Bard Song List

Song list
 
 
  Deep Resonance: Daily Interrupt (S)
  The next non-physical damage you take heals you instead of damaging you.
  Jarring Melody: Daily Shift (S)
  Stun a target that can hear you.
  Crowd Control: Daily Full (S)
  All targets that can hear you gain Advantage to their rolls if they're doing what you want. If they're going against your will they have Disadvantage. This lasts until you use another Action, Attack or Shift.
  Empowering Anthem EOT Shift (S)
  Add half your CHA to a visible target's CON, STR, and DEX stats, or their INT, WIS, and CHA stats.
  The Charming Bard: Encounter Shift or Daily Shift (S)
  Roll CHA vs a target that can hear you. If you outroll them by 3 or more they are Charmed and will fight for you on their next turn. Using this outside of combat, they will be briefly seduced by you but this skill is used a Daily.
  Healing Tune: EOT Action (S)
  Heal two targets that can hear you for your CHA + their level.
  Thunderous Jam: Encounter Shift (S)
  All enemy targets within 3 spaces of you roll CON vs your CHA. If you outroll them, they are knocked back 4 spaces away and dealt lightning damage equal to your CHA stat.
  Warm-Up Tune: At-Will Shift (S)
  Add +4 to a stat of a target that can hear you. If used again on the same target, it erases all previous uses of this ability on them.
  Blaring Solo: Daily Action (S) Range:CHA Mod
  All targets within range of you are Silenced for a round.
  Speed Solo: Encounter Shift (S)
  Gain three extra Shifts.
  Bass Boosted to Hell: EOT Attack (S)
  Attack a target that can hear you, dealing damage equal to your [CHA mod * the number of Flourishing Aspects you have floating around you.]
  And I Helped: Daily Full (S)
  Select a visible target and play them a song. For the rest of the day they may recall your tune for inspiration at Interrupt speed to add [a d4 at 0-5 CHA mod, or a d8 at 6-10 CHA mod, or a d12 at 11-15 CHA mod] to their roll.
  Right Back at Ya: Daily Action (S)
  Cast a spell you just saw a visible target other than yourself use in the last two rounds by using your instrument.
  Irresistible Jam: Daily Action (S)
  Roll CHA, if the total is 20 or higher you make all targets that can hear you sway to your music, Wavering and Staggering them for a round.
  Crescendo of the Masses: Daily Full (S) Range:1/2 CHA
  All enemies within range must roll defensively against your CHA; if you outroll them by 3 or more they go Prone. If you outroll them by 6 or more they are Stunned instead.
  Double Time: Encounter Action (S)
  One ally that can hear you gains a non-ultimate ability of yours for one turn.
  Duet: Daily^4 Action (S)
  Sing a song with a close friend (someone at 3+ affection level). The next time you try to do the same thing at the same time you will sync up together. You both roll and you both take the highest roll or total between you.
  Sonic Scream: Encounter^15 Attack (S)
  Create a cone of sound in a direction of your choosing that increases in width the more distance it covers (1,3,5,7,9 etc) this deals damage equal to 2x your Charisma stat. If this attack crits, any hit targets are Dazed for a round.
  Tons of Damage: Daily Shift (S) Range:CHA
  Roll CHA; on a 20+ you and all allies within range deal bonus magic damage equal to your [CHA mod x level of Reputation] for 1d4 rounds.
  Soothing Sonata: EOT Shift (S)
  Roll CHA, on a 20+ you and your allies gain your CHA in Temp HP for 1d4 rounds. Whenever the temp HP would be broken or would expire they gain natural armor and magic resistance equal to your level of Reputation for one round.
  Do the Hustle: EOT Shift (S)
  Roll CHA; if the result is 17+, you and your allies gain +2 to Dodge.
  Refresh: Daily Action (S)
  Grant yourself and your allies a free use of one of your Encounter abilities that does not consume the cooldown.
  El Classico: EOT Action (S)
  Attempt to calm a wild beast with your second best song. Roll CHA or DEX. For regular creatures, you must simply roll higher than them. For large beasts, you must roll 3 higher than them. This Wavers bosses instead of calming them.
  Energizing Ditty: Encounter Shift (S)
  Play a song for your allies to put a spring in their step. Your allies that can hear you gain +3 movement and +4 DEX until the end of the encounter. This does not stack with itself outside of combat.
  Melody of Empowerment: Encounter Shift (S)
  Play a song for your allies to fill them with courage and rage. Your allies that can hear you gain +6 STR and +1 crit range. This effect lasts until the end of the encounter. This does not stack with itself outside of combat.
  Hymn of Enlightenment: Encounter Shift (S)
  Play a song for your allies to sharpen them up a bit. Your allies that can hear you gain +6 INT and gain 1 exp. This INT boost lasts until the end of the encounter. This does not stack with itself outside of combat.
  Aria of Clarity: Encounter Shift (S)
  Play a song to wake up your clueless allies good and proper. Your allies that can hear you gain +3 to perception rolls they make and snap out of Flatfooted. This boost to perception lasts until the end of the encounter. This does not stack with itself outside of combat.
  Anthem of Restoration: Encounter Shift or Daily Shift (S)
  Your allies that can hear you heal at the end of your turn for 10% of their max HP for your next 1d4 turns. Outside of combat this skill is a daily.
  Song of Seduction: Encounter Action (S)
  All targets that can hear you add 3 to non-damaging CHA rolls they make on their turn and subtract 3 from their roll when rolling against non-damaging charisma checks for the next 1d4 rounds.

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