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Bards draw Power from a mixture of the arcane and primal energies within themselves and others.
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 medium/high '''Charisma''' contributes to your spellcasting ability (Offensive DCs and Spells/day) and support maneuvers such as "Commander Strike".
: 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"]].
: A medium/high '''Dexterity''' allows you to maximize Armor Class from light armors and improves your Reflex save.
: 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.  
:'''Constitution''' increases your survivability in raw hit points and contributing to your Fortitude save.  
:'''Intelligence''' contributes to your maximum maneuver pool and Reflex 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.




== Vitals ==
== Vitals ==
:'''Hit Points per level''': 8
:'''Hit Die''': d6 (6 HP per Level)
:'''Proficiencies''': Armor (Light,Medium), Shields, Weapons (Simple, Rogue)
:'''Proficiencies''': Armor (Light, Medium), Shields, Weapons (Simple, [[Rogue#Rogue Weapons|Rogue]])
:'''Skill Points per level''': 8
:'''Skill Points per level''': 8
:'''Skills''': All
:'''Spellcasting Ability''': Charisma
:'''Spellcasting Type''': The Bard is an arcane spellcaster with a selection of spontaneously-cast spells.
:'''Primary Saving Throw(s)''': Reflex, Will
:'''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
|Spellcasting (Level 1), Bardic Knowledge, Inspiration +1, Metamagic: Conversion
|[[#Spell List|Spellcasting (Level 1)]], [[#Bardic Knowledge|Bardic Knowledge]], [[Feats#Metamagic: Conversion|Metamagic: Conversion]], [[#Simple Weapon Mastery|Simple Weapon Mastery]]
|-
|-
|2
|2
|
|[[#Inspiration Aura|Inspiration +1]]
|-
|-
|3
|3
|Spellcasting (Level 2)
|[[#Spell List|Spellcasting (Level 2)]], [[#Harmony|Harmony: Vilify]]
|-
|-
|4
|4
|Archetype Feature I
|[[#Archetypes|Archetype Feature I]], [[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +2]]
|-
|-
|5
|5
|Spellcasting (Level 3), Inspiration +2
|[[#Spell List|Spellcasting (Level 3)]]
|-
|-
|6
|6
|
|[[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +3]]
|-
|-
|7
|7
|Spellcasting (Level 4), Archetype Feature II
|[[#Spell List|Spellcasting (Level 4)]], [[#Archetypes|Archetype Feature II]]
|-
|-
|8
|8
|  
|[[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +4]]
|-
|-
|9
|9
|Spellcasting (Level 5)
|[[#Spell List|Spellcasting (Level 5)]]
|-
|-
|10
|10
|Archetype Feature III, Inspiration +3
|[[#Archetypes|Archetype Feature III]], [[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +5]]
|}
|}


== Bard Core Mechanics ==
== Bard Core Mechanics ==
=== '''Inspiration Aura'' ===
=== '''Bardic Knowledge''' ===
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:
The Bard receives a Knowledge bonus equal to their class level.
 
=== '''Inspiration Aura''' ===
The Bard's presence 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'''
|'''Inspiration Bonus'''
|'''Inspiration Bonus'''
|-
|-
|1
|2
| +1
| +1
|-
|-
|5
|4
| +2
| +2
|-
|6
| +3
|-
|8
| +4
|-
|-
|10
|10
| +3
| +5
|-
|-
|}
|}


=== '''Bardic Knowledge''' ===
=== '''Harmony''' ===
The Bard receives a Knowledge bonus equal to their class level.
 
Whether through song, dance, speech, or their simple presence, a Bard resonates with the social fabric wherever they go. [[#Harmony|''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|''Harmony'']] is restored for every 5 non-minion enemies slain.
 
The Bard receives the [[#Vilify|''Vilify'']] ability at level 3, and may select an additional [[#Harmony|''Harmony'']] feature that utilises this resource at levels 4, 6, 8, and 10.
 
===== '''Vilify''' =====
 
Expending 1 [[#Harmony|''Harmony'']], the Bard inflicts 15 + 10d2 Psychic damage against a target. This feature cannot be used again until 1 round has passed.
 
===== '''Echo''' =====
 
The Bard expends 2 [[#Harmony|''Harmony'']] to replicate the effects of any positive spells currently present upon them, to a target ally.
 
===== '''Sympathy''' =====
 
A burden shared is a burden halved. The Bard expends 1 [[#Harmony|''Harmony'']] to restore half of the target's missing hitpoints.
 
===== '''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|''Harmony'']], the Bard causes a single target ally to receive the effects of a [[General_Mechanics_Information#Stability|''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 [[Feats#Conversion|Conversion]] feat for free.
 
=== '''Simple Weapon Mastery''' ===
The character receives the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] feat for free.
 
=== '''Spell List''' ===
 
{| class="wikitable" style="width: 100%;"
!scope="col"|Cantrips
!scope="col"|1st Level Spells
!scope="col"|2nd Level Spells
!scope="col"|3rd Level Spells
!scope="col"|4th Level Spells
!scope="col"|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#Spare The Dying|Spare The Dying]]<br>
|
[[Spells#Charm_Person|Charm Person]]<br>
[[Spells#Color_Spray|Color Spray]]<br>
[[Spells#Cure Light Wounds|Cure Light Wounds]]<br>
[[Spells#Endure_Elements|Endure Elements]]<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#Thunderous_Boom|Thunderous Boom]]<br>
|
[[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#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#Remove_Blindness_and_Deafness|Remove Blindness/Deafness]]<br>
[[Spells#Remove Paralysis|Remove Paralysis]]<br>
[[Spells#Resist_Elements|Resist Elements]]<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#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_Sphere|Invisibility Sphere]]<br>
[[Spells#Neutralize Poison|Neutralize Poison]]<br>
[[Spells#Protection_from_Elements|Protection From Elements]]<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#Bestow_Curse|Bestow Curse]]<br>
[[Spells#Cure Critical Wounds|Cure Critical Wounds]]<br>
[[Spells#Dismissal|Dismissal]]<br>
[[Spells#Dominate_Person|Dominate]]<br>
[[Spells#Ice_Storm|Ice Storm]]<br>
[[Spells#Improved_Invisibility|Improved Invisibility]]<br>
[[Spells#Phantasmal_Killer|Phantasmal Killer]]<br>
[[Spells#Restoration|Restoration]]<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#Feeblemind|Feeblemind]]<br>
[[Spells#Healing Circle|Healing Circle]]<br>
[[Spells#Ironskin|Ironskin]]<br>
[[Spells#Lesser_Mind_Blank|Lesser Mind Blank]]<br>
[[Spells#Lesser_Spell_Mantle|Lesser Spell Mantle]]<br>
[[Spells#Mind_Fog|Mind Fog]]<br>
[[Spells#Summon_Creature_V|Summon Creature V]]<br>
|}


== Archetypes ==
== Archetypes ==
Line 92: Line 227:
|-
|-
|4
|4
|'''Call to Adventure'''
|'''Living Legends'''
| 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. 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.
| You may grant allies a variety of benefits, dependent on their role in your story. Granting a role consumes 1 [[#Harmony|''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|''Inspiration Aura'']]. If a target leaves your [[#Inspiration Aura|''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:''' Retaliation [Trigger: Attacks, Damage: 1d6 + CHA Sonic, Limit: N/A, Duration: N/A, Cooldown: 1s, per-Attacker], +25% Retaliation Damage
|-
|-
|7
|7
|'''Hero's Journey'''
|'''Rapt Audience'''
| 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.
| When using [[#Harmony|''Harmony'']] features, you affect every applicable target within your [[#Inspiration Aura|''Inspiration Aura'']] range instead of a single target. If you have any ''Living Legends'' currently outside your [[#Inspiration Aura|''Inspiration Aura'']], they too receive the [[#Harmony|''Harmony'']] effects.
|-
|-
|10
|10
|'''Thrilling Conclusion'''
|'''Legends Never Die'''
| 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.
| 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|''Harmony'']].
|-
|-
|}
|}
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|-
|-
|4
|4
|'''Striking a Chord'''
|'''Great Deeds'''
| When an ally strikes a critical hit within your Inspiration Aura, half of their total damage is struck again as Sonic damage.
| 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.
 
 
You may also use this feat to consume 1 [[#Harmony|Harmony]] in order to activate ''Great Deeds'' as if you had scored a critical hit.
 
Finally, you gain the [[Feats#Martial Weapon Proficiency|Martial Weapon Proficiency]] and [[Feats#Simple Weapon Mastery|Simple Weapon Mastery]] feats, if you do not already possess them.
|-
|-
|7
|7
|'''Great Deeds'''
|'''Striking a Chord'''
| 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.
| When an ally strikes a critical hit within your [[#Inspiration Aura|''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 Aura|Inspiration Bonus]].
|-
|-
|10
|10
|'''Retelling'''
|'''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.
| 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.
|-
|-
|}
|}
Line 140: Line 298:
|-
|-
|4
|4
|'''Everyday Mysteries'''
|'''Magical Secrets'''
| Allies in your Inspiration Aura receive a bonus to AC and saving throws equal to your Inspiration Bonus.
| 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. Similarly, you regain a spell slot equal to the spell's level whenever you cast from your ''Scroll of Secrets''. This may exceed the normal maximum capacity for charges or spell slots.
* You may use your archetype menu to expend 3 [[#Harmony|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]].
|-
|-
|7
|7
|'''Magical Secrets'''
|'''Expansive Knowledge'''
| 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.
| You gain two more slots in your ''Scroll of Secrets''. These slots are able to hold up to 4th level spells.
|-
|-
|10
|10
|'''Deep Lore'''
|'''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.
| 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 17:12, 19 September 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 and Reflex save.
Wisdom contributes to your Will save.


Vitals

Hit Die: d6 (6 HP per Level)
Proficiencies: Armor (Light, Medium), Shields, Weapons (Simple, Rogue)
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 Feature
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

Bard Core Mechanics

Bardic Knowledge

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

Inspiration Aura

The Bard's presence 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
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.

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.

Echo

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

Sympathy

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

Epiphany

A target ally may be granted Maneuvers and Metamagic equal to the Bard's Charisma modifier, at the cost of 1 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 character receives the Simple Weapon Mastery feat for free.

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

Charm Person
Color Spray
Cure Light Wounds
Endure Elements
Expeditious Retreat
Grease
Mage Armor
Magic Weapon
Protection
Scare
Sleep
Summon Creature I
Thunderous 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
Ghostly Visage
Hideous Laughter
Hold
Invisibility
Iron Horn
Owl's Wisdom
Remove Blindness/Deafness
Remove Paralysis
Resist Elements
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 Sphere
Neutralize Poison
Protection From Elements
Remove Disease
Remove Curse
Slow
Summon Creature III
Wounding Whispers

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

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

Archetypes

Storyteller

"Who doesn't like a good story?"

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: Retaliation [Trigger: Attacks, Damage: 1d6 + CHA Sonic, Limit: N/A, Duration: N/A, Cooldown: 1s, per-Attacker], +25% Retaliation Damage

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!"

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 and Simple Weapon Mastery feats, if you do not already possess them.

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 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 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. Similarly, you regain a spell slot equal to the spell's level whenever you cast from your Scroll of Secrets. 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.