Bard
Bards exist in a loose society of musicians, actors, and storytellers united by their shared love of history and their eagerness to bear witness and record the great events that shape the future. Thanks to the bards, civilization recalls information about nearly all the eras of history, though the willingness to learn from such events varies. And even though the institution that created the bards collapsed long ago and its members have scattered, some remain who carry out the sacred duties of their predecessors.
You have joined the bards. Maybe you became an understudy to another, or you claimed the mantle for yourself. You might strive to return the bards to their place of prominence or just join the fight in these dangerous times.
You proved yourself a worthy candidate to join this esteemed group by your skill at performance, your cleverness, and your eagerness to learn all that you can. Now, you travel the world, seeking new legends to add to those you have discovered.
Level 3 Bard
Attributes: Increase two attributes by 1 each.
Health: +8, Bonus Damage: +1d6
Languages: Any three
Bard Training (Magical): You can play any instrument. You can sing, dance, act, juggle, and perform in any style you choose. You make rolls related to performing with 1 boon.
If you perform for at least 10 minutes, any creature present for the entire performance that is not already friendly to you makes a Will roll. On a success, the creature becomes immune to this effect for 24 hours. On a failure, the creature becomes friendly to you and counts as your ally until you or one of your allies harms it.
Legends and Lore: You can ask the Sage one question concerning a legend, magic, history, a people, or a place and then make a luck roll. On a success, the Sage tells you one fact about the subject. On a failure, you lose access to this benefit until after you rest.
Level 4 Bard
Health: +8
Languages: Any one
Tradition: One, Spells: One novice
Manipulating Music (Magical): You can use an action to perform magical music (with or without an instrument). The music lasts until the end of your next turn, but ends early if you stop singing or playing, or you become confused, controlled, stunned, or unconscious. On your turn, you can choose to extend the effect until the end of your next turn, up to a maximum of 1 minute. While you perform in this way, your attacks deal an extra 1d6 damage and the music you create has the following effects:
- Each enemy 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 becomes vulnerable until the performance ends. The effect ends early for an enemy that cannot hear this music. An enemy that overcomes the effect becomes immune to this effect for 24 hours.
- Each ally within 5 yards makes attribute rolls with 1 boon until the performance ends. The effect ends early for an ally that cannot hear your music.
You can use this talent a number of times equal to your level. You regain expended uses after you rest.
Level 6 Bard
Health: +8
Languages: Any one
Spells: One expert
Inspiring Note (Magical): When an ally under the effect of your Bard Music talent gets a success on a roll to attack, you can use this talent to cause the attack to deal an extra 1d6 damage. Once you use this talent, you lose access to it until the start of your next turn.
Level 9 Bard
Health: +8, Bonus Damage: +1d6
Languages: Any one
Legendary Luck: You make luck rolls with 1 boon.
Spellbinding Music (Magical): If you are under the effects of your Manipulating Music talent, you can use an action to spellbind your audience. Target any number of creatures within 5 yards. Each makes a Will roll. An angel, creation, demon, faerie, fiend, spirit, and undead gets an automatic success. On a success, the target becomes immune to this talent for 24 hours. On a failure, the target becomes controlled (luck ends).
You can use this talent a number of times equal to half your level. You regain expended uses after you rest.