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Bard

Bard flavor text lorem ipsum dolor sit amet consetitur adipiscing elit.

Spells

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Spell List See Below
Spells Known 3 + 1/level plus 2 cantrips
Mana 2 per level

Harmony

Harmony is your skill for spellcasting, blah blah blah...

Music

At will, as a bonus action, you can start playing music. This is treated the same way as any concentration-based spellcasting, and cannot be done simultaneously with any other concentration-based spell or ability, but is otherwise not considered a spell, and does not cost Mana (unless otherwise noted).

Starting Songs

Every bard knows these.

  • Inspiring Melody: At-will, bonus, em10; allies are inspired. Once per turn, each ally may choose to expend a Hit Die (if available) to gain Inspiration, and thus advantage to one check, save, or attack.
  • Marching Beat: At-will, bonus, em10; allies gain +2 squares of movement and advantage to Initiative checks. (TBD: some minor improvement for overland travel for people who bother with that sort of thing)
  • Restoring Hymn: At-will, bonus, em10; allies gain the ability, on their turn, as a free action, to expend one Hit Die (if available) to heal themselves the normal amount.

Songs to be learned

You may exchange a learned spell for one of these songs.

  • Countersong: At-will, std, burst 10; roll to dispel (or counterspell, if readied) one magical effect that relies upon sound.
  • Reveille: At-will, 1 Mana, bonus, burst 10; allies who are currently asleep, stunned, or otherwise unable to act are allowed an additional saving throw immediately against the effect. If you are level 5 or higher, you may choose to spend 3 Mana, in which case they gain advantage to the save.
  • Sound Barrier: At-will, 1 Mana, bonus, burst 10; allies gain Absorb 5 (all), lasting up to 2 rounds. You may spend more Mana to add 5 points of Absorb per point.

Talents

Paths:

  • Roguelike (expertise, jack of all trades, sneak attack, etc)
  • Lore
  • Song
  • Battle
  • Other

Song

  • Feel the Healing Beat: Your Restoring Hymn healing effect allows allies to spend up to 3 Hit Dice at a time, and the effect repeats each round.

Spell List

School ideas:

  • Beats: pure sonic attacks.
  • Harmony: support your team with healing, buffs, defense, etc.
    • Alternatively, accompaniment.
  • Improvisation: solo focus?
  • Movement: enchantments, messin' with people's minds.
  • Rhythym: ?