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# Bard

# Ability Scores

Bards gain a +2 class bonus to Dexterity or Charisma, as long as it isn’t the same ability you increase with your +2 species bonus.

# Skills

Bards get 2 skill points in any Dexterity or Charisma skill like Acrobatics, Performance, and Streetwise.

# Gear

At 1st level, bards start with non-magical musical instruments, a melee and ranged weapon of their choice, some form of light armor, and any other minor elements of gear their background suggests.

# Gold Pieces

Bards start with 25gp.

# Armor

Armor Type Base AC Atk Penalty
None 10
Light 12
Heavy 13 –2
Shield +1 –1

# Melee Weapons

Weapon Type One-Handed Two-Handed
Small LEVELd4 dagger LEVELd6 club
Light or Simple LEVELd6 mace, shortsword LEVELd8 spear
Heavy or Martial LEVELd8 longsword, scimitar LEVELd10 (–2 atk) greatsword, dire flail

# Ranged Weapons

Weapon Type Thrown Crossbow Bow
Small LEVELd4 dagger LEVELd4 hand crossbow
Light or Simple LEVELd6 javelin, axe LEVELd6 light crossbow LEVELd6 shortbow
Heavy or Martial LEVELd8 (–1 atk) heavy crossbow LEVELd8 (–2 atk) longbow

# Level Progression

Bard Level Total Hit Points Total Feats Battle Cries (H) Spells & Songs, 1st level (H) Spells & Songs, 3rd level (H) Spells & Songs, 5th level (H) Spells & Songs, 7th level (H) Spells & Songs, 9th level (H) Level-up Ability Bonuses Damage Bonus From Ability Score
Level 1 Hybrid (Avg. of both classes) x 3 1 adv 2 2 Not affected ability modifier
Level 1 (7 + CON mod) x 3 1 adv 2 2   ability modifier
Level 2 (7 + CON mod) x 4 2 adv 2, up to 1st level 3   ability modifier
Level 3 (7 + CON mod) x 5 3 adv 3, up to 3rd level 1 2   ability modifier
Level 4 (7 + CON mod) x 6 4 adv 3, up to 3rd level 4 +1 to 3 abilities ability modifier
Level 5 (7 + CON mod) x 8 4 adv; 1 champ 3, up to 5th level 3 2   2 x ability modifier
Level 6 (7 + CON mod) x 10 4 adv; 2 champ 4, up to 5th level 5   2 x ability modifier
Level 7 (7 + CON mod) x 12 4 adv; 3 champ 4, up to 7th level 3 3 +1 to 3 abilities 2 x ability modifier
Level 8 (7 + CON mod) x 16 4 adv; 3 champ; 1 epic 5, up to 7th level 6   4 x ability modifier
Level 9 (7 + CON mod) x 20 4 adv; 3 champ; 2 epic 5, up to 9th level 4 3   4 x ability modifier
Level 10 (7 + CON mod) x 24 4 adv; 3 champ; 3 epic 6, up to 9th level 7 +1 to 3 abilities 4 x ability modifier

Although not listed on the table, this class gets three talents. It does not gain more at higher levels

(H): Indicates columns in which hybrid characters lag one level behind

# Stats at 1st Level

Ability Bonus +2 Dexterity or Charisma (different from species bonus)
Initiative Dex mod + Level
Armor Class (light armor) 12 + middle mod of Con/Dex/Wis + Level
Physical Defense 10 + middle mod of Str/Con/Dex + Level
Mental Defense 11 + middle mod of Int/Wis/Cha + Level
Hit Points (7 + Con mod) x Level modifier
Recoveries 8
Recovery Dice (1d8 x Level) + Con mod
Skills 2, max 5 in any one skill
Relationships 3 points
Talents 3
Feats 1 per Level

# Basic Attacks

# Melee Attack

At-Will

Target: One enemy

Attack: Strength OR Dexterity + Level vs. AC

Hit: WEAPON + Strength OR Dexterity damage

Miss: Damage equal to your level


# Ranged Attack

At-Will

Target: One enemy

Attack: Dexterity + Level vs. AC

Hit: WEAPON + Dexterity damage

Miss:


# Class Features

As a bard advances in level, they have three different types of powers to choose in combat: bardic songs, battle cries, and spells.

# Bardic Songs

Bardic songs last for one or more rounds and end with a final verse that carries a big payoff. Although magical, bardic songs don’t count as spells; they don’t force the bard to suffer opportunity attacks from engaged enemies, and they can’t be canceled by effects that can cancel spells. In fact, bards can cast spells while in the middle of singing a bardic song.

Each song specifies what type of action starts it. To sustain it during the next round, it requires an action and a d20 check against its sustain target. If successful, the song can continue with its sustained effect for that round. (The next round will require another sustain check.) If your attempt to sustain a song fails, the song’s final verse effect resolves immediately, and then the song’s power ends. You can start another song on your next round.

You don’t have to try to sustain the song at the start of your turn. If you choose not to sustain a song, its effects end immediately and you choose whether to use the song’s final verse effect in the current round or to start a new song. You can’t do both.

Some songs have an immediate effect that happens each time you start or sustain the song. Others have effects that continue throughout the entire round.

Most songs stop when a bard is knocked unconscious, silenced, or stunned. Having your song stopped this way prevents you from getting the final verse effect.

You can only sing one bardic song at a time. If you are singing a song (or spend an action to try to sustain a song), you can’t start another song that round.

Bardic songs are loud, and cancel any of stealth effects you may have.

# Adventurer Feat

Your bardic songs don’t stop immediately when you are knocked unconscious, stunned, or silenced. Instead, they continue for one round, giving you the chance to sustain the song on your next turn.


# Battle Cries

Bards use battle cries to encourage, inspire, warn, and magically aid their allies. Battle cries are triggered by flexible melee attacks. The bard makes a melee attack and is able to use a battle cry that corresponds to the attack’s natural result, sometimes whether or not the attack hits.

Bonuses provided by battle cries can help a bard’s allies but not the bard.

# Adventurer Feat

You can generate the effect of any 1st or 3rd level battle cry you know as a standard action (instead of making a flexible melee attack to see which battle cry you are able to trigger). This allows you to choose the particular battle cry you want, at the expense of taking your standard action.


# Spells

Bards use arcane spells that function like those of other spell-casting classes. Some spells are full recovery, some recharge, and others are at-will.

Unlike most character classes, bards use two different ability scores for their attacks. Their melee and ranged weapon attacks use Strength or Dexterity, while their spells use Charisma.


# Class Talents

Choose three of the following class talents.

# Acrobat

You gain a +3 bonus to disengage checks, a +1 bonus to PD, and 3 skill points towards skills to show off your acrobatic skills.

# Adventurer Feat

Increase your base AC to 13 in light or no armor.

# Champion Feat

You no longer take damage from missed attacks.

# Epic Feat

Increase the PD bonus to +2.


# Balladeer

At each level, including 1st level, you may learn a great ballad of your choice. Each full recovery you can sing one of these songs to give you a more positive relationship with a relationship that you would not ordinarily have.

Song choices for the great ballad are up to the role-player.

It takes at least a few rounds to sing a great ballad, so ideally it happens outside of combat. As you sing the ballad, it’s an opportunity to tell the GM what’s special about the story you are telling.

Make a Charisma skill check using your performance. If you succeed, you gain 2 points with a relationship for the rest of the full recovery (until the next full heal-up). The DC depends on the environment:

DC 15: Adventurer environment

DC 20: Champion environment

DC 25: Epic environment

You can use these points to increase your standing with a relationship the way you would normally allocate relationship points. If you have negative points with a relationship you’ve sung a ballad to, they can be temporarily overruled by the ballad.

When your great ballad magically compliments a relationship, another relationship should take a hit. As you explain the story of your ballad to the GM, you should account for at least one relationship who is being mocked, vilified, or referred to in unflattering terms. You get an equal number of negative points for that relationship.

# Adventurer Feat

The first time you use your ballad-created relationship, any 5s you roll become 6s. You also gain a +2 bonus to your Balladeer checks.

# Champion Feat

You can sing two great songs a full recovery. You can’t sing positively about a relationship that you’ve already sung about as an enemy earlier in the full recovery.

# Epic Feat

If you are willing to gain an equal number of cursed relationship dice with all of the listed enemies for a song, increase the positive bonus dice you gain from a successful ballad to 3 or 4.


# Ritual Magic

Balladeers can cast arcane rituals that require a musical instrument focus.


# Battle Skald

You cannot take this talent if you have taken the Spellsinger talent.

Increase the number of battle cries you know by one. The bonus battle cry can be from your highest possible level.

# Adventurer Feat

One battle per full recovery, you can use your battle cries to help yourself.

# Champion Feat

When you use a battle cry on yourself, it also helps an ally.

# Epic Feat

Once per battle, reroll an attack that was meant to trigger a battle cry but didn’t.


# Echo of the Tunnels

The bards of a subterranean species, especially dwarves, have learned to use the echo of the caverns to strengthen their bardic magic.

When your music can echo off stone, such as in a castle or underground, you have advantage on sustain checks for your bardic songs.

# Adventurer Feat

While underground or within a stone building, you can sustain a bardic song for 1d4 rounds, even if you are knocked unconscious, stunned or silenced, or otherwise unable to use an action to do it.

# Champion Feat

While underground or within a stone building, any full recovery bard song or spell becomes recharge 16+ for you.

# Epic Feat

While underground or within a stone building, you gain a +1 bonus to attack with bard spells.


# Fey-touched

Your past is connected to the fey – maybe it was a satyr who taught you how to play the flute, or maybe you’re a changeling kid that was raised by the fey.

You gain a positive relationship point with a deific fey. This represents your strong connection to the fey realm and its inhabitants over civilized fey society in the mortal realm. Fey and Elves notice this connection and treat you with added respect.

Starting from 3rd level, choose either sorcerer spells with the Fey keyword, or druid spells from the Circle of the Feysong. You can switch out a bard spell for a spell of the chosen type at a -2 level penalty.

# Adventurer Feat

You can switch out one bard spell without the level penalty. This allows you to switch out a spell before 3rd level.

# Champion Feat

When you disengage from an enemy or teleport away from it, you deal psychic damage equal to twice your level to it.

# Epic Feat

You can switch out a second spell at no level penalty. In addition, you can now take spells of both types.


# Jack of Spells

Choose another spell-casting character class. You can choose one spell from the spell list (but not the talent list) of that class, of your own level or lower, as an extra spell you know how to cast. You can even take its feats up to your tier, if it has any. You may only choose from the spell list—not from talents.

This spell is a bonus spell, not included in your bard class count.

# Adventurer Feat

You can use your Charisma as the ability score that provides spell’s attack bonus and damage bonus (if any). Other ability score references remain unchanged.

If the spell is a wizard spell, you also gain three cantrips of your choice from the wizard. You can cast them like a wizard who lacks the Cantrip Mastery talent.

If you choose a spell from the sorcerer class, you also gain the sorcerer’s dancing lights class feature.

# Champion Feat

Choose a second spell-casting class. Choose another spell from that class as well.

# Champion Feat

Once per battle, when you cast a spell obtained with Jack of Spells, you may use a move action to teleport to a spot adjacent to a target of that spell.

# Epic Feat

Choose a third spell-casting class. Gain a spell from that class also.


# Loremaster

You cannot take this talent if you have taken the Mythkenner talent.

Choose two of the following three bonuses:

  • Your bardic skills and magic are now based on your Intelligence rather than Charisma. Any time an element of the bard class refers to Charisma, you can replace that element with a reference to Intelligence.
  • Take two additional skill points. You can use these additional points to raise an intelligence skill up to the usually impossible rating of +6.
  • Take a single point of relationship with a relationship. Add the point to a relationship you already have up to your normal maximum.

# Mythkenner

You cannot take this talent if you have taken the Loremaster talent.

Choose two of the following three bonuses:

  1. Your bardic skills and magic are now based on your Wisdom rather than Charisma. Any time an element of the bard class refers to Charisma, you can replace that element with a reference to Wisdom.
  2. Take two additional skill points; you can use these additional points to raise a wisdom skill up to the usually impossible rating of +6.
  3. Take a single point of relationship with a relationship. Add the point to a relationship you already have up to your normal maximum.

# Silver Tongue

Bards have a reputation as sweet talkers, but you take it to a whole new level. Once per session, you can captivate your audience with a story that is so outrageous, so overwhelming, that it becomes the truth because your audience simply wants it to become true, at least in their minds. This is essentially a stunt, and this talent creates a success without the usual hard skill check. If your audience is not willing to listen, like a bunch of cannibals hungry for some gnome stew, your GM can still require a skill check.

You also gain 3 skill points towards the appropriate skills.

# Adventurer Feat

Once per session, you can reroll a failed skill check in a social interaction.

# Champion Feat

You can intervene and reroll the failed skill check of an ally instead, replacing your own skill check with his or hers.

# Epic Feat

You can use Silver Tongue twice per session.


# 1st Level

# Battle Cries

# Can’t Touch This!

Flexible Melee Attack

Triggering Roll: Natural even roll

Effect: You gain a +1 bonus to AC and PD until the end of your next turn.

# Adventurer Feat

You also take no damage or effects from missed attacks until the end of your next turn.

# Champion Feat

Increase the bonus to +2.

# Epic Feat

Increase the bonus to +3.


# Adventurer Feat

Nearby allies can immediately make a save against save-ends effects that began with an attack that targeted their MD.

# Champion Feat

All nearby allies gain the damage bonus.

# Epic Feat

The damage bonus is double your Charisma bonus.


# Move It!

Flexible Melee Attack

Triggering Roll: Natural even roll

Effect: Choose either…

  • One of your unengaged allies can move as a free action
  • One of your engaged allies can make a disengage check as a free action.
# Adventurer Feat

The disengage check gains a +2 bonus.

# Champion Feat

The bonus increases to +5.

# Epic Feat

An engaged ally you target with this battle cry can pop free from one enemy as a free action before making the disengage check.


# Pull It Together!

Flexible Melee Attack

Triggering Roll: Natural 11+; use only twice per battle

Effect: One nearby ally can heal using a recovery.

# Adventurer Feat

The target adds +1d4 healing per point on the escalation die.

# Champion Feat

The attack can now also trigger on any natural even roll; the extra healing is now +1d6 per point.

# Epic Feat

You can use pull it together three times per battle; the extra healing is now +1d10 per point.


# Stay Strong!

Flexible Melee Attack

Triggering Roll: Natural 16+

Effect: Give a nearby ally a +2 bonus to AC until the start of your next turn.

# Adventurer Feat

Bonus also applies to PD.

# Champion Feat

Bonus also applies to MD.

# Epic Feat

Bonus increases to +4.


# We Need You!

Flexible Melee Attack

Triggering Roll: Natural even hit

Effect: A nearby conscious ally can roll a save against a save ends effect.

# Adventurer Feat

The save gains a +1 bonus.

# Champion Feat

The bonus increases to +2.

# Epic Feat

If the escalation die is 3+, two nearby conscious allies (instead of one) can each roll a save (with bonuses).


# Songs

# Don’t Call It a Comeback

Ranged Song

Recharge 11+ after battle

Target: One nearby ally who is staggered

Effect: Your ally gains a +1 bonus on attack and damage rolls as long as he or she remains staggered

Higher Level Effect
3rd The bonus increases to +2
5th The bonus increases to +3
7th The bonus increases to +4
9th The bonus increases to +5
# Adventurer Feat

You can use this spell on yourself.

# Champion Feat

The attack bonus also applies to the saving throw.

# Epic Feat

The bonuses persist for the rest of the battle.


# Song of Heroes

Bardic Song

Recharge 11+ after battle

Quick Action each turn

11+ to sustain

Opening & Sustained Effect: You and your nearby allies gain a +1 attack bonus until the start of your next turn.

Final Verse: The effect ends immediately, but one ally of your choice gains a +2 bonus to their next attack roll this battle.

Higher Level Effect
3rd The effect also provides a +1 bonus to saves.
5th Sustain the song on a 9+.
7th Recharge check is now 6+.
9th The effect also provides a +1 bonus to Mental Defense.

# Song of Spilt Blood

Bardic Song

Full Recovery

Quick Action each turn

6+ to sustain

Opening & Sustained Effect: Any attack against you takes a penalty equal to the number of your allies in the battle who have more hit points than you.

Final Verse: The effect ends immediately, and you or one ally of your choice can heal using a recovery.

Higher Level Effect
3rd Sustain the song on a 4+.
5th Add +5 hp to the recovery.
7th Add +10 hp to the recovery.
9th Add +15 hp to the recovery.

# Spells

# Battle Chant

Ranged Spell

At-Will

Special: When you use battle chant, you can choose any battle cry effect you know as if you were making a basic melee attack, with the battle chant attack roll taking the place of the basic melee attack roll.

Target: One nearby enemy

Attack: Charisma + Level vs. MD

Hit: 1d4 + Charisma thunder damage.

Higher Level Effect
3rd 2d4 damage.
5th 4d4 damage.
7th 6d4 damage.
9th 10d4 damage.
# Adventurer Feat

Your battle chant damage dice are now d6s instead of d4s.

# Champion Feat

Once per full recovery, you can expend one of your recoveries to reroll a battle chant attack roll.

# Epic Feat

One battle per full recovery, your battle chant damage dice become d10s.


# Befuddle

Ranged Spell

Recharge 11+ after battle

Target: One nearby creature with 40 hp or fewer

Attack: Charisma + Level vs. MD

Hit: The target is confused until the end of your next turn.

Natural Even Miss: The target is dazed until the end of your next turn.

Higher Level Effect
3rd Target with 64 hp or fewer.
5th Target with 96 hp or fewer.
7th Target with 160 hp or fewer.
9th Target with 266 hp or fewer.
# Adventurer Feat

Recharge check is now 6+.

# Champion Feat

The target of the spell doesn’t have to be nearby, just in line of sight.

# Epic Feat

On a hit, the confusion effect is now save ends.


# Charm Person

Ranged Spell

Full Recovery

Target: One nearby creature with 40 hp or fewer

Special: This spell cannot be cast during combat or on a target that has rolled initiative to fight.

Attack: Charisma + Level vs. MD

Hit: The target believes you are their friend until you or your allies take hostile action against them. (Attacking their normal allies is okay.) If you or your allies attack the target or order the target to attack its normal allies, the target can roll a normal save to break the charm effect during its turn each round.

Special: On a miss, the spell is not detectible by most others unless you miss by 4+ or roll a natural 1, in which case the target and its allies knows what you tried to do and will usually be angry about it.

Higher Level Effect
3rd Target with 64 hp or fewer.
5th Target with 96 hp or fewer.
7th Target with 160 hp or fewer.
9th Target with 266 hp or fewer.

# Cutting Words

Close-quarters Spell

At-will

Target: One nearby enemy

Attack: Charisma + Level vs. MD

Hit: 1d6 + Charisma psychic damage, and the target takes a 1d6 penalty to its next attack roll.

Miss: The target gains a 1d6 bonus to its next attack roll against you.

Higher Level Effect
3rd 3d6 damage
5th 5d6 damage
7th 7d6 damage
9th 10d6 damage

# Drinking Buddies

Ranged Spell

Full Recovery

Effect: Until the end of the scene, you gain a 1d6 bonus to skill checks against NPCs who have shared a drink with you.

# Adventurer Feat

Also grant the bonus to all nearby allies.


# Enchant Instrument

Close-quarters Spell

Full Recovery

Quick Action

Target: A musical instrument

Effect: You imbue the target item with the ability to play itself until the end of the battle or scene, which provides a +1 bonus to perform checks and sustain checks for bard songs. It acts as an implement for your bard spells, with a +1 bonus to attack and damage rolls.

Higher Level Effect
5th Increase the bonuses to +2
9th Increase the bonuses to +3
# Adventurer Feat

The spell becomes recharge 11+

# Champion Feat

Enemies take a penalty to saves against your spells equal to the enchantment bonus.

# Epic Feat

Gain advantage on the first spell attack roll you make with the enchanted instrument.


# Power Chord

Close-quarters Spell

Once per battle

Target: 1d3 nearby enemies in a group

Attack: Charisma + Level vs. MD

Hit: 1d12 + Charisma psychic damage, and an ally engaged with the target gains advantage on their next attack against it.

Miss: Damage equal to your level

Higher Level Effect
3rd 2d12 damage
5th 3d12 damage
7th 4d12 damage
9th 6d12 damage
# Adventurer Feat

If you currently have a bard song active, gain a +1 bonus to the attack roll.

# Champion Feat

On a natural even hit, grant advantage to a second nearby ally. The ally does not need to be engaged with the target.

# Epic Feat

Attack 1d4 nearby enemies.


# Soundburst

Ranged Spell

Full Recovery

Target: 1d4 nearby enemies in a group

Attack: Charisma + Level vs. PD

Hit: 5d6 + Charisma thunder damage, and the target is dazed until end of your next turn.

Miss: Half damage, and deal thunder damage equal to your level to each of your allies engaged with the target.

Higher Level Effect
3rd 6d8 damage.
5th 8d10 damage.
7th 2d6 x 10 damage.
9th 3d6 x 10 damage.
# Adventurer Feat

On a natural even hit, the dazed effect is now save ends.

# Champion Feat

The spell is now recharge 16+ after battle instead of full recovery.

# Epic Feat

You can now target 1d4 + 1 enemies in a group with the spell.


# 3rd Level

# Battle Cries

# Hang Tough

Flexible Melee Attack

Triggering Roll: Natural odd roll

Effect: Give a nearby ally temporary hit points equal to your Charisma modifier.

# Adventurer Feat

If the ally is staggered, double the temporary hit points.

# Champion Feat

Add your level to the temporary hit points given (add before any doubling).

# Epic Feat

You can choose yourself instead of an ally as the target of the battle cry.


# It’s All Yours

Flexible Melee Attack

Triggering Roll: Natural even miss

Effect: This battle, your next ally to attack the target you missed gains a +2 attack bonus with that attack.

# Adventurer Feat

That ally’s attack also deals +1d6 damage.

# Champion Feat

The damage bonus increases to +3d6.

# Epic Feat

The damage bonus increases to +3d12.


# Take Heart

Flexible Melee Attack

Triggering Roll: Any hit

Effect: Choose a nearby ally. That ally can either roll a save against a save ends effect or roll a normal save against a condition that has a duration that lasts until the end or beginning of a turn.


# Songs

# Ode to Heroism

Bardic Song

Recharge 16+ after battle

Quick Action each turn

11+ to sustain

Opening & Sustained Effect: Choose an enemy. You and all nearby allies are immune to its fear aura (if any), and gain a +2 bonus to saves against any save ends effects it imposes.

Final Verse: You and all nearby allies can save against a save-ends effect imposed by the target.

# Adventurer Feat

You can choose two enemies for the song’s effects.

# Champion Feat

You and all nearby allies are immune to the fear aura until the end of the battle, even after the song ends.


# Song of Aid

Bardic Song

Full Recovery

Quick Action each turn

11+ to sustain

Opening & Sustained Effect: You or a nearby ally gains 3d6 temporary hit points.

Final Verse: One target that gained temporary hit points can also heal using a recovery.

Higher Level Effect
5th 5d6 temporary hit points; sustain the song on a 9+.
7th 7d6 temporary hit points, and the recovery from the final verse is free.
9th 9d8 temporary hit points; sustain the song on a 7+.

# Song of Allegro

Bardic Song

Recharge 11+ after battle

Quick Action each turn 11+ to sustain

Opening & Sustained Effect: Your nearby allies gain a +4 bonus on disengage saves.

Final Verse: The effect ends immediately, but on their next turn, all nearby allies can disengage without drawing opportunity attacks.

Higher Level Effect
5th You also gain a bonus on disengage saves.
7th You and your nearby allies can intercept enemies even while engaged.
9th You and your allies move far away during disengagement.

# Song of Clashing Swords

Bardic Song

Full Recovery

Quick Action each turn

16+ to sustain

Opening & Sustained Effect: All nearby allies gain a +2 bonus to their AC against melee attacks.

Final Verse: Nearby allies have advantage on their next melee attack roll.

# Champion Feat

On the final verse, enemies are also vulnerable to your allies’ next melee attack.


# Song of Thunder

Bardic Song

Full Recovery

Standard Action each turn

11+ to sustain

Opening & Sustained Effect: Make the following attack against 1d4 + 1 nearby enemies.

Attack: Charisma + Level vs. PD

Hit: 5d6 + Charisma thunder damage.

Miss:

Final Verse: Make the attack again, but this time it deals half damage on a miss.

Higher Level Effect
5th 7d6 damage.
7th 9d8 damage.
9th 10d12 damage.
# Champion Feat

The number of targets increases to 2d4.

# Epic Feat

Two of the targets can now be far away instead of nearby.


# Spells

# Dazed and Confused

Ranged Spell

Recharge 11+

Target: One nearby enemy

Hit: The enemy is dazed (save ends). If the enemy fails the first save, it is no longer dazed but is confused (save ends) instead.

Miss:

# Adventurer Feat

You can target a far away enemy, but if you do, the saving throw is 6+.

# Champion Feat

This spell doesn’t provoke opportunity attacks from the target.

# Epic Feat

The enemy is stunned (save ends) instead of dazed.


# High Tide Sea Shanty

Ranged Spell

Full Recovery

Effect: You rouse the crew of a ship to work in unison. The difficulty of all seafaring-related checks for the scene is lowered by 5.


# Incite Rage

Ranged Spell

Full Recovery

Target: a Nearby creature

Attack: Charisma + Level vs. MD

Hit: The target gains a +4 bonus to their critical threat range with melee attacks, but takes a -4 penalty to all defenses (save ends). If the target does not attack on its turn, it takes psychic damage equal to twice its level at the end of that turn.

Miss:

Special: When you target an ally with this spell, you don’t require an attack roll, and the target can choose to remain under the effect, without saving against it.

# Adventurer Feat

The target also takes a -2 penalty to melee attack rolls. If you target an ally, they gain a +2 bonus instead.


# Vicious Mockery

Ranged Spell

Recharge 11+ after battle

Target: One nearby enemy

Attack: Charisma + Level vs. MD

Hit: 6d6 + Charisma psychic damage, and until the end of your next turn, when the target misses with one of its attacks, it takes half the damage its attack would have dealt.

Miss: Damage equal to your level.

Higher Level Effect
5th 9d6 damage.
7th 10d8 damage.
9th 2d8 x 10 damage.
# Adventurer Feat

On a hit, the effect that damages the target when it misses is now save ends.

# Champion Feat

Recharge check is now 6+.

# Epic Feat

A natural even miss does not expend the spell.


# Wild Heal

Ranged Spell

Full Recovery

Targets: Two random nearby allies. Choose the targets randomly from all nearby allies (including you) who are damaged.

Effect: Each target can heal using a recovery.

Higher Level Effect
5th Add +5 hp to the recovery.
7th Add +15 hp to the recovery.
9th Add +25 hp to the recovery.
# Adventurer Feat

The spell is now recharge 16+ after battle instead of full recovery.

# Champion Feat

Add a third random target.

# Epic Feat

The recoveries the targets use are now free.


# 5th Level

# Battle Cries

# Fear the Dark!

Flexible Melee Attack

Triggering Roll: Natural odd hit

Effect: Mark the target. At the start of any turn this battle, if the target is hiding or has moved to a far away location, you can end the mark and make a melee attack against the target as a standard action as if you were engaged with it. The attack targets MD and deals psychic damage.

# Champion Feat

The attack above is a free action.


# Push It!

Flexible Melee Attack

Triggering Roll: Any hit

Effect: Until the end of your next turn, your nearby allies can treat any attack roll as even for the purposes of triggers and flexible attacks.

# Champion Feat

Your allies can add +1 to their attack roll if it was naturally odd to begin with.

# Epic Feat

This battle cry also affects you, but you can’t use it to trigger Push It! next turn.


# Shift Formation!

Flexible Melee Attack

Triggering Roll: Natural even roll

Effect: Until the end of your next turn, your nearby allies automatically succeed on disengage checks and can intercept enemies even if they’re engaged (doing so pops them free).

# Champion Feat

The stuck condition ends for nearby allies, and they pop free from any enemies who’ve grabbed them.

# Epic Feat

This battle cry also affects far away allies and you.


# Stop Messing Around!

Flexible Melee Attack

Triggering Roll: Natural even hit

Effect: The next ally who misses an attack before the end of your next turn can reroll it once.

# Champion Feat

If no ally misses an attack roll before the end of your next turn, increase the escalation die by 1.


# Stay True

Flexible Melee Attack

Triggering Roll: Natural 16+ if the escalation die is 3+; otherwise natural 20

Effect: A nearby ally regains the use of a once-per-battle species ability that was expended this battle.


# That’s the Sound of Victory!

Flexible Melee Attack

Triggering Roll: Natural even hit

Effect: Make a sustain check for a bard song as a free action.

# Champion Feat

Add your Charisma modifier to the roll.


# Time to Dance!

Flexible Melee Attack

Triggering Roll: Natural 5, 6, 7, 8

Effect: You pop free from the target, and a nearby ally pops free from all enemies and engages the target.

# Champion Feat

A second nearby ally can also pop free and engage the target.


# Victory Is Ours

Flexible Melee Attack

Triggering Roll: Natural 16+ if the escalation die is 5+; otherwise natural 20

Effect: A nearby ally can heal using a recovery, and three nearby allies gain a +3d6 damage bonus to their next damage roll this battle.

# Champion Feat

The battle cry can now trigger when the escalation die is 3+ instead of 5+.

# Epic Feat

The damage bonus is now +3d12.


# Songs

# Song of Careless Refrain

Bardic Song

Recharge 11+ after battle

Quick Action each turn

11+ to sustain

Opening & Sustained Effect: Choose a nearby ally to gain an extra move action during the next turn.

Final Verse: The effect ends immediately, but on their next turn, all nearby allies gain an extra move action during their next turn.

Higher Level Effect
7th You also grant yourself the extra move action.
9th You can grant a melee basic attack instead of a move action.

# Song of Magic

Bardic Song

Full Recovery

Quick Action each turn

16+ to sustain

Opening & Sustained Effect: Until the start of your next turn, you and your nearby allies who cast spells that are normally expended by being cast can roll a d20 after casting the spell. On a 16+, the spell is not expended.

Final Verse: All spells you and your allies cast before the start of your next turn gain a +2 attack bonus.

Higher Level Effect
7th Gain a bonus to song of magic’s sustain check equal to the escalation die.
9th Rolls to retain expended spells gain a bonus equal to the escalation die.

# Song of the Mockingbird

Bardic Song

Full Recovery

Quick Action each turn

6+ to sustain

Opening & Sustained Effect: All nearby enemies take a -2 penalty to their saves. If an enemy fails a save, it takes psychic damage equal to your level (but note that a natural 18+ on a save always succeeds).

Final Verse: The effect ends immediately. Deal 1d6 psychic damage per level to a nearby enemy.

# Champion Feat

Enemies who fail a save are also dazed (-4 to attacks) until the end of their next turn.

# Epic Feat

Increase the save penalty to -4.


# Spells

# Arrow of Verse

Ranged Spell

Recharge 16+ after battle

Target: One nearby enemy

Attack: Charisma + Level vs. MD

Hit: 8d8 + Charisma psychic damage + Xd6 bonus damage, where X = escalation die.

Miss: Xd6 psychic damage, where X = escalation die.

Higher Level Effect
7th 10d10 damage.
9th 2d10 x 10 damage.
# Champion Feat

Recharge check is now 11+.

# Epic Feat

Bonus dice and miss dice are now d12s.


# Discombobulate

Ranged Spell

Full Recovery

Target: One nearby creature with 100 hp or fewer

Attack: Charisma + Level vs. MD

Hit: The target is confused until it rolls two successful saves.

Miss: The target is dazed until the end of your next turn.

Higher Level Effect
7th Target with 140 hp or fewer.
9th Target with 240 hp or fewer.

# Glamour Shield

Close-quarter Spell

Full Recovery

Quick Action

Always: For the rest of the battle, once per round when an enemy moves to engage you, you can make the following attack against it as a free action before it has the chance to attack in melee.

Attack: Charisma + Level vs. MD

Natural Even Hit: Teleport yourself to somewhere you can see. The attack has no effect as the enemy attacks an illusory image of you.

Natural Odd Hit: 5d6 + Charisma damage, and the target is dazed until the end of your next turn.

Miss:

Higher Level Effect
7th 7d6 damage
9th 10d6 damage
# Champion Feat

You can place the shield on a nearby ally instead.

# Epic Feat

On a natural even miss, you take half damage from the target’s attacks until the end of the turn.


# Symphony of Pain

Ranged Spell

Full Recovery

Target: One nearby enemy

Attack: Charisma + Level vs. MD

Hit: 15 ongoing psychic damage. The target is also weakened (-4 to attacks and defenses) and enraged (attacks deal extra damage equal to twice its level). A save ends all three conditions.

Miss: The target is dazed until the end of your next turn.

Higher Level Effect
7th 25 ongoing psychic damage.
9th 40 ongoing psychic damage.
# Champion Feat

If the target is staggered, you gain a +2 bonus to the attack.

# Epic Feat

The save is now a hard save.


# Chaos & Mayhem

You animate nearby objects that are not nailed down to create a tornado of flying hazards that strike at anyone who is not taking cover immediately.

Close-quarters

Full Recovery

Target: 1d4 nearby enemies, or 2d4 if cast recklessly

Attack: Charisma + Level vs. AC

Hit: 1d6 x 10 + Charisma damage

Miss: Half damage

Reckless miss: 10 damage to all allies engaged with the target

Always: The obstacles you scatter across the battlefield give all disengage checks disadvantage until the end of your next turn.

Higher Level Effect
7th 2d4 x 10 damage; 15 damage on a reckless miss
9th 2d8 x 10 damage; 20 damage on a reckless miss
# Champion Feat

The spell is now recharge 16+.


# 7th Level

# Battle Cries

# Cover Me!

Flexible Melee Attack

Once per battle

Triggering Roll: Natural odd miss

Effect: A nearby ally can make a ranged basic attack against the target, and you pop free.

# Epic Feat

The ally can use any standard action ranged attack.


# I Meant to Do That!

Flexible Melee Attack

Once per battle

Triggering Roll: Natural even miss

Effect: Reroll the attack with a +2 bonus.

# Epic Feat

If the second attack roll is a miss, gain a +2 bonus to all defenses until the end of your next turn.


# Screw This!

Flexible Melee Attack

Triggering Roll: Natural 1

Effect: You can reduce the escalation die by one to reroll the attack. Pop free from all enemies after the attack.


# They Fall Before Us

Flexible Melee Attack

Special: You can use this battle cry only on your turn.

Triggering Roll: Natural 20

Effect: A nearby ally can make a basic attack as a free action.

# Epic Feat

The battle cry can now trigger on a natural 19+.


# Welcome to my Nightmare!

Flexible Melee Attack

Triggering Roll: Natural odd hit

Effect: Deal 1d20 psychic damage against the target.

Higher Level Effect
9th 2d20 psychic damage.

# Songs

# Dancing Blade

Bardic Song

Full Recovery

Quick Action

6+ to sustain

Opening & Sustained Effect: A melee weapon you are holding flies out to make a melee attack on its own. Make a melee basic attack (no battle cries) against a nearby enemy.

Final Verse: The weapon flies out to make another melee attack.

# Champion Feat

With the final verse, If the natural roll of that attack was even, make another attack against a different nearby enemy. Keep attacking until you have run out of targets, or until an attack roll is odd.


# Manic Cacophony

Bardic Song

Full Recovery

Standard Action each turn

16+ to sustain

Opening & Sustained Effect: Make the following against the 1d3 nearby enemies with the lowest hit point total.

Attack: Charisma + Level vs. MD

Hit: If the target has 125 hit points or fewer, it is confused until the end of your next turn. If it has more, it is dazed instead.

Miss: If the target has 125 hit points or fewer, it is dazed until the end of your next turn. Otherwise, no effect.

Final Verse: Make the attack against 2d4 nearby enemies, or attack one enemy with a +4 bonus and no hit point limit.

# Champion Feat

This song is now 11+ to sustain.


# Song of Blood & Legends

Bardic Song

Full Recovery

Standard Action each turn

16+ to sustain

Opening & Sustained Effect: Each nearby ally who hits at least one enemy with an attack during their turn can heal using a recovery.

Final Verse: One nearby ally can make a basic attack as a free action and heal using a recovery if the attack hits at least one target.

Higher Level Effect
9th The recovery granted by the final verse attack is free.

# Song of Eternal Harmony

Bardic Song

Full Recovery

Quick Action

6+ to sustain

Opening & Sustained Effect: Choose a nearby ally who made an attack last turn. You and your other nearby allies gain the damage type that the chosen ally used for your next attack.

Final Verse: The effect ends immediately, and you gain resistance 16+ to a damage type you chose at any point during the song.

Higher Level Effect
9th You may choose a type a nearby enemy used last turn.

# Song of Victory

Bardic Song

Full Recovery

Quick Action each turn

16+ to sustain

Opening & Sustained Effect: Each nearby enemy that has fewer hit points than you is dazed until the end of your next turn.

Final Verse: Each nearby enemy takes 5d6 + Charisma psychic damage.

Higher Level Effect
9th 7d6 damage.

# Spells

# Dissonant Scream

Ranged Spell

Full Recovery

Target: One nearby enemy

Attack: Charisma + Level vs. MD

Hit: 2d4 x 10 psychic damage, and 20 ongoing psychic damage.

Miss: 20 ongoing psychic damage, and you regain the spell during your next quick rest.

Higher Level Effect
9th 4d4 x 10 damage, and 30 ongoing damage; 30 ongoing damage on a miss
# Epic Feat

This spell becomes a close-quarters spell targeting all nearby creatures.


# Otherwordly Voice

Close-quarters Spell

Full Recovery

Target: You

Effect: Until the rest of the scene, your voice becomes as soothing as a bath in the springs of Elysium, or as cutting as the sharpest knife. It can fill the arena of Axis and still be heard in the outskirts of the city, or carry across the planes to whisper in the ears of a god. It can bring a tear to the cheek of the Raven Queen or a smile to the face of an Archdevil.

This spell allows you to achieve a feat with your voice that would normally require a ridiculously hard skill check at epic tier (DC 35).


# The Overworld Two-Step

Close-quarters Spell

Quick Action to cast

Recharge 16+ after battle

Effect: You can swap your position and the positions of all your nearby allies, even if you can’t see them when you cast the spell. Each position presently occupied by you or an ally must end up occupied after the swap, but otherwise you can swap freely.

# Champion Feat

Recharge check is now 11+.

# Epic Feat

You can now also swap the positions of far-away allies you can see, up to a maximum of 9 creatures.


# 9th Level

# Battle Cries

# Fight the Good Fight!

Flexible Melee Attack

Full Recovery

Triggering Roll: Natural 16+

Effect: Increase the escalation die by 1.

# Epic Feat

Roll a second d20 (without making an attack) and trigger a second battle cry based on that roll.


# I’ve Got Another One for You!

Flexible Melee Attack

Once per battle

Triggering Roll: Natural 18+

Effect: Cast a bard spell as a quick action this turn.


# Never Gonna Give You Up!

Flexible Melee Attack

Once per battle

Triggering Roll: Natural even roll

Effect: Every ally that is currently at 10 hit points or less, including dying and stabilized allies, can spend a recovery to heal and heals the maximum amount.

# Epic Feat

You can set the escalation die to 4 if you wish.


# Regroup!

Flexible Melee Attack

Triggering Roll: Any hit

Effect: At the end of your turn, the battle effectively starts over, with the escalation die at 1 and every participant rerolling initiative. All participants regain per-battle spells and effects as if they’d never been expended.

# Epic Feat

You can set the escalation die to 4 if you wish.


# Snap Out of It!

Flexible Melee Attack

Triggering Roll: Natural even roll

Effect: A nearby ally loses one of the following conditions: confused, dazed, fear, hampered, stunned, vulnerable, and weakened.

# Epic Feat

The battle cry can affect you instead of an ally if you wish.


# The Time Is Now

Flexible Melee Attack

Triggering Roll: Natural 19+

Effect: Choose one nearby ally. That ally can expend a recovery to regain a full recovery power or spell.

# Epic Feat

The battle cry can now trigger on natural 18+.


# Songs

# Song of Destinies

Bardic Song

Full Recovery

Quick Action each turn

11+ to sustain

Opening & Sustained Effect: Later this turn, you can add 1 to the natural result of one ally’s d20 roll. Then, afterwards, you can subtract 1 from the natural result of an enemy’s d20 roll.

Final Verse: The GM chooses a relationship relevant to the situation; you choose the PC who will make a performance check. That player makes the check and joins the GM in a duet of improvisation as to how the relationship has some impact on the current battle.


# Song of Sacrifice

Bardic Song

Quick Action each turn

6+ sustain

Opening & Sustained Effect: Spend a recovery and divide the healing among nearby allies as you wish. Every ally you heal can immediately makes a save (at whatever difficulty would otherwise apply) to end any condition (stunned, vulnerable, and so on) suffered. If an ally is afflicted with multiple conditions, save against each of them separately.

Final Verse: All nearby allies can immediately heal using their recoveries, or yours if you wish.


# Wail of the Banshee

Bardic Song

Standard Action each turn

16+ to sustain

Opening & Sustained Effect: Make the following attack against a nearby enemy.

Attack: Charisma + Level vs. PD

Hit: The target loses half its current hit points, up to a maximum of 50 x the escalation die.

Miss: The target loses half its current hit points, up to a maximum of 10 x the escalation die.

Final Verse: Repeat the attack. On a hit, if the target currently has 300 hp or fewer, it starts making last gasp saves (16+). It dies after the fourth failed save.

# Epic Feat

When you make the attack, also deal 5 x the escalation die damage to all nearby enemies that you don’t target.


# Spells

# Dance to My Tune

Ranged Spell

Full Recovery

Target: One nearby enemy with 300 hit points or fewer

Attack: Charisma + Level vs. MD

Hit: You dominate the target (save ends). At the start of the target’s turn, you can command it to act as you like. If you give the target a command that it has a strong reason to resist, such as one that would harm itself or its friends, it can save against the effect immediately (in addition to the normal save at the end of its turn).

Miss: The target notices your attempt to intrude into its mind.

# Epic Feat

On a natural even miss, your domination attempt remains undetected.


# Inspire Legends

Close-quarters Spell

Special: Escalation die must be 4+.

Full Recovery

Targets: You and all nearby allies

Effect: Each target can roll a d20 for each of its expended full recovery, recharge, and per battle powers and spells other than inspire legends. If the roll is 11+, the character regains the use of that power or spell.