Chorist
You feel the presence of the divine move through you whenever you lift your voice in song. The praises you sing of the gods inspire others around, firming their resolve to stand fast in the face of evil. You need only open your spirit to the divine for it to come flooding through you, and your hymns transform you and your allies into heroes worthy to serve the gods.
Level 7 Chorist
Attributes: Increase three attributes by 1 each.
Health: +12, Bonus Damage: +1d6
Languages: Any one
Joyful Song (Magical): You can use an action to sing a brief, joyful song. You end the confused, frightened, Intellect impaired, Will impaired, and stunned affliction from each ally that can hear you.
Voice of Thunder (Magical): When you speak, you can choose to raise your voice so that it can be heard anywhere within 10 miles. Each creature within 5 yards, however, becomes deafened (luck ends).
Level 8 Chorist
Health: +12
Sacred Hymn (Magical): You can use an action to sing a hymn. The music lasts 1 minute, but ends early if you use your voice for anything else, such as casting a spell. In addition, if you become deafened, make an Intellect roll. On a failure, the effects of this talent end at the end of your turn.
The music increases your Speed by 5, your supply of Bonus Damage increases by +2d6, and enables each ally within 10 yards that can hear you to heal 1d6 damage at the end of the round. You can use this talent five times. You regain expended uses of it after you rest.
At level 10, angels join their voices to yours. At the end of each round, each enemy angel, demon, faerie, fiend, spirit, and undead within 5 yards makes a Will roll. On a success, the enemy becomes immune to this talent for 24 hours. On a failure, the enemy takes 3d6 damage and becomes weakened until the end of the next round.
Level 10 Chorist
Health: +12
Song of the Gods (Magical): You can use an action to sing the song of the gods. Your song carries 100 yards in all directions. Each enemy that can hear the song takes 5d6 damage and makes a Will roll. An enemy angel, demon, faerie, fiend, spirit, and undead rolls with 1 bane. On a failure, the enemy takes an extra 10d6 damage, falls prone, and becomes stunned until the end of its next turn. When an affected creature removes the stunned affliction, it becomes cursed, vulnerable, and weakened (luck ends all). After you use this talent, you become weakened (luck ends). You can use this talent once. You regain the use after you rest.