The College of Bowsong focuses on mastering the use of the lyrebow. Those who attend this college spend hours studying both the art of battle, its tactics and methods of combat, and the arts of music or poetry, their tempo and rhythm and how the feelings they emote.
Called bowsingers, members of this college can read the field of battle, the rhythms of its combatants, the tempo of each combatant’s strikes, and where the music can be altered for the most striking effect. Bowsingers are hence often found providing support to armies or parties of adventurers where their mastery of art and battle can help turn the tide at the most essential moment.
1st Tier Bowsinger Feature
You have trained extensively in the use of the lyrebow. You gain the Martial Class Tag and the Fighting Style: Marksman Feat, choosing the Bow Weapon Group as part of the Feat.
Whilst using a Lyrebow, the Item Bonus for its Musical Instrument is always treated as being 1 higher than normal. The Use Object (Lyrebow) action for changing between its Musical Instrument and Weapon forms costs you only 1AP.
1st Tier Bowsinger Feature
Your studies have focused on the use of interlacing your music and magic with the lyrebow. You gain one such effect the Mage’s Ballad Bowsong Action. Whilst a Bowsong Action is being performed, you can still cast spells using this performance as your Spellcasting Focus, and you can still make attacks with the Lyrebow in its bow form. An entity cannot benefit from the effects of two Bowsong Actions at the same time.
Some Bowsong Actions may require a Trait Test. When you use such an effect, the TG equals your Spell TG or Leadership TG.
The effects of Bowsong Actions lasts a number of Rounds specified in the action, but can end early if you are Incapacitated, are Silenced, or if you use an action (0AP) to end it early.
You may use this Feature a number of times up to your Skill Bonus, replenishing any expended uses upon completing a Short or Long Rest.
2nd Tier Bowsinger Feature
You have expanded your knowledge of bardsong to enhance your allies' strikes. Choose a number of Enchanted Performance: Feats of Leadership equal to your Tiers of this College you meet the Prerequisites of, you Learn these chosen Feats, following the rules per the Inspiring Leader Feature. You treat all Enchanted Performance: Feats of Leadership as being Bowsong Actions, being able to expend a use of the Bowsong Feature instead of expending uses of the Bardic Inspiration for meeting the cost of these Feats.
When an entity would benefit from your Bardic Inspiration Die or be affected by your Bowsong, until the start of your next Turn, you can choose to grant one of the following benefits to the entity:
In addition, your Bowsong Feature gains an additional effect the Army’s Paeon Bowsong Action.
2nd Tier Bowsinger Feature
You can attack twice, instead of once, whenever you take the Attack action.
If you have the Spellcasting Feature, you can choose to replace one of your attacks with a Cantrip with a Casting Time of 2AP. It doesn't suffer the penalty for making a ranged Attack Rolls whilst you are within a hostile entity’s AoC, but if so the Cantrip must Target an entity within your AoC.
3rd Tier Bowsinger Feature
You gain the ability to learn a piece of music or poetry by listening to it. You must spend at least one Hour studying the piece of art, studying can include but not be limited to listening to the song or poem, talking to the composer/writer/performer about their specific work, and maybe even reading the sheet music or written form of the poem.
Once done, you can perfectly replicate the art piece and can modify it as you see fit even allowing you to apply any effect that works using a song through this piece of music. Any modifications to allow for magical effects is indiscernible to the casual observer. If a wary individual suspects something is amiss, you have Advantage on any Deception Skill Rolls you make to avoid detection.
In addition, when making a Ranged Weapon Attack using Ammunition, you may expend a Spell Slot or use of your Bardic Inspiration Feature, if you do so you magically replicate the Ammunition in flight. Choose either a Cone, Line, Sphere:
Cone. Instead of making an Attack Roll, you instead create a Xm Cone, Emanating from You, where X equals the Circle of the Spell Slot expended or the roll of your Bardic Inspiration Die.
Line. Instead of making an Attack Roll, you instead create a Xm x Ym Line, Emanating from You, where X equals the Circle of the Spell Slot expended or the roll of your Bardic Inspiration Die, and Y equals half the value of X (maximum of 3m).
Sphere. Instead of making an Attack Roll, you instead create a Xm Radius Sphere, Centred on the Target, where X equals half the Circle of the Spell Slot expended or half the roll of your Bardic Inspiration Die.
Each entity within the chosen AoE must make an Agility Test against your Spell TG or Leadership TG.
On a failed Test, the entity takes damage as if hit by the Weapon Attack.
If they failed the Test by 5 or more, then they are instead treated as being hit by a Critical Hit with the Weapon Attack.
On a successful Test, they take half as much damage.
3rd Tier Bowsinger Feature
You Bowsong grants you additional power the longer you perform them. Whilst performing a Bowsong, you gain a Bardic Bonus to your Attack and Damage Rolls for Lyrebows equal to the number of Rounds the current Bowsong Action has been performed for. The Bonus to Damage Rolls is doubled until the end of the Turn, whenever you would recover a use of your Bowsong Feature from any Bowsong Action.
Allied entities affected by your Bowsong Action, gains a Bardic Bonus of the same size to their Trait Tests made to resist, avoid or end negative effects.
The Bardic Bonuses granted by this Feature end when the current Bowsong Action ends.
In addition, when you would replenish a use of your Bowsong Feature with your Bowsong Actions, the following effect occurs:
Any Bardsong Action. Choose one entity affected by the current Bardsong Action, you cast the Lesser Restoration spell on the chosen entity, without expending a Spell Slot or requiring Spellcasting Components.
Mage’s Ballad. Until the start of your next Turn, you gain +1AP and +1RP.
Army’s Paeon. Until the start of your next Turn, the Casting Time of your spells (with a Casting Time of AP), and the AP cost of your Feats of Leadership are reduced by 1AP (to a minimum of 1AP).
4th Tier Bowsinger Feature
You have a complete knowledge of the bowsongs. If a Bowsong reaches the end of its Duration and is not ended early, the Bowsong applies its effect for an additional Round, with all Bonuses doubled for this Duration, and if the action had different effects on different Rounds, the effects of all Rounds are applied for this additional Round.
When you use a Bowsong Action, you can expend a use of the Bardic Inspiration Feature, if you do so you can perform a second Bowsong Action, that does not have a Cost of Bardic Inspiration Die, as part of the same action combining their effects as if it was a single Bowsong Action.
In addition, your Bowsong Feature gains an additional effect the Wanderer’s Minuet Bowsong Action.
Bards of the College of Chromaturgy have studied the many aspects surrounding painting, from colour theory, to composition, to the variety of styles and materials one can use to enhance their work. Those who reach the peak of their studies also learn how to infuse their work with life and power born of their magical abilities.
Known as chromaturgists, this college’s members gather to share their works with likeminded compatriots, or to debate the current artistic movements of the moment. Though more often, these bards can be found wandering the world to gain inspiration from the wonders of the world around them, others may be found in elaborate studios creating works for well-paying patrons or living in isolation hoping to create their magnum opus.
1st Tier Chromaturgy Feature
You have learnt how to find inspiration and convey your ideas to your works and others. You Learn two additional Skills from the following selection: Diplomacy, Empathy, General Knowledge, Perception, and Performance and can choose one of the listed Skills you have Learnt, gaining Mastery in that chosen Skill.
You also gain Training in Painter’s Supplies, if you already are Trained with this Item, you can choose a different Artisan’s Tool to be Trained with.
1st Tier Chromaturgy Feature
You learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. As an Activity during a Rest, you can produce a number of Arcane Infused Paintings equal to your Spellcasting/Leadership Trait.
Each Painting has an associated type of painting based on what you chose to paint, with each type and their associated effect listed below, with their innate magic dissipating after being used, until you use this Activity again, or until you complete a Long Rest. You may make multiple paintings of the same type.
You gain the Manifest Painting action.
The types of painting you may choose to create are as follows:
Entities. You create a painting of an entity you have encountered before, read about, or even dreamed of. When you create this painting choose one spell with the name “Summon X”. The spell must be of a Circle equal to or less than your Skill Bonus. If you chose Spellcasting with the Arcane Potential Feature, whilst the painting is on your person, you have it Prepared.
Manifest Painting. You cast the spell without requiring a Spell Slot or Material Components, the painting is Consumed as part of the casting. This spell is cast at a Circle equalling your SB and does not require Concentration, however if you Manifest another entity type painting, then the spell immediately ends.
Empowered Manifesting. The spell is cast one Circle higher than normal.
Items. You create a painting of an item you have encountered before, read about, or even dreamed of. When you choose one non-magical Item of one of the following kinds of Item, an Animated Weapon, Weapon, set of Armour, Shield, Spellcasting Focus, or Tool. If you chose Spellcasting with the Arcane Potential Feature, whilst the painting is on your person, you have the Conjure Spiritual Weapon spell Prepared if you chose the Animated Weapon, otherwise you have the Summon Crystaline Item power Prepared as a spell from your chosen Spell List.
Manifest Painting. If you chose the Animated Weapon, you cast the Conjure Spiritual Weapon spell without requiring a Spell Slot or Material Components, the painting is Consumed as part of the casting. This spell is cast at a Circle equalling your SB and does not require Concentration.
If you chose any other option, you instead cast the Summon Crystaline Item power as a spell from your chosen Spell List without requiring a Spell Slot, the painting is Consumed as part of the casting. This spell is cast at a Circle equalling your SB and the Item summoned must be of the kind painted in the picture.
If you Manifest another item type painting, then the either spell immediately ends.
Empowered Manifesting. The Item increases its Item Bonus by 1, for Weapons this is a Magic Bonus to Attack and Damage rolls, for the set of Armour it’s a HT bonus for the Torso Piece, and for Shields its Shield Bonus is increased by 1.
Landscapes. You create a painting of a landscape you have encountered before, read about, or even dreamed of. When you create this painting, choose one Damage Type you feel fits the Landscape you painted. Whilst the Painting is on your person you gain Resistance to the chosen Damage Type.
Manifest Painting. You and all allied entities within 6m (Near) of you gain BP equal to the highest result on their largest Hit Die, and the painting is destroyed.
Until the end of your next Turn, all allied entities within 6m (Near) of you gain the benefits of Half Cover, can add your Bardic Inspiration Die to their Damage Rolls, and Cantrips/Talents they cast/manifest with a Casting Time of 2AP have their AP reduced by 1.
Empowered Manifesting. The BP each entity gains is doubled, and for the Duration of the effect each allied entity within Range gains Damage Reduction X against all Damage Tyes, where X equals a roll of your Bardic Inspiration Die (rolled when you manifest the painting).
Magic. You create a painting of a spell you have encountered before, read about, or even dreamed of. When you create this painting choose one spell whose Spell Circle, is equal to or less than half your Skill Bonus. If you chose Spellcasting with the Arcane Potential Feature, whilst the painting is on your person, you have it Prepared.
Manifest Painting. You cast the spell without requiring a Spell Slot or Material Components, bar Material Components with a GP cost, the painting is Consumed as part of the casting.
Empowered Manifesting. The spell is cast at one Circle higher than normal.
1st Tier Chromaturgy Feature
You have learnt how to modify your spells using your painting techniques. Whenever you cast a spell using your Painter’s Supplies as a Spellcasting Focus or via Manifesting a Painting, the spell gains the following modifications:
You can replace the Damage Type of the spell cast with one of the following Damage Types; Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder, or Vorpal.
You can add your SB to the Damage Rolls of Cantrips.
Conjuration School Spells double their Range and Duration (the Duration is only doubled for spells with a Duration longer than Instantaneous).
An entity with the Summoned Entity Tag, summoned from a Conjuration School Spell, has its HP is increased by your Bard Level.
You also gain the Painted Shield reaction.
3rd Tier Chromaturgy Feature
Your unique painting techniques allow you to enhance your spells even further. Whenever you cast a spell using your Painter’s Supplies as a Spellcasting Focus or via Manifesting a Painting, the spell gains the following modifications based on their Spell School:
Abjuration. This spell is always treated as being two Circles higher for the purposes of Dispelling or Countering.
Conjuration. Entities summoned by this spell, or allied entities Targeted by it, gain BP equal to half your Bard Level.
Dictation. The Target of the spell has Disadvantage on any Trait Tests made to resist, avoid, or end the spell and its effects.
Divination. You gain a Mark of Fate after the spell has resolved.
Evocation. If on a successful Trait Test the spell would not deal any damage, but they do deal damage on a failed Trait Test, they instead deal half damage on a successful Trait Test.
Illusion. Trait Tests made against this spell and its effects are made at Disadvantage.
Necromancy. If you reduce one or more entities to 0HP using this spell, you can restore HP for an entity summoned via your spells, equal to your SB + the double the Circle of the spell that caused the damage (Cantrips are treated for this effect as 1st-Circle spells).
You may instead restore your own HP, but you only recover half as much HP as above.
Protection. You gain BP equal to your SB + double the Circle of the spell cast (Cantrips are treated for this effect as 1st-Circle spells). If the spell bestows BP normally, increase the amount the spell bestows by the value above.
Restoration. You can restore HP equal to your SB for each Target, in addition to its normal effect.
Transmutation. If your Transmutation spell would alter a set sized space of an object, entity, or area. The spell doubles the size of the space that can be affected at a time.
If you cast a Transmutation spell that Targets only you, which has a Duration longer than Instantaneous but shorter than 1 Hour, then that spell's Duration is doubled (minimum of 1 Encounter/Scene).
4th Tier Chromaturgy Feature
You have plundered magical knowledge from a wide spectrum of disciplines. The kinds of painting you can create with the Arcane Infused Painting Feature gain the following modifications:
Entities. You may now cast the spell at 7th Circle when you Manifest the Painting.
Items. You may now cast the spell at 7th Circle when you Manifest the Painting. The Conjure Spiritual Weapon spell is replaced with the Conjure Sword spell.
Landscapes. Double the BP bestowed, and for the Duration, each allied entity in the area who would roll your Bardic Inspiration Die, may roll it twice using the higher result.
Whilst under the effect of this painting, the Chromatic Prism action’s AP cost decreases by 1.
Magic. You may now choose a spell whose Spell Circle, is equal to or less than your SB.
You also gain the Chromatic Prism action.
Once you have used this action, you may not do so again until you have completed a Short or Long Rest.
In addition, your Painted Magic Feature now lets you replace the spell’s Damage Type with two combined Damage Types from the options presented, with Cosmic damage now added as an additional option that may be taken.
The College of Chronicles focuses on mastering the use of the legends and stories to aid others. Those who attend this college spend hours studying fictional works and historical events, learning how to call upon the past to inspire those today, and what events today may be worth preserving for the future.
Called chroniclers, members of this college find answers or advice for problems of the present in the words of the past. They can also be found in adventuring parties seeing future legendary tales forming in their infancy.
1st Tier Chronicler Feature
You have an expanded knowledge of legends, tales, and historical events. You Learn the General Knowledge and Linguistics Skills as well as two Languages of your choice. You can also choose one of these Skills to become a Master in.
If you already know one or more of these Skills, you can choose another Skill to Learn instead.
1st Tier Chronicler Feature
Your studies into the past allow you to better prepare for the trials of the future, whilst you record the legends of you and your allies. You always have the Augury spell Prepared. In the Legendary Trails section below you can find the Records of Legends Table, which is currently blank. Whenever you or another member of your Party performs an action listed in the section, you can add the Chapter and its benefit to the lowest blank row of the Table. You should feel free to work with the GG to create unique ones for special moments of your party.
Whenever you gain a Character Level, you can erase the record of one row in the Table. If you would earn a new record but have a full Table, you can replace the value of the 12th row.
You gain the Consult the Records and Recollections of the Past actions.
Once you have used the Recollections of the Past action, you may not do so again until you have completed a Short or Long Rest. If the sources you have read would have no answer, this ability is not considered to have been used.
2nd Tier Chronicler Feature
You are a master of summons. You double your LP generation. Choose a number of premade Legendary Summons from the Game Guide's Companion up to your Skill Bonus. You may also work with the GG to make some suitable Legendary Summon Templates for your setting.
Whenever you use the Summon Lvl X Limit Break Actions, you can select to use one of those Legendary Summon Templates that can be used for that Level of Limit Break. You also have Advantage on any Trait Tests needed to decode forgotten texts to learn additional Legendary Summon Templates.
If you chose the Spellcasting option of the Arcane Potential Feature, you treat all spells with the Summoning Spell Tag as being part of your chosen Spell List.
3rd Tier Chronicler Feature
Your chronicles expand even further. You always have the Legend Lore spell Prepared. You can cast the spell once without requiring a Spell Slot, once you have cast it this way you may not do so again until you have completed a Long Rest.
Whenever you roll on the Records of Legends Table, you can roll the die twice and choose which of the two benefits to bestow. If you roll the same number on both dice, you can ignore the number and choose any benefit on the Table.
4th Tier Chronicler Feature
You can don the mantle of Legends. You gain the Don the Mantle action.
Once you use this action, you may not do so again until you have completed a Long Rest.
The Mantle Effects you can choose between are:
You gain Resistance to one of the following Damage Types: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder, Vorpal, or Bludgeoning, Piercing, and Slashing damage.
You may choose this option multiple times, picking a different Damage Type each time.
You increase your Inspired Event Scope by 1 for your Attack Rolls.
You can replace the Damage Type of the Weapon Attacks, Unarmed Strikes, and Cantrips you are using with either Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder, or Vorpal damage.
You can only take this option once, choosing a single Damage Type.
A 3m (Near) Radius Sphere, Centred on You is considered Well-Lit, and a further 3m Radius (At Range) is considered Dimly Lit. You can spend an extra benefit choice to give the light an additional effect, an extra choice must be made for each benefit:
Entities of your choosing within the Well-Lit area recover HP at the start of each of their Turns, equal to a roll of your Bardic Inspiration Die. This does not expend a use of your Bardic Inspiration Die.
Entities of your choosing within the Well-Lit area take Radiant damage at the start of their Turns, equal to a roll of your Bardic Inspiration Die, and half as much in the Dimly Lit area. This does not expend a use of your Bardic Inspiration Die.
Entities of your choosing within the Well-Lit area must make a Determination Test at the start of each of their Turns, against your Spellcasting or Leadership TG.
Failed Test: They take Psychic damage equal to a roll of your Bardic Inspiration Die, and gain one Degree of the Frightened condition.
Successful Test: They take half as much damage.
This does not expend a use of your Bardic Inspiration Die.
Entities within the Well-Lit area double their LP generation, those in the Dimly Lit area add 1 to their LP generated.
At the start of each of your Turns, you gain BP equal to your SB + your Spellcasting or Leadership Trait.
Choose a type of Movement speed you do not currently have, and gain that Movement speed equal to your Walking speed.
If you choose a Burrowing speed, you also gain Tremorsense out to 3m.
If you choose a Swimming speed, you also can breathe underwater.
You may choose this option multiple times, picking a different type of Movement speed each time.
These are a selection of moments worth recording, feel free to discuss with the Party and GG if any moment is suitable. It may be that a moment is deemed suitable but does not fit any option given, at which point choose the Another Moment option.
The hero has overcome a moment of hardship and emerged changed because of it. When a Character in the Party has completed a narratively significant event, one that has had an impact on them as a Character on a fundamental level, note this moment in the Record of Legends Table.
Benefit: When this moment is recalled, the Target gains BP equal to your Spellcasting/Leadership Trait + your SB.
The Target also can roll your Bardic Inspiration Die on the next Trait Test they make, before they complete a Long Rest, to resist, avoid or end an effect. This does not expend a use of your Bardic Inspiration Feature.
In a tale full of tragedy and high stakes, sometimes a moment of humour is needed to help break the tension. If a suitably amusing moment occurs, note this moment in the Record of Legends Table.
Note: Do be sure the moment is one humorous for all Players involved, and won’t make any Player feel ostracised for its inclusion.
Benefit: When this moment is recalled, if the Target you choose was an allied entity, they can immediately repeat a Trait Test to end a condition or spell/power on themself early, adding the result of your Bardic Inspiration Die roll to their TTV. This does not expend a use of your Bardic Inspiration Feature.
If the Target is a hostile entity, cast the spell Hideous Laughter on them without expending a Spell Slot, using your Spell TG or Leadership TG.
Not every hero survives the trials set before them. When a Character gains sufficient Degrees of the Wounded condition to be Knocked out of the Fight, note this moment in the Record of Legends Table.
Benefit: When this moment is recalled, if the Target was an allied entity, they can add the result of your Bardic Inspiration Die to their next Attack Roll. This does not expend a use of your Bardic Inspiration Feature.
If the Target was a hostile entity, they must make a Determination Test against your Spell TG or Leadership TG.
Failed Test: The Target begins weeping uncontrollably, and has Disadvantage on Attack Rolls made during their next Turn.
Sometimes the trials heroes face leaves them hurt or scared, in body, mind, or soul. If the Party suffers defeat in an important moment, or loses something important to them, discuss with the Table and GG if the current moment is suitable. Note this moment in the Record of Legends Table.
Benefit: When this moment is recalled, roll your Bardic Inspiration Die, the Target takes Psychic damage equal to double the result of the roll + your Spellcasting or Leadership Trait. This does not expend a use of your Bardic Inspiration Feature.
The hero has overcome a vexing challenge. When a Character or the Party manages to overcome a difficult Encounter, such as an incredibly difficult puzzle or perhaps an obstacle that seemed insurmountable to mentally overcome, note this moment in the Record of Legends Table.
Benefit: When this moment is recalled, the Target gains BP equal to your Spellcasting or Leadership Trait + your SB.
Whilst they have BP from this effect remaining, the Target can your Bardic Inspiration Die roll to their Skill Rolls. This does not expend a use of your Bardic Inspiration Feature.
The hero has overcome a terrible foe. When a Character or the Party manages to defeat a Critical Engagement or another sufficiently difficult foe (GG is final arbitrator on this), note this moment in the Record of Legends Table.
Benefit: When this moment is recalled, the Target gains BP equal to your Spellcasting or Leadership Trait + your SB.
Whilst they have BP from this effect remaining, the Target can add your Bardic Inspiration Die to their Attack Rolls. This does not expend a use of your Bardic Inspiration Feature.
This could be any other moment you deem significant to your party's story. Work with the Table and GG to describe the moment, and work out an appropriate effect to occur when you roll this moment on the Records of Legends Table.
| Bardic Inspiration Die Roll | Legendary Event | Benefit |
|---|---|---|
1 |
||
2 |
||
3 |
||
4 |
||
5 |
||
6 |
||
7 |
||
8 |
||
9 |
||
10 |
||
11 |
||
12 |
Bards of the College of Fools are masters of stage performances often involving improvised performances and comedy acts. Tracing their origins to performances of the Commedia dell'arte, these bards have mastered the use of the stage and movement to get the best results, as well as the use of props and jokes.
Known as fools, jesters, harlequins and more based on the many roles they take upon the stage, members of this college can be found in courts of nobility or royalty, or on more public stages. Many flock to their performance for idle amusement and delight, pacifying angry crowds, and cutting the tensions of court.
However, there many foolish nobles, knights, or monarchs, who have angered these bards have found the people rising in anger, or driven from courts in scandal, as the satirical acts and jibes from these fools highlight the wrongdoings, hypocrisies, and improprieties of their former patrons. It is for this reason many see members of this college as champions of the common folk.
1st Tier Fool Feature
You have studied the ways to entertain and delight. You Learn two additional Skills from the following selection: Acrobatics, Deception, Empathy, Performance and Skullduggery and can choose one of the listed Skills you have Learnt, gaining Mastery in that chosen Skill.
You also gain Training in Thieves’ Tools, if you already are Trained in this Item, you can choose a different Artisan’s Tool or Musical Instrument to be Trained with.
1st Tier Fool Feature
You have learnt to improvise on the stage, adapting to the situations as they arise to gain the most laughs. You Learn the Vicious Mockery Cantrip. Whenever you use your Bardic Inspiration Feature, until the end of your next Turn, you gain one of the following benefits:
You gain the benefits of the Dodge action, and can perform the Disengage action for 0AP.
You gain a Climbing and Swimming speed equal to your Walking speed, and you take half as much damage from Falling.
You can cast the Vicious Mockery Cantrip for 1AP, for the Duration of this Feature’s effect, the damage dice of the Vicious Mockery Cantrip increases in size by 1.
You can perform the Inspiring Speech Feat of Leadership for 1AP, you do not need to have learnt the Feat to use this effect. This Feat’s use of the Bardic Inspiration Feature does not Trigger this Feature’s effect.
You can perform the Taunting Jab Feat of Leadership for 1AP, you do not need to have learnt the Feat to use this effect. This Feat’s use of the Bardic Inspiration Feature does not Trigger this Feature’s effect.
2nd Tier Fool Feature
You have learnt how best to flow around your fellow performers to both get a laugh and position yourself best for your next steps. You gain the Redirect Attack reaction, your Walking speed increases by 2m, and when you’re Prone, you can stand up by spending 1m of movement, this does not provoke Opportunity Attacks.
In addition, you always have the Detect Thoughts spell Prepared, you can cast the spell a number of times equal to your Spellcasting/Leadership Trait without requiring a Spell Slot, using your Spellcasting or Leadership Trait, replenishing expended uses upon completing a Long Rest.
3rd Tier Fool Feature
You have developed your techniques to maintain your performance even in the most dire situations. When you have Disadvantage on a Trait Test, you can expend a use of your Bardic Inspiration Feature to ignore the Disadvantage on the Test.
Your Vicious Mockery Cantrip now bestows Disadvantage on all Attack Rolls the Target makes until the start of your next Turn. When casting the Cantrip, you can expend a use of your Bardic Inspiration Feature to either:
Target an additional number of entities you can see within Range, up to half your SB.
The Cantrip now bestows Disadvatage on all Trait Tests the Target makes until the start of your next Turn.
Your Taunting Jab Feat of Leadership now deals Psychic damage equal to a roll of your Bardic Inspiration Die on a failed Test, this does not expend a use of your Bardic Inspiration Feature. When performing this Feat of Leadership, you can expend a use of your Bardic Inspiration Feature to Target an additional number of entities you can see within Range up to half your SB.
4th Tier Fool Feature
You have the luck to avoid the worst consequences of your actions. When you would gain a Mark of Fate or the Inspired condition, you replenish one expended use of your Bardic Inspiration Feature, and gain +1RP until the start of your next Turn.
When you fail a Trait Test, you can expend one use of your Bardic Inspiration Feature. Roll a Bardic Inspiration Die and add the number rolled to your TTV potentially turning it into a success.
If the Test still fails, this use of Bardic Inspiration is not expended.
The College of Heardance focuses on mastering the art of dance for use in battle. Those who attend this college spend hours studying the moves and forms needed for the steps of the dance, and how to use them in battle and to inspire your allies to greater feats.
Called heartdancers, members of this college are masters of their artform, dancing around the battlefield, avoiding blows and enhancing their allies to strike harder and more fiercely than they would normally. They can also be found tending to the physical, mental, and emotional wounds of their comrades.
1st Tier Heartdancer Feature
You have an expanded knowledge in the art of the heartdancers. You Learn the Empathy and Medicine Skills. You can also choose one of these Skills to become a Master in. If you already know one or both of these Skills, you can choose an additional Skill(s) to Learn instead.
You also gain the Martial Class Tag, the Fighting Style: Thrown Weapon Fighter Feat, and the following benefits:
When you expend a use of your Bardic Inspiration Feature as part of an action/reaction, you can perform the Dodge action or make one ranged Weapon Attack with a Weapon that has the Thrown Weapon Property, as part of that same action/reaction that expended the Bardic Inspiration.
You treat Weapons with the Thrown Weapon Property as a Spellcasting Focus if you have the Spellcasting Feature.
Whilst you are not wearing any Armour Pieces, your HT equals 10 + your Agility + your chosen Spellcasting or Leadership Trait. You can use a Shield and still gain this benefit.
Increase your Walking speed by half your SB.
1st Tier Heartdancer Feature
You have begun the path to mastering the Heartdances. You gain one such effect the Dance of Moonlight Heartdance Action. When you perform a Heartdance Action, you must choose a Dance Partner, the Dance Partner must be a willing entity, within 6m (Near) of you who is able to see/hear you.
To maintain a Heartdance action, at the start of each of your Turns whilst dancing, you must make a Performance Skill Roll as you perform the dance, using either your Spellcasting or Leadership Trait for the Test. The TG for the Test and your Heartdance Action effects is equal to your Spell TG or Leadership TG.
Some Heartdance Action effects mention Esprit, this is earned through certain Heartdance Actions, and any unused Esprit is lost when you have completed a Long Rest.
Each Heartdance Action’s effects lasts a number of Rounds specified in the action, but can end early if you fail the Performance Test, are Incapacitated, your Movement speed becomes 0, or if you use an action (0AP) to end it early.
You may use this Feature a number of times up to your Skill Bonus, replenishing any expended uses upon completing a Short or Long Rest. You may spend 10 Esprit to replenish a use of this action.
2nd Tier Heartdancer Feature
Your moves can help you avoid your opponents’ attacks. You gain the Fighting Style: Marksman Feat but must choose the Thrown Weapon Group option. If you are not Incapacitated and are required to make an Agility Test to avoid or resist an effect, that would halve the damage on a successful Test. You instead take no damage on a successful Test and half the damage on a failed Test.
Once you have resolved this Feature, if you succeeded on the Test, you Teleport to an unoccupied space outside of the AoE.
Your Dance Partner also gains this benefit so long as they are within 6m (Near) of you and not Incapacitated.
2nd Tier Heartdancer Feature
You have expanded your knowledge of heartdance to enhance your allies' strikes. When you perform a Heartdance Action, you can expend one use of your Bardic Inspiration Feature, if you do so, you automatically succeed all Performance Skill Rolls needed to maintain the dance for the Duration of that action.
Whilst the under the effects of a Heartdance Action you can attack twice, instead of once, whenever you take the Attack action.
In addition, when making a Weapon Attack using a Weapon with the Thrown Weapon Property, if your Bardic Inspiration Die is larger than the Weapon’s base damage die, it increases in size to be equal to that of your Bardic Inspiration Die.
Your Heartdances Feature gains an additional effect the Dance of the Moonflower Heartdance Action.
3rd Tier Heartdancer Feature
You have a complete knowledge of the heartdance. If you successfully complete a Heartdance Action for its complete Duration, at the end of the dance, you may select a number of entities you can see up to your SB within 6m (Near).
Roll your Bardic Inspiration Die (the Bardic Inspiration Feature is not expended as part of this effect). Each entity may expend one of their unexpended Hit Dice, to immediately regain HP equal to the result of their Hit Die roll plus the result of your Bardic Inspiration Die roll, your previous Dance Partner regains HP equal to double their roll plus double your Bardic Inspiration Die roll.
In addition, your Heartdances Feature gains an additional effect the Dance of the Star’s Tears Heartdance Action.
4th Tier Heartdancer Feature
You learn to take the momentum of your dances to perform devastating attacks against your opponents. Whenever you succeed on a Performance Skill Roll as part of your Heartdance Action, you can make a Weapon Attack using a Weapon with the Thrown Weapon Property. Whilst under the effects of a Heartdance Action, entities cannot make Attack Rolls against you or your Dance Partner with Advantage, and you both are considered to always have Half Cover against ranged Attack Rolls.
Once per Turn, you can expend a use of your Bardic Inspiration Feature to gain 10 Esprit.
You also gain the Waxing Moonstrike (AoE) and Waxing Moonstrike (Single) actions.
For both Waxing Moonstrike actions the Weapons are considered to be thrown as part of the attack, but return to your hand(s) as the action resolves.
The College of Leadership focuses on mastering the use of a bard’s talents to lead and guide those around them. Those who attend this college spend hours studying both the art of parley as well as tactics, planning, and organisational theory.
Called battle orators, members of this college can read their allies and the situation to come up quickly with an optimal plan. Using their personal skills to help keep the party going in times of hardship.
1st Tier Battle Orators Feature
Some leaders lead through compassion while others lead through more nefarious means. You Learn two additional Skills from the following selection: Deception, Diplomacy, Empathy, Intimidation, and Linguistics and can choose one of the listed Skills you have Learnt, gaining Mastery in that chosen Skill.
1st Tier Battle Orators Feature
Your experience with your party has led to you building a sufficient rapport to engage in more dangerous plans. You learn the Guidance Cantrip. You learn two Feats of Leadership as presented in the Inspiring Leader option of the Arcane Potential Feature. If you chose the Inspiring Leader option these are taken in addition to your previous choices. If you chose the Spellcasting option, then you treat your Spellcasting Trait as your Leadership Trait.
When performing a Feat of Leadership, you can Target an number of additional entities up to half your SB.
Once per Turn, whenever you would cast a spell Targeting one or more allied entities, you can choose one of those Targets to be able to use their reaction (1RP) to perform a single Weapon Attack or Unarmed Strike against a Target of your choosing, or to move up to half their Movement speed.
2nd Tier Battle Orators Feature
You have trained to maximise your inspirational endeavours. Your Bardic Inspiration Feature changes in the following ways:
You gain an number of additional uses of the Bardic Inspiration Feature, equal to your SB.
When you use your Bardic Inspiration reaction, the Target now rolls the Bardic Inspiration Die twice using the higher result.
Your Bardic Inspiration reaction now gains the additional Trigger "An entity you can see within Range, who can see/hear you, is dealt damage.".
When Triggered this way, the Target of your Bardic Inspiration reaction recovers HP equal to half your SB rolls of your Bardic Inspiration Die.
If the Target rolls the maximum value of the Bardic Inspiration Die, for each die that does so, they can also remove a Mild Scar Concept or reduce the Degrees of a condition affecting them, bar the Wounded condition, by one.
3rd Tier Battle Orators Feature
Your art and voice often can centre others, helping them overcome supernatural effects. You Learn an additional Feat of Leadership and gain the Centre Allies action. When performing a Feats of Leadership that requires or allows you to expend a use of your Bardic Inspiration Feature, you may expend a use of this Feature to gain the benefits of having expended a use of your Bardic Inspiration Feature without expending one.
You may use this Feature a number of times up to your Leadership/Spellcasting Trait, replenishing expended uses upon completing a Long Rest.
In addition, if you would roll a 9 or less on the d20 for a Deception, Diplomacy, or Intimidation Skill Roll, you may treat the d20 as having rolled a 10.
4th Tier Battle Orators Feature
You have learnt how to exploit any advantage or opening when presented to you. Once per Turn, when you or an allied entity hits a Target Marked by you with a Weapon Attack or Unarmed Strike, the Target takes extra damage equal to a roll of your Bardic Inspiration Die, this does not expend a use of your Bardic Inspiration Feature.
If a Feat of Leadership would require 1RP for the Target to gain the Feat’s benefits/effects, the RP cost becomes 0RP.
You also gain the Inspired Strike and Maintained Momentum reactions.
In addition, the Inspiration of Leadership Feature is modified so that any Bard Feature that requires the rolling of Bardic Inspiration Die, now allows you to roll the die twice choosing the higher result.
Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.
The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.
Known as lorekeepers, this college’s members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.
1st Tier Lorekeeper Feature
You are more well studied than perhaps those of other colleges. You Learn three additional Skills of your choice and can choose one Skill you have Learnt, gaining Mastery in that chosen Skill.
You can also choose an additional option from the options presented in the Artist of Renown Feature.
1st Tier Lorekeeper Feature
You learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. You gain a number of additional uses of your Bardic Inspiration Feature equal to your SB. Your Bardic Inspiration reaction gains the following additional Triggers:
Trigger: "An entity that you can see within Range, who can see/hear you and is not Immune to the Charmed condition, succeeds on a Trait Test": When this reaction is used with this Trigger, roll your Bardic Inspiration Die and decrease the Trait Test's TTV by the result of the roll. Potentially turing a success into a failure.
Trigger: "An entity that you can see within Range, who can see/hear you and is not Immune to the Charmed condition, makes a Damage Roll": When this reaction is used with this Trigger, roll your Bardic Inspiration Die and decrease the Damage Roll by the result of the roll, this cannot reduce the damage below 0.
2nd Tier Lorekeeper Feature
You have studied magical knowledge from a wide spectrum of disciplines. Choose two spells from any Spell List. A spell you choose must be of a Circle you can cast, as shown on the Bard Table, or a Cantrip.
You can cast the spell once without requiring a Spell Slot, using your Spellcasting or Leadership Trait, once you have cast the spell this way you cannot do so again until you have completed a Long Rest.
The chosen spells also count as spells from your chosen Spell List for you, and are always Prepared if you chose the Spellcasting option for the Arcane Potential Feature.
Choose two Feats of Leadership from those presented in Appendix A: Feats of Leadership you meet the Prerequisites of. You Learn the chosen Feats of Leadership.
Use your Spellcasting or Leadership Trait as the Leadership Trait for these Feats of Leadership.
If the chosen Feats of Leadership would have a cost of a Bardic Inspiration Die, you may perform the Feat once with the benefit of having expended a Bardic Inspiration Die without expending it. Once you have performed the chosen Feats of Leadership this way, you cannot do so again until you have completed a Long Rest.
In addition, when casting a spell with the Ritual Spell Tag, you can reduce its Casting Time to 2AP. Once you have reduced the Casting Time this way, you may not do so again until you have completed a Long Rest. You can expend a use of your Bardic Inspiration Feature to recover a use of this effect.
3rd Tier Lorekeeper Feature
You have studied many more tomes and both your words and mind are more powerful than ever. When you use the Study action, you can add your Bardic Inspiration Die to the roll, without expending a use of your Bardic Inspiration Feature.
When you use the Bardic Inspiration reaction, you can choose for the Target to take Psychic damage equal to the result rolled on the Bardic Inspiration Die plus your Spellcasting Trait or Leadership Trait.
In addition, you can also choose an additional option from the options presented in the Bardic Specialisation Feature to gain the benefits of.
4th Tier Lorekeeper Feature
You have plundered magical knowledge from a wide spectrum of disciplines. When you fail a Trait Test, you can expend one use of your Bardic Inspiration Feature. Roll a Bardic Inspiration Die, and add the number rolled to your TTV potentially turning it into a success.
If the Test still fails, the use of your Bardic Inspiration Feature is not expended.
In addition, you recover uses of your Bardic Knowledge Feature on a Short or Long Rest.
When using your Trigger of an entity succeeding on a Trait Test for the Bardic Inspiration reaction, per the Cutting Words Feature, instead of decreasing the Test's TTV with the roll of your Bardic Inspiration Die, you decrease the value of the d20 roll, potentially causing the result to no longer be in the Test's Inspired Event Scope or cause it to enter their Critical Failure Scope.
Bards of the College of Masks are often indistinguishable from other bards, travelling the lands sharing their artistic works and entertaining the masses. However, these bards will spend such time with an ear to the conversations around them, noting criminal dealings, evil plans, or the routines of ruthless guards. Then outside of their escapades, they may try to infiltrate villainous groups, pass secrets on to rebellious groups, or coordinate with fellow adventurers to bring down criminal or tyrannical organisations and individuals.
The origins of this college can be traced to bards who took to the stage, finding that they could with enough practice don the role of their characters off the stage by simply donning the mask of the character. Utilising these roles, these bards began to use these personas to infiltrate criminal groups and help tip off others on how best to dismantle these groups. From these legendary founders the college was born, made to use a combination of noble and cutthroat tactics to bring down the evils that blighted the realm.
Known as maskbearers, this college’s members can be found donning personas and personalities as they infiltrate gangs, cults, or criminal circles. Others may be found in the company of adventurers using their skills at infiltration and gathering knowledge to aid the party in their heroic deeds.
1st Tier Maskbearer Feature
You have been trained in the best ways to gain knowledge from others and don other personas. You Learn two additional Skills from the following selection: Diplomacy, Deception, Empathy, Perception, and Skullduggery and can choose one of the listed Skills you have Learnt, gaining Mastery in that chosen Skill.
You also gain Training in Thieves’ Tools and either Disguise Kits or Forgery Kits, if you already are Trained with these Tools, you can choose a different Tool to be Trained with.
1st Tier Maskbearer Feature
You have learnt how to channel your innate magic into spectral masks, to assist you in the taking of a role and identity of your crafting. You can cast the Disguise Self spell at will for 1AP without expending a Spell Slot or requiring Material Components, when you do so, choose a role attached to this disguise and gain its associated benefits for the Duration of the spell’s effect:
The Accompanying Musician. You have Advantage on Perception Skill Rolls made involving sight or hearing whilst performing.
You may Target yourself with your Bardic Inspiration reaction, if you failed a Perception or Performance Skill Roll.
The Bumbling Politician. You have Advantage on Trait Tests made to make a deliberate action look like an accident.
After having talked with an entity for more than 1 Minute, you may expend one use of your Bardic Inspiration Feature, if you do so, the entity you are speaking with must make an Intuition Test against your Leadership/Spell TG.
Failed Test: The Target reveals a secret, and you learn one of the Target’s Concepts you were unaware of.
The Dashing Rogue. You have Advantage on Acrobatics and Stealth Skill Rolls.
After having talked with an entity for more than 1 Minute, you may expend one use of your Bardic Inspiration Feature, the entity you are speaking with must make a Determination Test against your Leadership/Spell TG.
Failed Test: The Target feels compelled to explain their plan.
The Innocuous Noble with a Secret. Trait Tests made to tell if you are lying are made at Disadvantage.
You may Target yourself with your Bardic Inspiration reaction, if you failed a Deception or Stealth Skill Roll.
The Mysterious Villain. You have Advantage on Trait Tests made to escape or avoid danger, traps, and restraining effects.
As part of the Disengage action, you may expend one use of your Bardic Inspiration Feature, to end the Grappled or Restrained condition on yourself, or to become Invisible until the start of your next Turn.
The Peasant in Prince’s Clothing. You have Advantage on Diplomacy and Deception Skill Rolls made to interact with high-class entities.
You may expend one use of your Bardic Inspiration Feature; to cast the Command spell Targeting an entity your role should have command over. The spell ends once this Disguise ends.
The Sad Clown. You have Advantage on Deception and Performance Skill Rolls made to evoke sympathy or humour.
You may expend one use of your Bardic Inspiration Feature, to cause all entities within 6m (Near) of you to need to make an Intuition Test against your Leadership/Spell TG.
Failed Test: The entity must pay attention to you for the next Minute, have Disadvantage on all Skill Rolls that rely on sight and/or hearing Targeting entities other than you.
The Pious Priest. You have Advantage on Cosmology and Faith Skill Rolls.
You may expend one use of your Bardic Inspiration Feature, to cast the Minor Note of Healing spell at 1st Circle.
The Spiteful Servant. You have Advantage on Trait Tests to not be noticed.
You may expend one use of your Bardic Inspiration Feature, to cast the Unseen Servant spell. The spell ends once this Disguise ends.
The Star-Crossed Lover. You have Advantage of Deception and Diplomacy Skill Rolls made to appeal to the emotions of a Target such as love, loss, or sacrifice.
You may expend one use of your Bardic Inspiration Feature, in response to an ally you can see within 6m (Near) of you being hit by an Attack Roll. The attack hits you instead.
The Treacherous Noble. When performing spells that bestow the Charmed condition, you can ignore any effect of the spell that would reveal you as the source of the spell.
After having talked with an entity for more than 1 Minute about another entity, you may expend one use of your Bardic Inspiration Feature, the entity you are speaking with must make an Intuition Test against your Leadership/Spell TG.
Failed Test: The entity reduces their opinion of the entity discussed by 1 Tier.
The Wise Mentor. When you don this mask choose two of the following Skills: Cosmology, Faiths, General Knowledge, Magical Lore, Nature, or Technology. You have Advantage on Diplomacy Skill Rolls made to give advice and on Skill Rolls made using the chosen Skill.
When an entity rolls your Bardic Inspiration Die, they can roll it twice using the highest result.
2nd Tier Maskbearer Feature
You have learnt how to manipulate the shadows that form your masks to grant you greater skills at infiltration. If you have studied an entity for an Hour or more and interacted with them, when using the Disguise Self spell, you can adopt a form and gain the Entity Types identical to the entity you studied. The spell also modifies your voice to match that of the entity you studied. The TG for an entity to see through this illusion equals your Leadership/Spell TG + half your Bard Level.
If you study a new entity with this Feature’s effect, you can no longer use it to perfectly mirror the previously studied entity until you study them again.
You also gain the Summon Shadows action.
2nd Tier Maskbearer Feature
You have learnt to maintain your identity in the most stressful environments. If you would roll a 9 or less on the d20 for a Deception, Diplomacy, or Intimidation Skill Roll, you may treat the d20 as having rolled a 10.
3rd Tier Maskbearer Feature
You have studied ways to ward yourself against magic that would root out your presence, your lies, or your thoughts. You are Immune to Divination and Dictation School rites, spells, and powers that would read your thoughts, affect your emotions, tell if you are telling the truth, or detect your presence.
Whenever you cast the Disguise Self spell whilst within a crowd of entities, you may make a Stealth Skill Roll with Advantage. Those following you must make an Investigation and Perception Skill Roll against your Stealth Skill Roll’s TTV.
On a failed Test, the entity following you loses track of you, and is unaware of your new form you chose with the spell.
4th Tier Maskbearer Feature
You have learnt to master the shadows from your masks. When performing the Movement action, if you are in a Dimly Lit area or an area of Darkness, you can teleport to another Dimly Lit area or an area of Darkness you can see within your Movement speed. Reducing your Movement speed by the distance you teleported for this use of the action.
When you are in a Dimly Lit area or an area of Darkness, you can use cast the Invisibility spell without expending a Spell Slot or requiring Material Components.
You may cast the Invisibility spell this way a number of times up to your Spellcasting/Leadership Trait, replenishing expended uses upon completing a Long Rest.
If you chose the Spellcasting option for the Arcane Potential Feature, you always have the Invisibility spell Prepared.
In addition, you can choose two roles with the Masked Performer Feature whenever you use the Disguise Self spell.
Bards of the College of Veilsong are those who have trained to learn from the departed. This college originated from bards who were determined to ensure the tales and knowledge of those who has perished would not become lost. Over time this college has developed into a wider subject matter to specialise in speaking with and learning from the dead.
Known as veilsingers, this college’s members may gather in libraries and archives to study figures from the past or sites of lost settlements, in order to find places to visit that stories of these lost communities can be recorded. Others may travel to provide their services to the public for a price, or in concert with the law to assist in the solving of crimes. A rarer few may join adventuring bands, wandering the land to find those who have fallen in hard-to-reach places, or in the worst-case scenarios to record the memory and last words of the fallen heroes they travelled with.
1st Tier Veilsinger Feature
You have studied the dead and cultures of the past. You Learn two additional Skills from the following selection: Cosmology, Diplomacy, Empathy, Faiths, General Knowledge, and Linguistics and can choose one of the listed Skills you have Learnt, gaining Mastery in that chosen Skill.
You gain Spiritsight out to 12m and Learn one Divination School Cantrip and one Necromancy School Cantrip.
If you chose the Spellcasting option for the Arcane Potential Feature, you may use Holy Symbols, as well as Bones, Dowsing Rods, Spirit Boards, and Tarot Cards as Arcane Foci for your Spellcasting.
1st Tier Veilsinger Feature
You learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. Whenever an entity rolls your Bardic Inspiration Die, note down the result of their roll, if it is rolled multiple times and only one result is used you must use the used result, and if it is rolled multiple times and all results used you may choose which result to note down. The result is noted until you use the Channel the Spirits action, until you complete a Rest, or another entity rolls your Bardic Inspiration Die.
You gain the Channel the Spirits action.
In addition, if you chose the Spellcasting option for the Arcane Potential Feature, you Learn one 1st-Order Divination or Necromancy School Rite.
When casting Divination or Necromancy School Spells with a Range of 6m or more, you increase the Range of that spell by 6m.
| Bardic Inspiration Die Roll | Benefit |
|---|---|
| 1 | Spiritual Guidance. When you next fail a Trait Test, you may roll your Bardic Inspiration Die adding the result to the TTV, potentially turning a failure into a success. |
| 2 | Spite of the Grave. You can immediately perform the Vicious Words Feat of Leadership for 0AP. If they took damage from this action, until the start of your next Turn, Damage Rolls against the Target add your Bardic Inspiration Die to the Damage Roll. |
| 3 | Final Gasp. You can immediately perform the Push Onwards Feat of Leadership for 0AP. The Target regains HP equal to a roll of your Bardic Inspiration Die. |
| 4 | Otherworldly Presence. You can immediately perform the Inspiring Speech Feat of Leadership for 0AP. Whilst they have BP from this action remaining, increase their Walking speed by 2m. |
| 5 | Secrets of the Grave. You can immediately perform the Taunting Jab Feat of Leadership for 0AP. On a failed Test, Attack Rolls against the Target, by entities other than you, are also made with Advantage. |
| 6 | Spectral Form. For the remainder of the Encounter/Scene you gain the Incorporeal condition. |
| 7 | Prayers of the Departed. You immediately recover HP equal to a roll of your Bardic Inspiration Die + your Spellcasting/Leadership Trait, and can immediately perform the Reinvigorating Words Feat of Leadership for 0AP. |
| 8 | Ethereal Form. For the remainder of the Encounter/Scene you gain the Invisible condition. This condition ends early if you perform an action or reaction that would interact with another entity. |
| 9 | Vengeance of the Grave. You can immediately perform the Push to Violence Feat of Leadership for 0AP. Their Weapon Attacks and Unarmed Strikes made as part of the Attack action gain the Force Weapon Focus Property, in addition to any they normally have. |
| 10 | Hope of the Departed. You immediately gain the Inspired condition. |
| 11 | Divinations of the Dead. You immediately gain a Mark of Fate. |
| 12 | The Final Gift. You recover 1d4 uses of your Bardic Inspiration Feature, or if you have Spell Slots you can instead choose to recover an expended Spell Slot whose Circle is equal to or less than the result of 1d4. |
2nd Tier Veilsinger Feature
You know how best to allow your group to commune with nearby spirits. As an Activity during a Rest, you may perform a Séance. This acts as a beacon in the Ethereal Realm drawing nearby spirits to answer the call, the more participants you gain to assist you in this Activity the greater the beacon and the more likely a spirit will answer, and maybe a more ancient or more powerful spirit may answer.
Dealing with the spirit is like dealing with any entity however as part of this Séance you can agree to perform a task for the spirit to help it move on. If you form into an agreement with a spirit, once you have performed the task you will gain a guaranteed result on your Gifts of the Departed Table decided during the making of the deal.
You can only have one such guaranteed result at a time, with a new guaranteed result replacing the previous one. This is activated with a use of the Channel the Spirits action, however when using the action, you may choose to use the Guaranteed result or your noted down result if you have one of each. The guaranteed result is not lost with a Rest or a new noted result.
It may be other benefits are granted to the Party and other information could be gained from the spirit. To try to get a specific spirit, finding where their soul may rest would lead to a greater chance of success when using the séance’s beacon.
2nd Tier Veilsinger Feature
You have learnt how to share the gifts of the dead with your allies. You may expend a use of your Bardic Inspiration Feature when using the Channel the Spirits action, if you do so, you can choose for an allied entity within 6m (Near) of you to gain the benefits of the Gift of the Departed result. This lasts until the Target next completes a Long Rest, they also gain Spiritsight out to 12m.
In addition, if you chose the Spellcasting option for the Arcane Potential Feature, you Learn one 2nd-Order Divination or Necromancy School Rite.
When casting Necromancy School Spells that deal damage or restore HP, increase the number of damage or healing dice rolled by 1 (if multiple dice of different sizes are rolled when calculating damage or HP restored, choose one size of dice to be increased).
3rd Tier Veilsinger Feature
You have greater sway over the spirits you deal with. You always can understand the spoken and sign Languages of Undead entities you are communicating with, even if you do not share a Language, and they likewise can always understand you.
Whenever you would note a result of a Bardic Inspiration roll for the Spiritual Guidance Feature, you may roll your Bardic Inspiration Die as well, choosing which of the two results to note down. If both results are identical, you can ignore the results of the die and choose any result your Bardic Inspiration Die could currently roll.
In addition, if you chose the Spellcasting option for the Arcane Potential Feature, you Learn one 3rd-Order Divination or Necromancy School Rite.
You always have the Conjure Spirit Guardians spell Prepared, and for you it is considered a Necromancy School Spell. You have Advantage on Focus Skill Rolls made to Empower Divination and Necromancy School Spells, and you can also Prepare an additional spell after each Long Rest, though this spell must be from either the Divination or Necromancy Spell School.
4th Tier Veilsinger Feature
You have learnt the secrets of binding a soul to a body for a short period of time. You gain Resistance to Necrotic damage. If an entity would die within 12m (At Range) of you, you can expend two uses of your Bardic Inspiration Feature to keep the soul attached to the body.
This attachment lasts for a number of Minutes equal to a roll of your Bardic Inspiration Die, after which it breaks, and the soul departs as normal. While attached you may cast the spells Converse with Dead and Revivify on the attached spirit, without needing Material Components. For the Duration of the Attachment, the body is considered to have only just died for the purposes of determining how long ago the entity died for the Revivify spell.
In addition, if you chose the Spellcasting option for the Arcane Potential Feature, you Learn one 4th-Order and one 5th-Order Divination or Necromancy School Rite.
When casting Divination or Necromancy School Spells with a Material Components that are Consumed in the casting of the spell, the Material Components are not Consumed.
The College of Warverse focuses on mastering the use of both poetry and arms. Those who attend this college spend hours studying the use of a variety of weapons and armour, as well as basic combat forms. Their remaining time can be found studying the art of poetry, the works of famous poets of the past and great sagas.
Called Sagablades, members of this college are often found in the thickest of fights dancing between blades, sometimes empowering others with their words, while at other times casting spells or cutting apart foes with their blades.
1st Tier Sagablade Feature
You have been trained to fight in the heat of battle. You learn the Guidance Cantrip, you also gain the Martial Cass Tag, and are Trained in the use of Medium Armour, Shields, and Martial Weapons.
You also treat Weapons as a Spellcasting Focus if you have the Spellcasting Feature.
You adopt a particular style of fighting as your specialty. Choose one of the following Fighting Style Feats: Armoured Fighter, Duelist, Great Weapon Fighter, Protector, Reactive Fighter, Spellsteel Fighter, or Two-Weapon Fighter you immediately gain this Feat.
1st Tier Sagablade Feature
Your time studying with this college has taught you a number of key battle stances to aid you in combat. When you score a Critical Hit with a melee Weapon Attack you replenish one use of your Bardic Inspiration Feature.
Once per Turn, when one of your melee Weapon Attacks hit a Target, you can expend one use of your Bardic Inspiration Feature to add half your SB rolls of your Bardic Inspiration Die to the Damage Roll, and benefit from one of the following forms:
Guard Form. Until the start of your next Turn, you can add the result of your Bardic Inspiration Die roll also to your HT, your Movement speed is halved, and you do not provoke Opportunity Attacks.
Heavy Form. Until the start of your next Turn, your Movement speed becomes 0, but you are Immune to the Prone condition, and add the result of your Bardic Inspiration Die roll to Trait Tests to resist or avoid being Shoved, moved against your will, or Grappled.
Lunge Form. The Target is pushed back by a number of metres equal to half the result of your Bardic Inspiration Die roll (rounded down).
Prepared Form. You can add the result of your Bardic Inspiration Die roll to the next Attack Roll you make against the Target of this strike, but you reduce your RP by 1. This lasts until the end of your next Turn.
Stride Form. Until the start of your next Turn, you can add the result of your Bardic Inspiration Die roll to your Walking speed, but Opportunity Attacks against you cost 0RP.
Sweeping Form. You can immediately deal damage equal to the result of your Bardic Inspiration Die roll to the Target of the strike, and every other entity within your AoC, but until the start of your next Turn you have a -2 Stance Penalty to your HT.
Whilst under the effect of a Form, when you make an Attack Roll with a melee Weapon, on a hit your Weapon gains the benefit of its Weapon Focus Property.
2nd Tier Sagablade Feature
You can attack twice, instead of once, whenever you take the Attack action.
If you have the Spellcasting Feature, you can choose to replace one of your attacks with a Cantrip with a Casting Time of 2AP. It doesn't suffer the penalty for making a ranged Attack Rolls whilst you are within a hostile entity’s AoC, but if so the Cantrip must Target an entity within your AoC.
2nd Tier Sagablade Feature
You have trained yourself to keep up with your more martially trained colleagues. You Learn two Enchanted Performance: Feat of Leadership actions of your choosing. Use your Spellcasting or Leadership Trait as the Leadership Trait for these Feats of Leadership.
Enchanted Performance: Feat of Leadership actions do not require your Concentration to maintain them, however performing any Enchanted Performance: Feat of Leadership action whilst an Enchanted Performance: is already ongoing, immediately ends the previous action.
3rd Tier Sagablade Feature
You know how to help your comrades both on and off of the battlefield. When you use the Short Rest ability of your Bardic Specialisation Feature, you can add your SB to the Bardic Inspiration Die roll.
When you use the Sagablade’s Form Feature, you can roll a dice whose size is two smaller than your Bardic Inspiration Die, and use this die instead of expending a use of your Bardic Inspiration Feature.
In addition, when using any Enchanted Performance: Feat of Leadership action, you can choose not to expend a use of the Bardic Inspiration Feature. You can do this a number of times up to your Leadership/Spellcasting Trait, replenishing expended uses upon completing a Long Rest.
4th Tier Sagablade Feature
You can cleanly flow between using your magic and your weapons in the heat of the moment. You Learn two additional Enchanted Performance: Feat of Leadership actions of your choosing. After you have cast a spell with a Casting Time of 2AP, or used a Feat of Leadership that costs 2AP, you can teleport up to your Walking speed to an unoccupied space you can see within 1m of another entity, and immediately make a single Weapon Attack or Unarmed Strike for 1AP against that entity.