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Barbarians draw Power from primal energies within themselves, growing supernaturally strong and durable as the adrenaline flows.
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:
 
: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.
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.
: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.
 
:'''Dexterity''' contributes to Armor Class depending on armor type and your Reflex save.
:Maximizing '''Strength''' or '''Dexterity''' is recommended for attacking with weapons and using [[General Mechanics Information#Maneuvers|Maneuvers]] like Knockdown. It also provides bonuses to your Fortitude or Reflex save.
:'''Intelligence''' contributes to your maximum maneuver pool and Reflex save.
:A medium/high '''Charisma''' contributes to your spellcasting ability (Offensive DCs, Spells/day, and [[General Mechanics Information#Metamagic|Metamagic]] Pool) and support Maneuvers such as "Commander Strike".
:'''Wisdom''' contributes to your Will save.
:A medium/high '''Dexterity''' allows you to maximize Armor Class from light armors and improves your Reflex save.
:'''Charisma''' contributes to certain archetype features, support maneuvers such as "Commander Strike", and your Will save.
:'''Constitution''' increases your survivability in raw hit points and contributing to your Fortitude save.
:
:'''Intelligence''' contributes to your maximum Maneuver pool, Metamagic pool, and Reflex save.
:'''Wisdom''' contributes to your Will save and maximum Metamagic pool.


== Vitals ==
== Vitals ==
:'''Hit Points per level''': 12
:'''Hit Die''': d6 (6 HP per Level)
:'''Proficiencies''': Armor (Light,Medium), Shields, Weapons (Simple, Martial)
:'''Proficiencies''': Armor (Light, Medium), Shields, Weapons (Simple, Rogue, Mystic)
:'''Skill Points per level''': 6
:'''Skill Points per Level''': 8
:'''Skills''': Alchemy, Athletics, Deception, Influence, Knowledge, Medicine, Perception, Survival, Tinkering
:'''Primary Saving Throw(s)''': Reflex, Will
:'''Primary Saving Throw(s)''': Fortitude
:'''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 !! Features
|-
|-
|'''Level'''
| 1 || [[#Spell List|Spellcasting (Level 1)]], [[#Bardic Knowledge|Bardic Knowledge]], [[#Metamagic: Conversion|Metamagic: Conversion]], [[#Simple Weapon Mastery|Simple Weapon Mastery]]
|'''Feature'''
|-
|-
|1
| 2 || [[#Inspiration Aura|Inspiration +1]]
|
|-
|-
|2
| 3 || [[#Spell List|Spellcasting (Level 2)]], [[#Harmony: Vilify|Harmony: Vilify]]
|Uncanny Dodge
|-
|-
|3
| 4 || [[#Archetypes|Archetype Feature I]], [[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +2]]
|Rage, Grit I, Maneuver: Knockdown
|-
|-
|4
| 5 || [[#Spell List|Spellcasting (Level 3)]]
|Archetype Feature I
|-
|-
|5
| 6 || [[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +3]]
|Uncanny Dodge II, Bonus Feat: Maneuver, Grit II
|-
|-
|6
| 7 || [[#Spell List|Spellcasting (Level 4)]], [[#Archetypes|Archetype Feature II]]
|Rage II
|-
|-
|7
| 8 || [[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +4]]
|Archetype Feature II, Grit III
|-
|-
|8
| 9 || [[#Spell List|Spellcasting (Level 5)]]
|  
|-
|-
|9
| 10 || [[#Archetypes|Archetype Feature III]], [[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +5]]
|Grit IV
|-
|10
|Archetype Feature III, Uncanny Dodge III
|}
|}
== Barbarian Core Mechanics ==
=== '''Rage''' ===
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:


{| class="wikitable"
{| class="wikitable"
|+
|+ Spell Slots per Level
! Class Level !! Cantrips !! 1st Level !! 2nd Level !! 3rd Level !! 4th Level !! 5th Level
|-
| 1 || 6 || 4 || - || - || - || -
|-
| 2 || 6 || 5 || - || - || - || -
|-
| 3 || 6 || 6 || 3 || - || - || -
|-
| 4 || 6 || 6 || 4 || - || - || -
|-
| 5 || 6 || 6 || 5 || 3 || - || -
|-
|-
|'''Class Level'''
| 6 || 6 || 6 || 6 || 4 || - || -
|'''Damage'''
|'''Temp HP per Round'''
|'''Will Saves'''
|-
|-
|3
| 7 || 6 || 6 || 6 || 5 || 3 || -
| +2
|Con Mod / 2 (Rounded Up)
| +1
|-
|-
|6
| 8 || 6 || 6 || 6 || 6 || 4 || -
| +4
|-
|Con Mod
| 9 || 6 || 6 || 6 || 6 || 5 || 3
| +2
|-
 
| 10 || 6 || 6 || 6 || 6 || 6 || 4
|}
|}
=== '''Grit''' ===
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"
|+
|+ Spells Known
! Class Level !! Cantrips !! 1st Level !! 2nd Level !! 3rd Level !! 4th Level !! 5th Level
|-
| 1 || 5 || 3 || - || - || - || -
|-
| 2 || 5 || 4 || - || - || - || -
|-
| 3 || 6 || 4 || 2 || - || - || -
|-
| 4 || 6 || 5 || 3 || - || - || -
|-
| 5 || 7 || 5 || 3 || 2 || - || -
|-
|-
|'''Class Level'''
| 6 || 7 || 6 || 4 || 3 || - || -
|'''Grit Conversion'''
|-
|-
|3
| 7 || 7 || 6 || 4 || 3 || 2 || -
|10%
|-
|-
|5
| 8 || 7 || 6 || 5 || 4 || 3 || -
|15%
|-
|-
|7
| 9 || 7 || 6 || 5 || 4 || 3 || 2
|20%
|-
|-
|9
| 10 || 7 || 6 || 6 || 5 || 4 || 3
|25%
|}
|}


== Archetypes ==
Spell slots are before any bonus slots from a high spellcasting ability.
 
== Bard Core Mechanics ==
 
=== Bardic Knowledge ===
The Bard receives a Knowledge bonus equal to their class level.


=== '''Berserker''' ===
=== Inspiration Aura ===
'' "BLEEEUUUAAARRRGGGHHH!" ''
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"
|+
! Level !! Benefit
|-
|-
|'''Class Level'''
| 2 || +1
|'''Feature'''
|'''Details'''
|-
|-
|4
| 4 || +2
|'''Berserk'''
| 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.
|-
|-
|7
| 6 || +3
|'''Frenzy'''
| 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.
|-
|-
|10
| 8 || +4
|'''Further Beyond'''
|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.
|-
|-
| 10 || +5
|}
|}


=== '''Unyielding''' ===
=== Harmony ===
'' "I'll give you the first hit. Better make it count." ''
Whether through song, dance, speech, or their simple presence, a Bard resonates with the social fabric wherever they go. Harmony represents an abstraction of this, granting the Bard a resource pool with a maximum capacity equal to their Bard level plus Charisma modifier, which may be expended to power various effects. One point of Harmony is restored for every 5 non-minion enemies slain.
 
The Bard receives the Vilify ability at level 3, and may select an additional Harmony feature that utilises this resource at levels 4, 6, 8, and 10. Options are as below.
 
=== Harmony: Vilify ===
Expending 1 Harmony, the Bard inflicts 15 + 10d2 Psychic damage against a target. This feature cannot be used again until 1 round has passed.
 
=== Harmony: Echo ===
The Bard expends 2 Harmony to replicate the effects of any positive spells currently present upon them, to a target ally.
 
=== Harmony: Sympathy ===
A burden shared is a burden halved. The Bard expends 1 Harmony to restore half of the target's missing hitpoints.
 
=== Harmony: Epiphany ===
A target ally may be granted [[General Mechanics Information#Maneuvers|Maneuvers]] and [[General Mechanics Information#Metamagic|Metamagic]] equal to the Bard's Charisma modifier, at the cost of 1 Harmony.
 
=== Harmony: Peace ===
Expending 3 Harmony, the Bard causes a single target ally to receive the effects of a [[General Mechanics Information#Short Rest|Short Rest]]. This ability may only be used on a target again once they have executed a Short or [[General Mechanics Information#Long Rest|Long Rest]].
 
=== Metamagic: Conversion ===
The character receives the Conversion feat for free.
 
=== Simple Weapon Mastery ===
The Bard receives the Simple Weapon Mastery feat for free.
 
=== Mystic Weapons ===
The character may use the casting gloves, mystic staff, and tome.
 
=== Spell List ===
{| class="wikitable" style="width: 100%;"
! Cantrips !! 1st Level Spells !! 2nd Level Spells !! 3rd Level Spells !! 4th Level Spells !! 5th Level Spells
|- style="vertical-align: top;"
|
[[Spells#Daze|Daze]]<br>
[[Spells#Flare|Flare]]<br>
[[Spells#Light|Light]]<br>
[[Spells#Micro_Missile|Micro Missile]]<br>
[[Spells#Resistance|Resistance]]<br>
[[Spells#Cure_Minor_Wounds|Spare the Dying]]<br>
[[Spells#Virtue|Virtue]]
|
[[Spells#Charm_Person|Charm]]<br>
[[Spells#Color_Spray|Color Spray]]<br>
[[Spells#Cure_Light_Wounds|Cure Light Wounds]]<br>
[[Spells#Endure_Elements|Endure Energy]]<br>
[[Spells#Expeditious_Retreat|Expeditious Retreat]]<br>
[[Spells#Grease|Grease]]<br>
[[Spells#Ironguts|Ironguts]]<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#Horizikauls_Boom|Thundering Boom]]
|
[[Spells#Aid|Aid]]<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#Clayskin|Clayskin]]<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#Endurance|Endurance]]<br>
[[Spells#Foxs_Cunning|Fox's Cunning]]<br>
[[Spells#Freedom_of_Movement|Freedom of Movement]]<br>
[[Spells#Ghostly_Visage|Ghostly Visage]]<br>
[[Spells#Tashas_Hideous_Laughter|Hideous Laughter]]<br>
[[Spells#Hold_Person|Hold]]<br>
[[Spells#Invisibility|Invisibility]]<br>
[[Spells#BalagarnsIronHorn|Iron Horn]]<br>
[[Spells#Owls_Wisdom|Owl's Wisdom]]<br>
[[Spells#Resist_Elements|Resist Energy]]<br>
[[Spells#Restoration|Restoration]]<br>
[[Spells#See_Invisibility|See Invisibility]]<br>
[[Spells#Silence|Silence]]<br>
[[Spells#Sound_Burst|Sound Burst]]<br>
[[Spells#Summon_Creature_II|Summon Creature II]]
|
[[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#Glyph_of_Warding|Glyph of Warding]]<br>
[[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]<br>
[[Spells#Gust_of_Wind|Gust of Wind]]<br>
[[Spells#Haste|Haste]]<br>
[[Spells#Invisibility_Purge|Invisibility Purge]]<br>
[[Spells#Invisibility_Sphere|Invisibility Sphere]]<br>
[[Spells#Neutralize_Poison|Neutralize Poison]]<br>
[[Spells#Protection_from_Elements|Protection from Energy]]<br>
[[Spells#Remove_Curse|Remove Curse]]<br>
[[Spells#Remove_Disease|Remove Disease]]<br>
[[Spells#Slow|Slow]]<br>
[[Spells#Summon_Creature_III|Summon Creature III]]<br>
[[Spells#Wounding_Whispers|Wounding Whispers]]
|
[[Spells#Bestow_Curse|Bestow Curse]]<br>
[[Spells#Cure_Critical_Wounds|Cure Critical Wounds]]<br>
[[Spells#Dismissal|Dismissal]]<br>
[[Spells#Dominate_Person|Dominate Person]]<br>
[[Spells#Ice_Storm|Ice Storm]]<br>
[[Spells#Improved_Invisibility|Improved Invisibility]]<br>
[[Spells#Phantasmal_Killer|Phantasmal Killer]]<br>
[[Spells#Summon_Creature_IV|Summon Creature IV]]<br>
[[Spells#War_Cry|War Cry]]
|
[[Spells#Energy_Buffer|Energy Buffer]]<br>
[[Spells#Ethereal_Visage|Ethereal Visage]]<br>
[[Spells#Feeblemind|Feeblemind]]<br>
[[Spells#Healing_Circle|Healing Circle]]<br>
[[Spells#Ironskin|Ironskin]]<br>
[[Spells#Mind_Fog|Mind Fog]]<br>
[[Spells#Lesser_Spell_Mantle|Spell Mantle]]<br>
[[Spells#Summon_Creature_V|Summon Creature V]]
|}
 
== Archetypes ==
 
=== Storyteller ===
''"Who doesn't like a good story?"''
 
The Storyteller girds their allies with a tale for every situation.
 
{| class="wikitable"
! Class Level !! Feature !! Details
|-
| 4
| '''Living Legends'''
|
You may grant allies a variety of benefits, dependent on their role in your story. Granting a role consumes 1 Harmony. Each role may only apply to one target at a time, with a maximum of 3 roles granted at once. There is no duration limit on these benefits, so long as a target remains within your Inspiration Aura. If a target leaves your Inspiration Aura range, their role benefits will expire within 1 minute. The target may return to the aura to again remove this durational limit.
 
The roles and their benefits are as follows:


{| class="wikitable"
{| class="wikitable"
|+
|-
|-
|'''Class Level'''
| The Mighty || +CHA Attack Damage
|'''Feature'''
|'''Details'''
|-
|-
|4
| The Swift || +1 Attack per round
|'''Meaty'''
| You convert an additional +15% of incoming damage into Grit.
|-
|-
|7
| The Stalwart || +30% Multiplicative Damage Immunity (MultDI) to all damage
|'''Seasoned'''
| 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.
|-
|-
|10
| The Erudite || +25% Spell Damage, +1 [[General Mechanics Information#Metamagic|Metamagic]] Recycle
|'''Tenderized'''
| 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.
|-
|-
| The Beneficent || +20% Healing, THP generation, DR Magnitude
|-
| The Vengeful || +25% [[General Mechanics Information#Retaliation|Retaliation]] Damage, Retaliation [Trigger: Attacks, Damage: 1d6 + CHA Sonic, Limit: N/A, Duration: N/A, Cooldown: 1s, per-Attacker]
|}
|}
|-
| 7
| '''Rapt Audience'''
|
When using Harmony features, you affect every applicable target within your Inspiration Aura range instead of a single target. If you have any Living Legends currently outside your Inspiration Aura, they too receive the Harmony effects.
|-
| 10
| '''Legends Never Die'''
|
Upon granting a Living Legend role, you also grant the target Plot Armour; a Damage Resistance effect with a [[General Mechanics Information#Threshold and Absorption|Threshold]] equal to your Charisma modifier, and an Absorption Limit equal to half the target's maximum hitpoints. If the Living Legend should suffer damage that would result in their death, the damage is instead halted at 1 HP, the Living Legend is healed for hitpoints equal to the remaining Absorption in the Plot Armour, and they may not be reduced below 1 hitpoint for 1 round. If you grant Plot Armour to a target who is currently dead or dying, they are immediately revived before receiving the additional effects.


=== '''Rouser''' ===
Plot Armour may be reapplied to a Living Legend without Plot Armour via the Storyteller menu, at a cost of 1 Harmony.
'' "Let's do 'em, lads!" ''
|}
 
=== Skald ===
''"Revel in the glory of combat!"''
 
Skalds believe the best place to find stories is in the thick of battle.


{| class="wikitable"
{| class="wikitable"
|+
! Class Level !! Feature !! Details
|-
|-
|'''Class Level'''
| 4
|'''Feature'''
| '''Great Deeds'''
|'''Details'''
|
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.
 
You may also use this feat to consume 1 Harmony in order to activate Great Deeds as if you had scored a critical hit.
 
Finally, you gain the Martial Weapon Proficiency feat, if you do not already possess it.
|-
|-
|4
| 7
|'''Instigator'''
| '''Striking a Chord'''
| You project an aura while under the effects of Rage. Allies within this aura also gain the effects of your Rage.
|
When an ally strikes a critical hit within your Inspiration Aura, half of their total damage is struck again as Sonic damage. You also grant all allies receiving your Great Deeds effect a Sonic damage bonus equal to twice your Inspiration Bonus.
|-
|-
|7
| 10
|'''Stoking the Coals'''
| '''Retelling'''
| 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.
|
When an ally scores a critical hit within your Inspiration Aura, any Sonic damage that was 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, which last for one minute.
|}
 
=== Lorekeeper ===
''"There are some things man was never meant to know; and others that he must."''
 
A Lorekeeper is a master of esoteric knowledge and artifacts.
 
{| class="wikitable"
! Class Level !! Feature !! Details
|-
| 4
| '''Magical Secrets'''
|
Your archetype menu may be used to target a spell scroll to create a Scroll of Secrets, a charged magical item capable of casting the spell contained within the target scroll, with the following properties:
 
* Charges equal to your combined mental ability modifiers upon resting. Spells consume 1 + 1 charge per spell level, max 5.
* Two slots, able to hold spells of up to 3rd level.
* When you expend a Bard spell slot, your Scroll of Secrets gains charges equal to the level of the spell, max 4. Whenever you cast from your Scroll of Secrets, you regain Bard spell slots totalling the spell's level, starting with a slot of the spell's own level. This may exceed the normal maximum capacity for charges or spell slots.
* You may use your archetype menu to expend 3 Harmony in order to restore charges to your Scroll of Secrets equal to your combined mental modifiers.
* You may reassign your Scroll of Secrets spells whenever you Rest, before casting any spells from the Scroll of Secrets.
* Spells cast from the Scroll of Secrets do not degrade [[General Mechanics Information#Stability|Stability]].
|-
|-
|10
| 7
|'''Mob Rule'''
| '''Expansive Knowledge'''
| 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.
|
You gain two more slots in your Scroll of Secrets. These slots are able to hold up to 4th level spells.
|-
|-
| 10
| '''Deep Lore'''
|
You gain one further slot in your Scroll of Secrets, able to hold spells up to 5th level. When using the Scroll of Secrets or an equipped item to cast a spell, the spell benefits from any applicable [[General Mechanics Information#Metamagic|Metamagic]] you know at no cost.
|}
|}

Latest revision as of 22:53, 7 October 2026


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, Metamagic pool, and Reflex save.
Wisdom contributes to your Will save and maximum Metamagic pool.

Vitals

Hit Die: d6 (6 HP per Level)
Proficiencies: Armor (Light, Medium), Shields, Weapons (Simple, Rogue, Mystic)
Skill Points per Level: 8
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 Features
1 Spellcasting (Level 1), Bardic Knowledge, Metamagic: Conversion, Simple Weapon Mastery
2 Inspiration +1
3 Spellcasting (Level 2), Harmony: Vilify
4 Archetype Feature I, Harmony Feat, Inspiration +2
5 Spellcasting (Level 3)
6 Harmony Feat, Inspiration +3
7 Spellcasting (Level 4), Archetype Feature II
8 Harmony Feat, Inspiration +4
9 Spellcasting (Level 5)
10 Archetype Feature III, Harmony Feat, Inspiration +5
Spell Slots per Level
Class Level Cantrips 1st Level 2nd Level 3rd Level 4th Level 5th Level
1 6 4 - - - -
2 6 5 - - - -
3 6 6 3 - - -
4 6 6 4 - - -
5 6 6 5 3 - -
6 6 6 6 4 - -
7 6 6 6 5 3 -
8 6 6 6 6 4 -
9 6 6 6 6 5 3
10 6 6 6 6 6 4
Spells Known
Class Level Cantrips 1st Level 2nd Level 3rd Level 4th Level 5th Level
1 5 3 - - - -
2 5 4 - - - -
3 6 4 2 - - -
4 6 5 3 - - -
5 7 5 3 2 - -
6 7 6 4 3 - -
7 7 6 4 3 2 -
8 7 6 5 4 3 -
9 7 6 5 4 3 2
10 7 6 6 5 4 3

Spell slots are before any bonus slots from a high spellcasting ability.

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:

Level Benefit
2 +1
4 +2
6 +3
8 +4
10 +5

Harmony

Whether through song, dance, speech, or their simple presence, a Bard resonates with the social fabric wherever they go. Harmony represents an abstraction of this, granting the Bard a resource pool with a maximum capacity equal to their Bard level plus Charisma modifier, which may be expended to power various effects. One point of Harmony is restored for every 5 non-minion enemies slain.

The Bard receives the Vilify ability at level 3, and may select an additional Harmony feature that utilises this resource at levels 4, 6, 8, and 10. Options are as below.

Harmony: Vilify

Expending 1 Harmony, the Bard inflicts 15 + 10d2 Psychic damage against a target. This feature cannot be used again until 1 round has passed.

Harmony: Echo

The Bard expends 2 Harmony to replicate the effects of any positive spells currently present upon them, to a target ally.

Harmony: Sympathy

A burden shared is a burden halved. The Bard expends 1 Harmony to restore half of the target's missing hitpoints.

Harmony: Epiphany

A target ally may be granted Maneuvers and Metamagic equal to the Bard's Charisma modifier, at the cost of 1 Harmony.

Harmony: Peace

Expending 3 Harmony, the Bard causes a single target ally to receive the effects of a Short Rest. This ability may only be used on a target again once they have executed a Short or Long Rest.

Metamagic: Conversion

The character receives the Conversion feat for free.

Simple Weapon Mastery

The Bard receives the Simple Weapon Mastery feat for free.

Mystic Weapons

The character may use the casting gloves, mystic staff, and tome.

Spell List

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

Daze
Flare
Light
Micro Missile
Resistance
Spare the Dying
Virtue

Charm
Color Spray
Cure Light Wounds
Endure Energy
Expeditious Retreat
Grease
Ironguts
Mage Armor
Magic Weapon
Protection
Scare
Sleep
Summon Creature I
Thundering Boom

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

Confusion
Cure Serious Wounds
Dispel Magic
Displacement
Fear
Glyph of Warding
Greater Magic Weapon
Gust of Wind
Haste
Invisibility Purge
Invisibility Sphere
Neutralize Poison
Protection from Energy
Remove Curse
Remove Disease
Slow
Summon Creature III
Wounding Whispers

Bestow Curse
Cure Critical Wounds
Dismissal
Dominate Person
Ice Storm
Improved Invisibility
Phantasmal Killer
Summon Creature IV
War Cry

Energy Buffer
Ethereal Visage
Feeblemind
Healing Circle
Ironskin
Mind Fog
Spell Mantle
Summon Creature V

Archetypes

Storyteller

"Who doesn't like a good story?"

The Storyteller girds their allies with a tale for every situation.

Class Level Feature Details
4 Living Legends

You may grant allies a variety of benefits, dependent on their role in your story. Granting a role consumes 1 Harmony. Each role may only apply to one target at a time, with a maximum of 3 roles granted at once. There is no duration limit on these benefits, so long as a target remains within your Inspiration Aura. If a target leaves your Inspiration Aura range, their role benefits will expire within 1 minute. The target may return to the aura to again remove this durational limit.

The roles and their benefits are as follows:

The Mighty +CHA Attack Damage
The Swift +1 Attack per round
The Stalwart +30% Multiplicative Damage Immunity (MultDI) to all damage
The Erudite +25% Spell Damage, +1 Metamagic Recycle
The Beneficent +20% Healing, THP generation, DR Magnitude
The Vengeful +25% Retaliation Damage, Retaliation [Trigger: Attacks, Damage: 1d6 + CHA Sonic, Limit: N/A, Duration: N/A, Cooldown: 1s, per-Attacker]
7 Rapt Audience

When using Harmony features, you affect every applicable target within your Inspiration Aura range instead of a single target. If you have any Living Legends currently outside your Inspiration Aura, they too receive the Harmony effects.

10 Legends Never Die

Upon granting a Living Legend role, you also grant the target Plot Armour; a Damage Resistance effect with a Threshold equal to your Charisma modifier, and an Absorption Limit equal to half the target's maximum hitpoints. If the Living Legend should suffer damage that would result in their death, the damage is instead halted at 1 HP, the Living Legend is healed for hitpoints equal to the remaining Absorption in the Plot Armour, and they may not be reduced below 1 hitpoint for 1 round. If you grant Plot Armour to a target who is currently dead or dying, they are immediately revived before receiving the additional effects.

Plot Armour may be reapplied to a Living Legend without Plot Armour via the Storyteller menu, at a cost of 1 Harmony.

Skald

"Revel in the glory of combat!"

Skalds believe the best place to find stories is in the thick of battle.

Class Level Feature Details
4 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.

You may also use this feat to consume 1 Harmony in order to activate Great Deeds as if you had scored a critical hit.

Finally, you gain the Martial Weapon Proficiency feat, if you do not already possess it.

7 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. You also grant all allies receiving your Great Deeds effect a Sonic damage bonus equal to twice your Inspiration Bonus.

10 Retelling

When an ally scores a critical hit within your Inspiration Aura, any Sonic damage that was 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, which last for one minute.

Lorekeeper

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

A Lorekeeper is a master of esoteric knowledge and artifacts.

Class Level Feature Details
4 Magical Secrets

Your archetype menu may be used to target a spell scroll to create a Scroll of Secrets, a charged magical item capable of casting the spell contained within the target scroll, with the following properties:

  • Charges equal to your combined mental ability modifiers upon resting. Spells consume 1 + 1 charge per spell level, max 5.
  • Two slots, able to hold spells of up to 3rd level.
  • When you expend a Bard spell slot, your Scroll of Secrets gains charges equal to the level of the spell, max 4. Whenever you cast from your Scroll of Secrets, you regain Bard spell slots totalling the spell's level, starting with a slot of the spell's own level. This may exceed the normal maximum capacity for charges or spell slots.
  • You may use your archetype menu to expend 3 Harmony in order to restore charges to your Scroll of Secrets equal to your combined mental modifiers.
  • You may reassign your Scroll of Secrets spells whenever you Rest, before casting any spells from the Scroll of Secrets.
  • Spells cast from the Scroll of Secrets do not degrade Stability.
7 Expansive Knowledge

You gain two more slots in your Scroll of Secrets. These slots are able to hold up to 4th level spells.

10 Deep Lore

You gain one further slot in your Scroll of Secrets, able to hold spells up to 5th level. When using the Scroll of Secrets or an equipped item to cast a spell, the spell benefits from any applicable Metamagic you know at no cost.