Adventure and Hero's Journey to consume one level 3 spell slot and grant the target the effects of Death Ward, Wounding Whispers, Clarity, and one extra attack per round. When this effect is applied, a burst of energy strikes all enemies within your Inspiration Aura for 10d6 Sonic damage, with a Fortitude save for half damage.

Skald

"Revel in the glory of combat!"

Class Level Feature Details
4 Striking a Chord When an ally strikes a critical hit within your Inspiration Aura, half of their total damage is struck again as Sonic damage.
7 Great Deeds When an ally scores a critical hit within your Inspiration Aura, all allies within it gain the effects of Haste for 3 rounds as an Extraordinary effect. The duration of Great Deeds stacks if an ally should already be under its effects.
10 Retelling When an ally scores a critical hit within your Inspiration Aura, any Sonic damage that was a part of that attack is reapplied to the nearest enemy to you within your Inspiration Aura. The triggering ally then receives temporary hitpoints equal to this Sonic damage total, which last for one minute.

Lorekeeper

"There are some things man was never meant to know; and others that he must."

Class Level Feature Details
4 Everyday Mysteries Allies in your Inspiration Aura receive a bonus to dodge AC and saving throws equal to your Inspiration Bonus.
7 Magical Secrets Use this feat to target a spell scroll of up to third level. This consumes the scroll to create a Scroll of Secrets, a charged magical item capable of casting the spell contained within the target scroll. The Scroll of Secrets has 3 charges upon each rest, with the target spell consuming 1 charge per use. Using this feat on yourself or the Scroll of Secrets will replenish 1 charge at a cost of twice the spell's level in Metamagic. You may only have one spell from this feature at a time - using it on another spell scroll will replace the spell in your Scroll of Secrets, and reduce charges to 0. Spells cast from the Scroll of Secrets do not damage your Stability score.
10 Deep Lore When using an equipped magical item or your Scroll of Secrets to cast a spell, any Metamagic used to enhance that spell is refunded. Your Magical Secrets feature may also now consume up to 5th level spells.​