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D&D 4E Final Fantasy 4e Class: The Bard

Please give me a few minutes to finish putting this up.

This is the 4th edition bard class I've made for viladin's final fantasy project over at http://ffd20.orgfree.com/phpBB2/index.php and this is my first attempt at a class design for 4e. I hope to get some good comments and playtest results if possible from all of you examining or trying this out.

There are 93 powers and 4 paragon paths and many, many ways to build an effective or at least fun-to-play bard character.

This bard is a controller type and focuses very much on the power of arcane music. I was influenced by the bard from the FR Moonshae Trilogy, the bard from the FR Haunted Lands Trilogy, Hallistra Melarn from the War of the Spider Queen, the Final Fantasy Tactics Bard, the assassins from Kung Fu Hustle, and Amiboshi from the Fushigi Yuugi anime series.

You will notice a lot of zone powers in the bard's repertoire. Most zones created by a bard power must usually move with the bard, since it is the bard's music that sustains it. Many of the powers are also close burst powers, with close burst 5 usually affecting all allies/enemies within, and close burst 10 usually affecting single targets or all allies.

I used actual music terminology for some of the powers (dragon's rondo for example) in order to genuinely capture the musical flavor of the bard.

Notes on Performer's Edge: Try not to forget it when using the bard to speak for the party. Some situations might make it dangerous such as dealing with a paranoid wizard within a zone that detects magic use. Keep that in mind.

Notes on Dragon's Rondo: Don't forget that if you get hit by an attack, the power is dismissed and you won't get the full benefit of completing the song. The risk of interruption is a balancing factor for the power. If you are a DM, try using the Dragon's Rondo to push the story forward. For example, a magically sealed door in an ancient temple of Tiamat...
P.S. Even for a lower level campaign, a one-shot magic item or a one-shot blessing from a deity can be used to allow a one-time use of a higher level power.........

Seeker of the Song
[Multiclass Bard]
Prerequisite: Cha 13
Benefit: You gain training in the Arcana skill.
Choose a 1st-level bard at-will power. You can use that power once per encounter.
In addition, you can use a percussion, string, or wind instrument as an implement when using a bard power or a bard paragon path power.

Musician of Mercy
[Multiclass Bard]
Prerequisite: Cha 13, trained in Arcana
Benefit: You gain training in the Heal skill.
You can use Lullaby once per day.
In addition, you can use a percussion, string, or wind instrument as an implement when using a bard power or a bard paragon path power.

The Bard
"Fight on friends! We shall survive this day! My songs of battle shall carry us to victory!"

CLASS TRAITS
-Role: Controller. The range of your music allows you to support your allies or eliminate the enemy yourself from a safe distance. However, you are also able to move up to the front line and disrupt the enemy's tactics with a burst of song, giving your comrades the chance to recover and regroup.
-Power Source: Arcane. You study the secret notes underlying every aspect of the physical and supernatural world. By arranging these notes into audible patterns, you sing your will into being.
-Key Abilities: Charisma, Constitution, Intelligence, Wisdom
-Armor Proficiencies: Cloth, Leather, Hide
-Weapon Proficiencies: Simple melee, simple ranged
-Implements: Percussion instruments, string instruments, wind instruments
-Bonus to Defense: +1 Reflex, +1 Will

-Hit Points at 1st level: 12 + Constitution score
-Hit Points per Level Gained: 5
-Healing Surges per Day: 6 + Constitution modifier

Trained Skills: Arcana and History. From the class skills list below, choose three more trained skills at 1st level.
Class Skills: Arcana (Int), Bluff (Cha), Diplomacy (Int), Dungeoneering (Wis), Heal (Wis), History (Int), Insight (Wis), Nature (Int), Perception (Wis), Religion (Int), Streetwise (Cha), Thievery (Dex)

-Build Options:
-Class Features: Bardic Knowledge, bonus feat, Musical Implement Mastery, cantrips

Bard Class Features
You have the following class features.

Bardic Knowledge
You've picked up many bits and pieces of ancient and mystical lore to add to your songs and stories. You gain a +2 bonus to all Arcana, Dungeoneering, History, Nature, and Religion checks that you make.

Bonus Feat
Your travels have exposed you to an eclectic assortment of skills and knowledge. As a result, you gain 1 bonus feat at 1st level. You must meet the requirements for this feat.

Musical Implement Mastery
You specialize in the use of one kind of musical instrument as an implement that enhances your spells when you play it. Choose one of the following instrument categories for this feature: percussion, string, or wind. You gain special benefits (see below) when using an instrument of that category as an implement for your bard spells.
In addition to the following benefits, you can add the enhancement bonus of a magical instrument to the attack and damage rolls of bard spells using that instrument as an implement.
Percussion: While playing an instrument of this kind, you gain a +1 bonus to hit vs. Will with your bard spell. Once per day as a free action, you can add your Wisdom modifier as a bonus to your damage roll with a bard spell.
String: While playing an instrument of this kind, you gain a +1 bonus to hit vs. Reflex with your bard spell. Once per day as a free action, you can add your Intelligence modifier as a bonus to your damage roll with a bard spell.
Wind: While playing an instrument of this kind, you gain a +1 bonus to hit vs. Fortitude with your bard spell. Once per day as a free action, you can add your Constitution modifier as a bonus to your damage roll with a bard spell.

Cantrips
You gain the use of minor spells at 1st level. You can use the performer's edge, counter song, inspire competence, and inspire courage cantrips.


Cantrips

Performer's Edge [Bard Cantrip]
"Your whisper a special song that adds power to your words and your music."
At-Will * Arcane
Minor Action Personal
Target: You gain a +1 power bonus to your next Charisma-based skill or ability check.
Increase the bonus to +2 at 6th level, +3 at 11th level, +4 at 16th level, +5 at 21st level, and +6 at 26th level.

Counter Song [Bard Cantrip]
"You sing a counterpoint melody that nullifies a harmful sound or malicious incantation."
At-Will * Arcane, Zone
Standard Action Close Burst 10
Target: Each ally within burst (including yourself)
Effect: This power creates a zone of sound that negates certain harmful effects. The zone moves with you, with the square that you occupy remaining as the origin square. All thunder damage that would be dealt to creatures within the zone is prevented. An enemy attempting to use or sustain a power with the arcane, charm, or thunder keywords within the zone must make a level check (character level + 1d20) opposed by your Charisma attack in order to use or sustain the power.
Any ally within the zone attempting a saving throw to end a condition caused by a power with the charm or thunder keyword gains a power bonus to the saving throw equal to your Charisma modifier.
Sustain Standard: The zone persists. Using another spell or being hit by an attack dismisses this power. Gaining the deafened condition or being magically silenced also dismisses this power.

Inspire Competence [Bard Cantrip]
"You sing a note of encouragement to aid in your ally's efforts."
At-Will * Arcane
Standard Action Close Burst 10
Target: One creature
Effect: The target gains a power bonus to attack rolls, damage rolls, ability checks, and skill checks equal to your Charisma modifier until the end of your next turn.

Inspire Courage [Bard Cantrip]
"You play a bolstering dirge that shakes the fear out of your allies."
At-Will * Arcane
Standard Action Close Burst 10
Target: Each ally within burst (including yourself)
Effect: If the target is under the influence of a fear effect, it can make a saving throw to end the effect, or suppress it for 1 round if ending the effect is not possible. the target gains a power bonus to the saving throw equal to your Charisma modifier.

Level 1 At-Will Spells

Dissonant Note [Bard Attack 1]
"You sing a note that painfully pierces into the ears of your enemy."
At-Will * Arcane, Implement, Thunder
Standard Action Close Burst 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1d6 + Charisma modifier thunder damage, and the target is deafened (save ends).
Increase to 2d6 at 21st level.

Fascinating Melody [Bard Attack 1]
"Your music captures the attention of your enemy, giving your ally the opportunity she needs to take him down."
At-Will * Arcane, Charm, Implement
Standard Action Close Burst 10
Target: One creature
Attack: Charisma vs. Will
Hit: The target is marked and grants combat advantage until the end of your next turn.
Miss: The target is marked until the end of your next turn.
At 21st level, on a successful hit, the target takes an additional -2 penalty to attack rolls against targets other than you until the end of your next turn.

Whirling Weapon [Bard Attack 1]
"You sing a quick tune into a weapon and then throw it at your foe. The weapon, charged with arcane power, travels a fair distance with great speed and returns to your hand after striking its target."
At-Will * Arcane, Weapon
Standard Action Ranged 20
Special: You must be wielding a melee weapon or thrown weapon to use this power. The weapon you wield is used for this power's damage.
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage.
Increase to 2[W] + Charisma modifier at 21st level.

Wind Shear Note [Bard Attack 1]
"Your swift note becomes a shearing blade of vibrating sound that shoots out to slash your opponent."
At-Will * Arcane, Implement, Thunder
Standard Action Ranged 20
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d6 + Charisma modifier thunder damage.
Increase to 2d6 at 21st level.

Level 1 Encounter Spells

High Note [Bard Attack 1]
"You loudly sing a high note, cracking nearby glass and deafening nearby foes."
Encounter * Arcane, Implement, Thunder
Minor Action Close Burst 5
Special: Targets that are already deafened or have resist thunder are unaffected by this power.
Attack: Charisma vs. Fortitude
Target: Each enemy in burst
Hit: The target is deafened and grants combat advantage to the next attack made against it until the end of your next turn. A target with vulnerable thunder also takes 1d6 + Charisma modifier thunder damage.

Lullaby [Bard Attack 1]
"Your song lulls the enemy into a deep slumber."
Encounter * Arcane, Charm, Implement
Standard Action Close Burst 10
Attack: Charisma vs. Will
Target: One creature in burst
Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends).
Miss: The target is slowed (save ends).

Wind Shear Chord [Bard Attack 1]
"Your swift chord becomes a shearing blade of vibrating sound that shoots out to slash your opponent."
Encounter * Arcane, Implement, Thunder
Standard Action Ranged 20
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d12 + Charisma modifier thunder damage and you push the target 1 square if it is Medium or smaller size.

Level 1 Daily Spells

Distracting Tune [Bard Attack 1]
"You hum a series of notes and lyrics that stick in your enemy's head, causing him to forget what he was about to do."
Daily * Arcane, Charm, Implement
Standard Action Close Burst 10
Attack: Charisma vs. Will
Target: The target becomes dazed (save ends).

Reaper's Melody [Bard Attack 1]
"You play a malicious tune calling for the death of a foe."
Daily * Arcane, Implement, Necrotic
Standard Action Close Burst 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1d6 + Charisma modifier necrotic damage.
Sustain Standard: You make a Charisma attack vs. the target's Fortitude defense, dealing 1d6 + Charisma modifier necrotic damage on a successful hit. If you miss twice with this power, it is dismissed. Using another spell or being hit by an attack immediately dismisses this power. Gaining the deafened condition or being magically silenced also dismisses this power.

Wind Shear Rhapsody [Bard Attack 1]
"Your swift chords become shearing blades of vibrating sound that shoot out to slash your opponents."
Daily * Arcane, Implement, Thunder
Standard Action Ranged 20
Special: You may attack up to three times. You may attack up to three different targets or attack up to three times against the same target.
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d12 + Charisma modifier thunder damage and you push the target 1 square if it is Medium or smaller size.

Level 2 Utility Spells

Harmonic Tune [Bard Utility 2]
"You sing in harmony with your ally's incantation, granting extra strength to your ally's spell."
At-Will * Arcane
Standard Action Close Burst 10
Target: One creature
Effect: The target gains a power bonus equal to your Charisma modifier to attack rolls and damage rolls on the next spell that it uses.

Hymn of Praise [Bard Utility 2]
"You sing in harmony with your ally's orison, bolstering the faith of your ally as well as the strength of her prayer."
At-Will * Arcane
Standard Action Close Burst 10
Target: One creature
Effect: The target gains a power bonus equal to your Charisma modifier to attack rolls and damage rolls on the next prayer that it uses.

Worker's Anthem [Bard Utility 2]
"Your singing encourages your friends to work harder."
At-Will * Arcane, Zone
Standard Action Close Burst 10
Effect: The burst creates a zone of morale-boosting energy that grants all allies within it, including you, a +2 power bonus to skill checks and ability checks.
Sustain Standard: The zone persists. Using another spell or being hit by an attack immediately dismisses this power. Gaining the deafened condition or being magically silenced also dismisses this power.

Level 3 Encounter Spells

Adagio [Bard Attack 3]
"You play a slowing rhythm that causes an enemy to move slowly."
Encounter * Arcane, Implement
Standard Action Close Burst 10
Target: One creature
Attack: Charisma vs. Will
Hit: The target is slowed and gains a penalty equal to your Charisma modifier to melee attack rolls, melee damage rolls, Armor Class, and Reflex defense (save ends both). In addition, the target is unable to make opportunity attacks or use immediate actions until the end of your next turn.

Dissonant Chord [Bard Attack 3]
"You play a chord that painfully pierces into the ears of your enemies."
Encounter * Arcane, Implement, Thunder
Standard Action Close Burst 5
Target: Each enemy in burst
Attack: Charisma vs. Fortitude
Hit: 1d10 + Charisma modifier thunder damage, and the target is deafened (save ends).

Guiding Aria [Bard Attack 3]
"Your ally is inspired with each note towards striking a true blow."
Encounter * Arcane, Implement
Standard Action Close Burst 10
Special: Choose one ally in the area of the burst for this power. The ally makes a melee basic attack. The ally uses your Charisma modifier for the attack roll.
Target: One creature threatened by the chosen ally's melee attack
Attack: Charisma vs. Reflex
Hit: 1[W] + Strength modifier damage.

Level 5 Daily Spells

Dissonant Dirge [Bard Attack 5]
"You play a dirge that painfully pierces into the ears of your enemies."
Daily * Arcane, Implement, Thunder
Standard Action Close Burst 5
Target: Each enemy in burst
Attack: Charisma vs. Fortitude
Hit: 2d8 + Charisma modifier thunder damage, and the target is deafened (save ends).
Miss: Half damage, and the target is deafened (save ends).

Elemental Refrain [Bard Attack 5]
"Elemental energy spews forth at your foes when you play the final note."
Daily * Acid, Arcane, Cold, Fire, Lightning, Implement
Standard Action Close Blast 3
Special: Roll 1d4 for each creature attacked with this power. The result is the type of damage dealt to the target. 1- acid, 2 - cold, 3 - fire, 4 - lightning
Target: Each creature in blast
Attack: Charisma vs. Reflex
Hit: 2d6 + Charisma modifier acid, cold, fire, or lightning damage.

Herald's Call [Bard Attack 5]
"You sing a quick verse that lends loudness and an air of authority to your following words. Ongoing passersby are compelled to stop and hear what you have to say."
Daily * Arcane, Charm, Implement
Standard Action Close Burst 10
Target: Each enemy in burst
Attack: Charisma vs. Will
Hit: The target is immobilized until the end of your next turn.
Miss: The target is slowed until the end of your next turn.
Special: This power can instead be used to relay a spoken message to all allies within 100 squares.

Level 6 Utility Spells

Amplify [Bard Utility 6]
"You hum a subtle tune that carries through the surrounding air and harmonizes by itself with any other sound occurring nearby."
Daily * Arcane, Thunder, Zone
Standard Action Close Burst 5
Effect: The burst creates a zone of sonic energy that increases the volume of all sounds within. The zone moves with you, with the square that you occupy remaining as the origin square. Any creature within the zone gains a +10 power bonus to Perception checks made to listen.
Any effect that deals thunder damage within the zone deals an additional 1d6 points of thunder damage.
Sustain Minor: The zone persists.

Healing Hymn [Bard Utility 6]
"You play a soothing song that heals your ally's wounds."
Encounter * Arcane, Healing
Standard Action Close Burst 10
Target: One creature
Effect: The target can spend a healing surge and gain additional hit points equal to your Charisma modifier. In addition, the target gains temporary hit points equal to your Charisma modifier.

Marching Song [Bard Utility 6]
"Your singing encourages your friends to step lively across the battlefield."
Encounter * Arcane, Zone
Standard Action Close Burst 10
Effect: The burst creates a zone of morale-boosting energy that increases the speed of all allies within it, including you, by 2 squares. The zone moves with you.
Sustain Standard: The zone persists. Using another spell or being hit by an attack immediately dismisses this power. Gaining the deafened condition or being magically silenced also dismisses this power.

Level 7 Encounter Spells

Disquietude [Bard Attack 7]
"You sing a disturbing verse that instills paranoia in your enemy, causing him to step back."
Encounter * Arcane, Fear, Implement
Standard Action Close Burst 10
Target: One creature
Attack: Charisma vs. Will
Hit: You push the target up to 3 squares. The target's movement can neither move through a square that you or an ally threaten nor end in a square adjacent to you or an ally.

Disruptive Chord [Bard Attack 7]
"Your song momentarily disrupts the bodies of your enemies, causing them to lose their balance and fall to the ground."
Encounter * Arcane, Implement
Standard Action Close Burst 5
Target: Each enemy in burst
Attack: Charisma vs. Fortitude
Hit: Target is prone.

Repulsive Refrain [Bard Attack 7]
"A ring of force expands from your location when you play the final note. All nearby enemies that don't duck or jump clear of the ring are pushed back."
Encounter * Arcane, Force, Implement
Standard Action Close Burst 1
Target: Each creature in burst
Attack: Charisma vs. Reflex
Hit: 1d10 + Charisma modifier force damage, and you push the target 1 square. The target can not be pushed into a square adjacent to you.

Level 9 Daily Spells

Song of Victory [Bard Attack 9]
"Your music turns the tide of battle in your favor."
Daily * Arcane, Healing, Implement, Thunder
Standard Action Close Burst 5
Target: Each enemy in burst
Attack: Charisma vs. Fortitude
Hit: 2d6 + Charisma modifier thunder damage.
Effect: Each ally (including yourself) in range of the burst can spend a healing surge.

Starlight Refrain [Bard Attack 9]
"Bright beams of searing light shoot up from the ground when you play the final note."
Daily * Arcane, Implement, Radiant
Standard Action Close Burst 5
Target: Each enemy in burst
Attack: Charisma vs. Reflex
Hit: 2d6 + Charisma modifier radiant damage, and the target is blinded until the end of your next turn.

Wail of Doom [Bard Attack 9]
"You sing a demoralizing requiem that causes your enemies to wretch in fear and agony."
Daily * Arcane, Fear, Implement, Psychic
Standard Action Close Blast 5
Target: Each creature in blast
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage, and the target is stunned until the end of your next turn.

Level 10 Utility Spells

Allegro [Bard Utility 10]
"You urge your allies to move quickly with a brisk melody."
Encounter * Arcane
Standard Action Close Burst 10
Target: You and each ally in burst
Effect: The target shifts up to 3 squares.

Blood Crescendo [Bard Utility 10]
"With each successive strike, your allies feel moved to strike harder."
Encounter * Arcane, Zone
Standard Action Close Burst 10
Special: Choose a creature within the burst when you use this power.
Effect: This power creates a zone of bolstering sound that motivates allies within it to deal extra damage against the chosen creaure. The zone moves with you. The next time that the chosen creature is hit by your or an ally's attack, the creature takes 1 additional point of damage. Each following successful hit by you or an ally against the chosen creature deals 1 additional point of damage plus the additional damage dealt by the previous attack. The first hit after this power is used deals +1 damage; the second hit deals +2 damage; the third hit deals +3 damage, and so on.
An ally only gains the benefit of this power within the area of the zone.
Sustain Minor: The zone persists. Using another spell or being hit by an attack immediately dismisses this power. Gaining the deafened condition or being magically silenced also dismisses this power.

Joyful Noise [Bard Utility 10]
"Even in the absence of sound, you unearth the music that lies within and use it to dispel the silence around you."
Encounter * Arcane, Zone
Standard Action Close Burst 2
Effect: The burst creates a zone of sonic vibration that negates magical silence within its area. The zone moves with you, with the square that you occupy remaining as the origin square. If the zone is created in an area of persistent magical silence, the silence is instead suppressed within the area of the zone.
Sustain Minor: The zone persists. Using another spell or being hit by an attack immediately dismisses this power. Gaining the deafened condition or being magically silenced also dismisses this power.

Tactical Precision [Bard Utility 10]
"You sing a song of unity, inspiring your allies to fight as one."
Encounter * Arcane
Standard Action Close Burst 10
Target: You and each ally in burst
Effect: The target shifts 1 square. If the target flanks an enemy as a result of the shift, the target gains an immediate opportunity attack against the flanked enemy.

Level 13 Encounter Spells

Love Serenade [Bard Attack 13]
"Your opponent is filled with feelings of friendship and protectiveness towards you."
Encounter * Arcane, Charm, Implement
Standard Action Close Burst 10
Target: One creature
Attack: Charisma vs. Will
Hit: The target can not make an attack that would include you as a target (save ends). You can move through squares occupied by the target as if the target were an ally. If you are attacked, and the target is adjacent to you but not your attacker, the target trades spaces with you immediately after the attack if the target is still adjacent with you but not your attacker. The target can not trade spaces with you if you are currently sharing a space with a creature that the target considers an enemy.

Snowman Rhapsody [Bard Attack 13]
"You call forth arctic winds that blast nearby enemies with intense cold."
Encounter * Arcane, Cold, Implement
Standard Action Close Burst 5
Target: Each enemy in burst
Attack: Charisma vs. Fortitude
Hit: 1d6 + Charisma modifier cold damage and the target is slowed until the end of your next turn.

Suicide Note [Bard Attack 13]
"Your enemy's own weapon suddenly swings towards its wielder as you play a sudden harsh note."
Encounter * Arcane, Implement
Standard Action Close Burst 10
Special: The target must be wielding a melee weapon.
Target: One creature in burst
Attack: Charisma vs. Reflex
Hit: 1[W] + Charisma modifier damage, and the target grants combat advantage until the end of your next turn. In addition, any ally adjacent to the target gains an opportunity attack against the target.
Miss: The target grants combat advantage until the end of your next turn. In addition, any ally adjacent to the target gains an opportunity attack against the target.

Level 15 Daily Spells

Cacophonic Shield [Bard Attack 15]
"The air around you shimmers and buzzes as you create a protective barrier of sound."
Daily * Arcane, Thunder, Zone
Standard Action Close Burst 2
Effect: The burst creates a zone of sonic energy that harms creatures crossing into it. The zone moves with you, with the square that you occupy remaining as the origin square. Any creature entering the zone takes thunder damage equal to 2d6 + your Charisma modifier and is deafened (save ends).
Creatures within the zone gain a -2 penalty to Perception checks made to listen for sounds.
Sustain Minor: The zone persists.

Dirge of Dischord [Bard Attack 15]
"You play a powerful dirge that fills the heads of listeners with horrifying screams of agony and madness."
Daily * Arcane, Implement, Psychic
Standard Action Close Burst 5
Target: Each enemy in burst
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage, and the target is dazed (save ends).

Earth Jazz [Bard Attack 15]
"The earth shakes and breaks around you, as if dancing to your rhythm."
Daily * Arcane, Implement
Standard Action Close Burst 5
Target: Each creature in burst
Attack: Charisma vs. Reflex
Hit: 1d4 damage and the target is prone.
Special: Stationary structures within the burst take 10d4 damage.

Flame Rhapsody [Bard Attack 15]
"You call forth sparks of flame that set nearby enemies on fire."
Daily * Arcane, Fire, Implement
Standard Action Close Burst 5
Target: Each enemy in burst
Attack: Charisma vs. Fortitude
Hit: 1d6 + Charisma modifier fire damage, and ongoing 5 fire damage (save ends).

Level 16 Utility Spells

Focusing Chant [Bard Utility 16]
"You chant the same verse over and over, letting the repetitive rhythm carry you through the task at hand."
Encounter * Arcane
Minor Action Personal
Effect: You gain a +2 power bonus to all attack rolls, ability checks and skill checks that you make.
Sustain Minor: You can sustain this power until the end of the encounter. Using another spell or being hit by an attack immediately dismisses this power. Gaining the deafened condition or being magically silenced also dismisses this power.

Improvised Melody [Bard Utility 16]
"You pull chords from the air that fit your current predicament, gaining an advantage for the moment."
Daily * Arcane
Standard Action Personal
Effect: You may roll twice a single attack roll, damage roll, ability check, skill check, or saving throw and use either result. You gain a power bonus equal to your Charisma modifier on the result. This effect lasts until the end of the encounter or until you have used it, whichever comes first.

Protégé [Bard Utility 16]
"Your ally learns one song from your repertoire as a fleeting memory."
Daily * Arcane
Standard Action Close Burst 10
Target: One creature
Effect: The target gains the ability to use 1 of your other powers (you choose the power) until the power is used by the target. This ability is dismissed after 1 day has passed.

Victorious Anthem [Bard Utility 16]
"You play a celebratory song that drives your allies to fight on despite the pain and agony they've suffered."
Encounter * Arcane
Standard Action Close Burst 10
Target: Each ally in burst
Effect: The target gains temporary hit points equal to your Charisma modifier. In addtion, the target can use the second wind action as a minor action the next time it uses a second wind action. If the target has already used a second wind action during the encounter, it can use it one more time.

Level 17 Encounter Spells

Dancing Weapon [Bard Attack 17]
"You let go of your sword, and it dances around you as you sing your song."
Encounter * Arcane
Standard Action Ranged 2
Special: You must wield a melee weapon to use this power. The weapon leaves your hand and occupies an adjacent unoccupied square. The weapon immediately attacks any enemy in a square to the square that it occupies at this time. The weapon stays out of your hand while you sustain this power. If you move, the weapon also moves so that it occupies an unoccupied square adjacent to you.
An enemy that moves through a square adjacent to the square occupied by the weapon provokes an opportunity attack from the weapon. In this case make a Wisdom attack vs. AC, dealing 1[W] + Charisma modifier damage on a successful hit.
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage.
Sustain Minor: You make another attack on a creature within range. Using another spell or being hit by an attack immediately dismisses this power. Gaining the deafened condition or being magically silenced also dismisses this power. The weapon automatically comes back to your hand when this power is dismissed or no longer sustained. You must have a hand free to catch the weapon or it falls to the floor in the square you currently occupy.

Insidious Rhythm [Bard Attack 17]
"You play a catchy tune that repeats endlessly in an enemy's mind, preventing him from thinking straight and distracting him from his objective."
Encounter * Arcane, Charm, Implement
Standard Action Close Burst 10
Target: One creature
Attack: Charisma vs. Will
Hit: The target must make a saving throw each time it attempts to perform an action or the action is wasted (two saves end).

Spectral Blade Dancer [Bard Attack 17]
"Your conjure a humanoid-shaped construct of force that dances while wielding a greatsword, also made of force."
Encounter * Arcane, Conjuration, Force, Implement
Standard Action Close Burst 10
Target: One creature in burst
Attack: Charisma vs. Reflex
Hit: 1d10 + Charisma modifier force damage.
Effect: You conjure a Medium construct of force in an unoccupied square within the burst, and the construct attacks an adjacent creature. As a move action, you can move the construct up to 6 squares. If the construct leaves the area of the burst, it is immediately dismissed. The construct uses the following statistics.
Spectral Blade Dancer: Medium humanoid (construct)
Resist 10 force, insubstantial
AC 20, Fort 15, Reflex 15, Will 15, HP 100, Bloodied 50
Sustain Standard: Using another spell or being hit by an attack immediately dismisses this power. Gaining the deafened condition or being magically silenced also dismisses this power. As a minor action, you can make another attack with the force construct. The force construct can only attack an adjacent creature.

Stone Shatter [Bard Attack 17]
"You aim a single note sung at just the right pitch to break stone apart."
Encounter * Arcane, Implement
Standard Action Close Burst 10
Target: One stone object or creature with the earth keyword, petrified condition, or construct keyword (if it is made of stone).
Attack: Charisma vs. Fortitude
Hit: 6d8 + Charisma modifier thunder damage. A targeted object weighing 100 pounds or less automatically explodes, dealing 1d6 damage to any creature within 1 square.

Level 19 Daily Spells

Dancing Blades [Bard Attack 19]
"Blades of translucent silvery force dance around you."
Daily * Arcane, Force, Implement, Zone
Standard Action Close Burst 2
Target: Each creature in burst
Attack: Charisma vs. Reflex
Hit: 1d6 + Charisma modifier force damage.
Effect: This power creates a zone filled with blades of force that constantly dance around you. You make an attack against every creature within the zone. You make an attack against any creature that enters the zone or moves within the zone. Any creature that starts its turn within the zone provokes an opportunity attack from you using this power for the attack. Opportunity attacks made with this power do not count against your normal limit.
Sustain Standard: The zone persists. You can not move while the zone persists. Using another spell or being hit by an attack immediately dismisses this power. Gaining the deafened condition or being magically silenced also dismisses this power.

Deadly Duet [Bard Attack 19]
"Your ally is suddenly inspired to make an attack against your foe."
Daily * Arcane, Charm
Standard Action Melee Weapon
Special: Choose one ally threatening the same target with a melee attack to use this power. The chosen ally makes the secondary attack for this power using your Charisma modifier but using the ally's damage modifiers.
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Secondary Attack: Charisma vs. AC
Hit: 1[W] + Strength modifier damage.

Draining Dirge [Bard Attack 19]
"You sing a harsh dirge that weakens your enemies."
Daily * Arcane, Implement, Thunder
Standard Action Close Burst 5
Target: Each enemy in burst
Attack: Charisma vs. Fortitude
Hit: 1d12 + Charisma modifier thunder damage, and the target is weakened (save ends).

Intoxicating Lull [Bard Attack 19]
"You sing a drinking song that causes your foes to gradually descend into a drunken stupor."
Daily * Arcane, Charm, Implement
Standard Action Close Burst 5
Target: Each enemy in burst
Attack: Charisma vs. Will
Hit: The target is dazed (save ends).
Sustain Standard: You make another Charisma attack vs. Will against each target. A successful hit against a target that is already dazed causes the target to fall prone. If a target fails its second saving throw to end being dazed from this power after falling prone, it becomes unconscious (save ends). Using another spell or being hit by an attack immediately dismisses this power but not the dazed condition granted by it. Gaining the deafened condition or being magically silenced also dismisses this power.

Level 22 Utility Spells

Accelerando [Bard Utility 22]
"You pick up the tempo of battle, allowing your allies to move more quickly."
Daily * Arcane
Standard Action Close Burst 10
Target: You and each ally in burst
Effect: The target gains an extra standard action during its next turn.

G'Elsewhere [Bard Utility 22]
"You play a set of chords that jump from low note to high note and back. The magic of the chords causes your party to move from one place to another instantaneously."
Daily * Arcane, Teleportation
Standard Action Close Burst 10
Target: You and each ally in burst
Effect: The target teleports up to 5 squares. You choose the destination.

Healing Chorus [Bard Utility 22]
"You play a soothing anthem that rejuvenates your allies."
Daily * Arcane, Healing
Standard Action Close Burst 10
Target: You and each ally in burst
Effect: The target can spend a healing surge and gain additional hit points equal to your Charisma modifier. In addition, the target gains temporary hit points equal to your Charisma modifier.

Leprechaun's Song [Bard Utility 22]
"You sing a song of good fortune, and good fortune comes to you."
Daily * Arcane
Standard Action Close Burst 10
Target: You and each ally in burst
Effect: The target can roll twice one attack roll, damage roll, ability check, or skill check and take either of the two results until the end of your next turn. The target also gains a power bonus to AC, saving throws, and save defenses equal to your Charisma modifier until the end of your next turn.

Level 23 Encounter Spells

Dancing Shadow [Bard Attack 23]
"Your shadow emerges and dances towards your enemy. When your shadow reaches the enemy, it strikes."
Encounter * Arcane, Implement, Necrotic
Standard Action Close Burst 10
Target: One creature in burst
Attack: Charisma vs. Reflex
Hit: 3d8 + Charisma modifier necrotic damage, and the target is dazed (save ends).
Critical: The target takes ongoing 10 necrotic damage and is immobilized (save ends both).
Effect: You conjure a Medium construct of shadow in an unoccupied square within the burst, and the construct attacks an adjacent creature. As a move action, you can move the construct up to 8 squares. If the construct leaves the area of the burst, it is immediately dismissed. The construct uses the following statistics.
Dancing Shadow: Medium shadow humanoid (construct, undead)
Immune disease, poison; Resist 20 necrotic, insubstantial; Vulnerable 10 radiant
AC 18, Fort 16, Reflex 16, Will 16, HP 150, Bloodied 75
Sustain Standard: Using another spell or being hit by an attack immediately dismisses this power. Gaining the deafened condition or being magically silenced also dismisses this power. As a minor action, you can make another attack with the shadow construct.

Musical Sphere [Bard Attack 23]
"A sphere of blurring air and vibrating sound appears. The sphere whistles in harmony with your tune as it streaks towards your enemy. Upon impact, the sphere is absorbed into the target's body, physically disrupting the body with harmful vibration."
Encounter * Arcane, Implement, Thunder
Standard Action Ranged 20
Target: One creature
Attack: Charisma vs. Reflex
Hit: 3d10 + Charisma modifier thunder damage.
Special: If and only if the first attack hits, you make the following secondary and tertiary attacks on the same target.
Secondary Attack: Charisma vs. Fortitude
Hit: The target is deafened and slowed (save ends).
Tertiary Attack: Charisma vs. Will
Hit: The target is dazed (save ends).

Nightmare Lullaby [Bard Attack 23]
"You sing a song of horror that causes your foe to see a nightmarish vision that causes him to lash out in confusion."
Encounter * Arcane, Illusion, Implement
Standard Action Close Burst 10
Target: One creature
Attack: Charisma vs. Will
Hit: The target sees all other creatures in the encounter as its enemies (save ends).

Underworld Requiem [Bard Attack 23]
"You sing a grim verse inviting those that hear it to an early end."
Encounter * Arcane, Implement, Necrotic
Standard Action Close Burst 5
Target: Each enemy in burst
Attack: Charisma vs. Fortitude
Hit: 2d12 + Charisma modifier necrotic damage.
Miss: half damage.

Level 25 Daily Spells

Deadly Choir [Bard Attack 25]
"Your allies are suddenly inspired to make an attack against your foe."
Daily * Arcane, Charm
Standard Action Melee Weapon
Special: There must be at least one ally threatening the same target with a melee attack to use this power. Each such ally makes the secondary attack for this power using your Charisma modifier but using the ally's damage modifiers.
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Secondary Attack: Charisma vs. AC
Hit: 1[W] + Strength modifier damage.

Puppet Song [Bard Attack 25]
"You control your enemy's actions, making him fight for you."
Daily * Arcane, Charm, Implement
Standard Action Close Burst 10
Special: Targets that have the deafened condition, that are Large or larger size, that have an Wisdom score of 15 or higher, or that have an Intelligence score of 1 are unaffected by this power.
Target: One creature
Attack: Charisma vs. Will
Hit: The target is dominated (two saves end). If the target takes damage before its next turn, it is no longer affected by this power. If the target is forced to attack one of its allies or move to a square that places it in danger, it is allowed a saving throw to end the effect.
The target must remain within 10 squares of you or this power is dismissed.

War God's Hymn [Bard Attack 25]
"Your allies are inspired with each note towards striking true against their opponents."
Daily * Arcane, Implement
Standard Action Close Burst 10
Special: Each ally in the area of the burst is affected by this power. The ally makes a melee basic attack. Each ally uses your Charisma modifier for the attack roll.
Target: One creature threatened by the ally's melee attack
Attack: Charisma vs. Reflex
Hit: 1[W] + Strength modifier damage.

Wail of Disharmony [Bard Attack 25]
"You sing a screeching song that blasts your enemies with harmful sound."
Daily * Arcane, Implement, Thunder
Standard Action Close Blast 5
Target: Each creature in blast
Attack: Charisma vs. Fortitude
Hit: 4d8 + Charisma modifier thunder damage, and the target is dazed and deafened (save ends both).
Miss: Half damage.

Level 27 Encounter Spells

Adagietto [Bard Attack 27]
"You play a slowing rhythm that causes your enemies to move slowly."
Encounter * Arcane, Implement
Standard Action Close Burst 5
Target: Each enemy in burst
Attack: Charisma vs. Will
Hit: The target is slowed and gains a penalty equal to your Charisma modifier to melee attack rolls, melee damage rolls, Armor Class, and Reflex defense (save ends both). In addition, the target is unable to make opportunity attacks or use immediate actions until the end of your next turn.

Dancing Flames [Bard Attack 27]
"Your conjure plumes of flame that dance to your song of battle."
Encounter * Arcane, Conjuration, Fire, Implement
Standard Action Close Burst 10
Target: One creature in burst
Effect: You conjure four Medium dancing flames, each in an unoccupied square within the burst, and each attacks an adjacent creature. As a move action, you can move each flame up to 3 squares. If a flame leaves the area of the burst completely, it is immediately dismissed. If you move two or more of the flames into the same square, they combine into a larger flame. If there is not enough space for the combined flame to occupy as a Large or Huge creature, then the Medium flames simply hare the same space without combining. No matter how much damage a flame has taken before combining with another flame, the newly combined flame appears with full hit points.
Each type of dancing flame uses the following statistics based on the number of flames combined.
Dancing flames are immune to disease, poison, and fire damage.
A dancing flame is treated as a natural animate (construct, fire).
-Medium Flame: AC 25, Fort 20, Reflex 20, Will 20, HP 60, Bloodied 30
Attack: Charisma vs. Reflex
Hit: 2d4 + Charisma modifier fire damage.
-2 Flames (Large): AC 27, Fort 21, Reflex 21, Will 21, HP 120, Bloodied 60
Attack: Charisma + 2 vs. Reflex
Hit: 3d4 + Charisma modifier fire damage.
-3 Flames (Large): AC 30, Fort 23, Reflex 23, Will 23, HP 180, Bloodied 90
Attack: Charisma + 3 vs. Reflex
Hit: 3d6 + Charisma modifier fire damage.
-4 Flames (Huge): AC 34, Fort 25, Reflex 25, Will 25, HP 240, Bloodied 120
Attack: Charisma + 4 vs. Reflex
Hit: 4d6 + Charisma modifier fire damage.
Sustain Standard: Using another spell or being hit by an attack immediately dismisses this power. Gaining the deafened condition or being magically silenced also dismisses this power. As a minor action, you can make an attack with each flame. A Medium flame can only attack an adjacent creature. A Large flame gains reach 2 with its attacks and a Huge flame gains reach 3 with its attacks.

Dancing Twins [Bard Attack 27]
"You let go of your swords, and they dance around you as you sing your song."
Encounter * Arcane
Standard Action Ranged 2
Special: Each weapon leaves your hand and occupies an adjacent unoccupied square. The weapon immediately attacks any enemy in a square to the square that it occupies at this time. The weapon stays out of your hand while you sustain this power. If you move, the weapon also moves so that it occupies an adjacent square. If you move, both weapons also move so that each occupies a separate unoccupied square adjacent to you.
An enemy that moves through a square adjacent to the square occupied by either weapon provokes an opportunity attack from the weapon. In this case make a Wisdom attack vs. AC, dealing 1[W] + Charisma modifier damage on a successful hit.
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage.
Secondary Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage.
Sustain Minor: You make another attack and secondary attack on a creature(s) within range. Using another spell or being hit by an attack immediately dismisses this power. Gaining the deafened condition or being magically silenced also dismisses this power. The weapons automatically come back to your hands when this power is dismissed or no longer sustained. You must have a hand free to catch either weapon or it falls to the floor in the square you currently occupy.

Gorgon's Chant [Bard Attack 27]
"Your enemy stiffens as his body turns to stone."
Encounter * Arcane, Implement, Polymorph
Standard Action Close Burst 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: Target is slowed (save ends).
Special: If the target has the slowed, immobilized, or restrained condition from a different source, the target is treated as not having that condition for the effect of this power. If the target has more than 50 hit points, it can only be slowed by this power.
Sustain Standard: You make a Charisma attack vs. the target's Fortitude defense, granting the target the slowed condition on a successful hit.
If the target is already slowed by this power, it gains the immobilized condition instead, replacing the slowed condition granted by this power (save changes it back to slowed).
If the target is already immobilized, it gains the restrained condition instead, replacing the immobilized condition granted by this power (save changes it back to immobilized).
If the target is already restrained, it gains the petrified condition instead, replacing the restrained condition granted by this power (save changes it back to restrained).
Using another spell or being hit by an attack immediately dismisses this power but not the condition granted by this power. Gaining the deafened condition or being magically silenced also dismisses this power but not the condition granted by this power.

Level 29 Daily Spells

Blood Bane Dirge [Bard Attack 29]
"Your music unravels the very flesh and blood of foes sharing a common race."
Daily * Arcane, Implement
Standard Action Close Burst 5
Special: Choose one of the following origins/keywords: aberrant, air, angel, aquatic, cold, demon, devil, dragon, earth, elemental, fey, fire, giant, homunculus, living construct, natural, ooze, plant, reptile, shadow, shapechanger, spider, swarm, undead, water.
Target: Each enemy in burst with the chosen origin/keyword
Attack: Charisma vs. Fortitude
Hit: 2d10 + Charisma modifier damage + ongoing 5 damage (save ends), and the target is slowed and weakened (save ends both).

Dragon's Rondo [Bard Attack 29]
"Dragon's breath is unleashed upon your foes as you complete each verse."
Daily * Arcane, Implement
Standard Action Close Blast 5
Target: Each creature in blast
Ice Breath
Special: This attack has the cold keyword.
Attack: Charisma vs. Reflex
Hit: 4d6 + Charisma modifier cold damage, and the target is slowed and weakened (save ends both).
Special: You gain resist 5 cold until the start of your next turn.
Sustain Standard: You use this sustain only once. You make an attack using Acid Breath (see below). Using another spell or being hit by an attack immediately dismisses this power. Gaining the deafened condition or being magically silenced also dismisses this power.
Acid Breath
Special: This attack has the acid keyword.
Attack: Charisma vs. Reflex
Hit: 2d8 + Charisma modifier acid damage, and the target takes ongoing 5 acid damage and takes a -4 penalty to AC (save ends both).
Special: You gain resist 10 acid and cold until the start of your next turn.
Sustain Standard: You use this sustain only once. You make an attack using Poison Breath (see below). Using another spell or being hit by an attack immediately dismisses this power. Gaining the deafened condition or being magically silenced also dismisses this power.
Poison Breath
Special: This attack has the poison keyword.
Attack: Charisma vs. Fortitude
Hit: 1d10 + Charisma modifier poison damage, and the target takes ongoing 5 poison damage and is slowed (save ends both). Aftereffect: The target is slowed (save ends).
Special: You gain resist 15 acid, cold, and poison until the start of your next turn.
Sustain Standard: You use this sustain only once. You make an attack using Lightning Breath (see below). Using another spell or being hit by an attack immediately dismisses this power. Gaining the deafened condition or being magically silenced also dismisses this power.
Lightning Breath
Special: This attack has the lightning keyword.
Attack: Charisma vs. Reflex
Hit: 2d12 + Charisma modifier lightning damage.
Miss: Half damage.
Special: You gain resist 20 acid, cold, lightning, and poison until the start of your next turn.
Sustain Standard: You use this sustain only once. You make an attack using Fire Breath (see below). Using another spell or being hit by an attack immediately dismisses this power. Gaining the deafened condition or being magically silenced also dismisses this power.
Fire Breath
Special: This attack has the fire keyword.
Attack: Charisma vs. Reflex
Hit: 2d12 + Charisma modifier fire damage.
Miss: Half damage.
Special: You gain resist 25 acid, cold, fire, lightning, and poison until the start of your next turn.

Earth Rumba [Bard Attack 29]
"The earth shakes and breaks around you, as if dancing to your rhythm."
Daily * Arcane, Implement
Standard Action Close Burst 10
Target: Each creature in burst
Attack: Charisma + 2 vs. Reflex
Hit: 1d6 damage and the target is prone.
Special: Stationary structures within the burst take 10d6 damage.

Mass Lullaby [Bard Attack 29]
"Your song lulls the enemy into a deep slumber."
Daily * Arcane, Charm, Implement
Standard Action Close Burst 5
Attack: Charisma vs. Will
Target: Each enemy in burst
Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends).
Miss: The target is slowed (save ends).

Bard Paragon Paths

SUBLIME CHORD
"Within music lies the ultimate truth. To master the cosmic harmony is to master the cosmos itself."

Prerequisite: Bard class

Music has always been the center of your life. In your studies of bardic lore, you came to realize a greater truth: that music is the foundation of all existence. Within each note and chord that you pull from the air is another piece of the ultimate puzzle, and you hope one day to complete it. Every song that you learn and master brings you one step closer to attaining a true understanding of all that is, has ever been, and ever will be.

SUBLIME CHORD PATH FEATURES
Improved Implement Mastery (11th level): If you gain one of the following benefits based on which type of musical instrument you chose for your musical instrument mastery feature.
Percussion: Once per day as a free action, you can reroll a failed attack roll for a bard or sublime chord spell, adding your Wisdom modifier as a bonus. You must accept the result of your second roll.
String: Once per day as a free action, you can reroll a failed attack roll for a bard or sublime chord spell, adding your Intelligence modifier as a bonus. You must accept the result of your second roll.
Wind: Once per day as a free action, you can reroll a failed attack roll for a bard or sublime chord spell, adding your Constitution modifier as a bonus. You must accept the result of your second roll.
Boost of Inspiration (11th level): If you use an action point to use an encounter bard spell, you can use the same encounter spell again in the same encounter.
Bardic Lore Mastery (16th level): Once per day you can regain the use of an encounter spell by giving up the use of another encounter spell of equal or higher level. Once per day you can regain the use of a daily spell by giving up the use of another daily spell of equal or higher level.

Song of Timelessness [Sublime Chord Attack 11]
"Your music carries through the air and wraps itself around your foe, causing time itself to stop in the very space filled by your foe."
Encounter * Arcane, Implement
Standard Action Close Burst 10
Target: One creature
Attack: Charisma vs. Will
Hit: The target cannot take any actions and is unaffected by any effects, actions, or changes in environment (save ends).

Song of Arcane Power [Sublime Chord Utility 12]
"You build upon your next song with an introductory verse that enhances the song with greater power."
At-Will * Arcane
Standard Action Personal
Effect: The next time that you use a bard spell to attack, you gain a power bonus to your attack roll(s) equal to your Intelligence, Constitution, or Wisdom modifier. Using this power multiple times does not increase the bonus further. In addition, until you use another spell, you gain a +1 power bonus to Armor Class and save defenses.

Song of Cosmic Fire [Sublime Chord Attack 20]
"You call forth the silver flames of creation to envelop and incinerate your enemies."
Daily * Arcane, Fire, Implement, Radiant
Standard Action Close Burst 5
Target: Each enemy in burst
Attack: Charisma vs. Reflex
Hit: 3d8 + Charisma modifier fire and radiant damage.
Miss: Half damage.



SPELLSONG WARRIOR
"I stand beside my allies, ready to fight with song and sword."

Prerequisite: Bard class, Bladesinger feat

You have dabbled in martial training and acquired a taste for it. Still, your true passion lies in music so you have combined your fighting skills with your arcane abilities to produce a combat style much to your liking. Your songs empower your weapon with arcane power as it smashes, pierces, or slashes through your foes. Songs of valor may soon be sung of your own great skill in battle.

SPELLSONG WARRIOR PATH FEATURES
Weapon Implement Mastery (11th level): You have learned to use a melee weapon that you wield as an implement in place of your musical instrument. The melee weapon must have metallic or crystalline parts to be used as an implement. You gain all the normal benefits of using your musical instrument as an implement for your bard spells, including adding the enhancement bonus (if any) of the weapon to your attack and damage rolls with bard spells.
Spellsong Challenge (11th level): You have refined your tunes to better aggravate your enemy's senses. Whenever you hit an enemy with a bladesinger or spellsong warrior attack power, the enemy is marked until the end of your next turn.
Spellsong Battle Rhythm (16th level): Whenever you hit an enemy with a bladesinger or spellsong warrior attack power, you gain a +1 bonus to attack and damage rolls the next time you attack during the same encounter.

Spellsong Strike [Spellsong Warrior Attack 11]
"Your blade sings a powerful dirge at it slices into your opponent."
Encounter * Arcane, Implement, Thunder
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage + 2d4 thunder damage.
Secondary Attack: Charisma vs. Fortitude
Hit: 2d4 + Charisma modifier thunder damage.

Hymn of Protection [Spellsong Warrior Utility 12]
"You weave a defensive enchantment with your notes."
Encounter * Arcane
Standard Action Close Burst 10
Target: One creature
Effect: The target gains temporary hit points equal to 2d6 + your Charisma modifier. In addition, the target gains a power bonus equal to your Charisma modifier to Armor Class and save defenses until it is hit by an attack.

Spellsong Refrain [Spellsong Warrior Attack 20]
"Your blade screams with a powerful chord upon impact that harms both your opponent and his nearby allies."
Daily * Arcane, Implement, Thunder
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage + 2d4 thunder damage and you make a secondary attack against a secondary target (see below).
Secondary Target: The creature you just hit and all enemies adjacent to the creature
Secondary Attack: Charisma vs. Fortitude
Hit: 2d8 + Charisma modifier thunder damage.



GLORIOUS MINSTREL
"Our adventures will be the stuff of legends. Hear my song and seize your glory!"

Prerequisite: Bard class

Fascinated by legends of great heroes banding together to triumph over impossibly difficult obstacles and incredibly powerful foes, you are determined to become the stuff of legends yourself. To ensure such a destiny, you have trained your talents so that you work well with your allies and give them the strength to overcome greater odds with each adventure taken. Together, there is nothing you can not accomplish. Immortality awaits.

GLORIOUS MINSTREL PATH FEATURES
Fell the Foe (11th level): Your songs can pull the strings of fate to your favor. If you score a critical hit against an enemy with a bard or glorious minstrel spell, you and all allies gain a bonus to attack rolls equal to your Charisma modifier against that enemy for the rest of the encounter.
Regrouping Rhythm (11th level): Whenever you hit an enemy with a bard or glorious minstrel spell, each ally threatened by that enemy can move up to 2 squares without provoking an attack of opportunity from the enemy you hit. If you hit multiple enemies with the same bard or glorious minstrel spell, it does not increase the number of squares that your allies can move beyond 2 squares.
Inevitable Victory (16th level): Once per day, if you use a bard or glorious minstrel spell that affects yourself and/or allies, all affected targets gain 1 action point.

Aria of Opportunity [Glorious Minstrel Attack 11]
"You play a disruptive tune that temporarily incapacitates your foe."
Encounter * Arcane, Implement, Psychic
Standard Action Close Burst 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d8 + Charisma modifier psychic damage and the target is blinded and immobilized until the end of your next turn.

Song of Second Winds [Glorious Minstrel Utility 12]
"Your allies are filled with a surge of rejuvenation, gaining the strength to fight one more round of battle."
At-Will * Arcane
Standard Action Close Burst 10
Target: You and each ally in burst
Effect: The target regains the use of 1 encounter power and a number of hit points equal to your Charisma modifier. In addition, the target can use the second wind action 1 more time if the target has already used second wind.

Dirge of Decision [Glorious Minstrel Attack 20]
"You suppress the vitality of your enemies, making the next few moments those that will decide the outcome of the battle."
Daily * Arcane, Implement
Standard Action Close Burst 5
Target: Each enemy in burst
Attack: Charisma vs. Fortitude
Hit: Each successful hit against the target is treated as a critical hit until the end of your next turn.



ETERNAL VOICE
"There is music within all of us. It is a gift from the heavens that we must never take for granted."

Prerequisite: Bard class

Time and again the power of music has kept you and your comrades alive through the most dire of situations. Each time you invoke your inner song, you can feel a powerful connection to a force that is present in all living things. By concentrating the focus of your practice upon that force, you have instilled a more powerful reservoir of life within yourself. Your songs are also more powerful as a result.

ETERNAL VOICE PATH FEATURES
Radiant Song (11th level): Your songs are charged with the force of life itself. Whenever you hit an enemy with a bard or eternal voice spell, the enemy takes additional radiant damage equal to your Charisma modifier.
Channel Echo (11th level): There is an echo of life that reverberates throughout the connecting force whenever you play your special music. You have learned to channel it into healing your allies. Whenever you use a bard or eternal voice spell that affects yourself and/or allies, all affected targets regain hit points equal to your Charisma modifier.
Inner Song (16th level): Your mastery of life enables you to call forth a surge of arcane power. Once per encounter, as a free action, you can spend a healing surge, regaining no hit points. Instead, you regain the use of an encounter bard or eternal voice spell you have already used in the current encounter.

Radiant Refrain [Eternal Voice Attack 11]
"Searing light shoots out from your body as you complete the verse."
Encounter * Arcane, Implement, Radiant
Standard Action Close Blast 5
Target: Each creature in blast
Attack: Charisma vs. Reflex
Hit: 1d8 + Charisma modifier radiant damage and the target is blinded until the end of your next turn.

Aria of Immortality [Eternal Voice Utility 12]
"A sense of calm and well-being fills the air as you sing a celebration of life."
Encounter * Arcane, Healing, Zone
Standard Action Close Burst 5
Effect: The burst creates a zone of concentrated life force. The zone moves with you. Any creature that spends a healing surge within the zone regains double the number of hit points it would normally regain. Undead creatures within the zone take 5 radiant damage at the end of their turns.
Sustain Standard: The zone persists. Using another spell or being hit by an attack immediately dismisses this power. Gaining the deafened condition or being magically silenced also dismisses this power.

Starburst Finale [Eternal Voice Attack 20]
"You forge a brief link to the life forces of your enemies. Through that link, you spark an explosion of life force from within each of them, transforming the life force into searing radiance."
Daily * Arcane, Implement
Minor Action Special
Special: You use this power immediately after using a bard or eternal voice spell to attack. Each target that you hit with the attack becomes the target for this power. This power can only be used on living creatures.
Attack: Charisma vs. Fortitude
Hit: 2d10 + Charisma modifier radiant damage, and the target is dazed (save ends).

BLADESINGER [BARD]
[MULTICLASS FIGHTER]
Prerequisite: Str 13, Bard, Weapon Focus (any weapon)
Benefit: You gain training in Athletics.
In addition you gain a bonus to opportunity attacks equal to your Wisdom modifier. An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.
In addition, you must swap one of your at-will powers for Singing Strike (see below) as an at-will power.
In addition, you can swap one encounter attack power you know for one of the following encounter attack powers of equal or lower level when you gain a level.
In addition, you can swap one daily attack power you know for one of the following daily attack powers of equal or lower level when you gain a level.
In addition, you can swap one utility power you know for one of the following utility powers of equal or lower level when you gain a level.

Singing Strike [Bladesinger Attack 1]
"Your weapon begins to sing as you do, sending harmful vibrations into the enemy with each successful hit."
At-Will * Arcane, Thunder
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage + 1d4 thunder damage.
Increase to 2d4 at 21st level.

Con Forza [Bladesinger Attack 1]
"Your song enhances your blow so that it knocks your enemy back."
Encounter * Arcane
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. Make a secondary attack.
Secondary Attack: Charisma vs. Fortitude
Hit: You push the target a number of squares equal to your Charisma modifier.

Con Fuoco [Bladesinger Attack 1]
"Your blade sings with a fiery tune that sets your foe on fire."
Daily * Arcane
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. Make a secondary attack.
Secondary Attack: Charisma vs. Fortitude
Hit: 1d6 + Charisma modifier fire damage + ongoing fire damage 5 (save ends).

Battle Chorus [Bladesinger Utility 2]
"Your allies' weapons sing in harmony with you."
Encounter * Arcane, Thunder
Standard Action Close Burst 10
Target: You and each ally in burst
Effect: The target deals extra thunder damage equal to your Charisma modifier with its next melee weapon attack.

Con Dolore [Bladesinger Attack 3]
"Your blade sings with a mournful tune that saps the motivation out of your foe."
Encounter * Arcane
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. Make a secondary attack.
Secondary Attack: Charisma vs. Will
Hit: The target gains a power penalty equal to your Charisma modifier to attack rolls, damage rolls, ability checks, and skill checks until the end of your next turn.

Staccato Strike [Bladesinger Attack 5]
"Your movements become a blur as you strike rapidly with each note you sing."
Daily * Arcane
Standard Action Melee Weapon
Target: One creature
Attack: Strength - 2 vs. AC
Hit: 1[W] + Strength modifier damage.
Secondary Target: One creature
Secondary Attack: Strength - 4 vs. AC
Hit: 1[W] + Strength modifier damage.
Tertiary Target: One creature
Tertiary Attack: Strength - 6 vs. AC
Hit: 1[W] + Strength modifier damage.

Battle Symphony [Bladesinger Utility 6]
"Your allies' weapons sing in glorious harmony with you."
Encounter * Arcane, Thunder
Standard Action Close Burst 10
Target: You and each ally in burst
Effect: The target deals extra thunder damage equal to 1d6 + your Charisma modifier with a melee weapon with its next melee weapon attack.

Deafening Strike [Bladesinger Attack 7]
"Your blade screams with a harsh, deafening note."
Encounter * Arcane
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage + [1d6 + Charisma modifier] thunder damage. Make a secondary attack.
Secondary Attack: Charisma vs. Fortitude
Hit: 1d6 + Charisma modifier thunder damage and the target is deafened (save ends).

Encore Strike [Bladesinger Attack 9]
"Your blade sings with a distracting tune that causes your foe to stumble."
Daily * Arcane
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. Make a secondary attack.
Secondary Attack: Charisma vs. Will
Hit: The target provokes an opportunity attack from you and each of your allies within melee striking distance.

Teamwork Aria [Bladesinger Utility 10]
"Your allies are inspired by your song to coordinate their attacks more efficiently."
Encounter * Arcane, Thunder
Standard Action Close Burst 10
Target: You and each ally in burst
Effect: The target gains a power bonus equal to your Charisma modifier to its melee attack rolls and damage rolls against an enemy that it is flanking until the end of your next turn.
 
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Exen Trik

First Post
Wow, that's a whole lot of class, right off the bat. :)

I can't begin to judge the overall balance just yet, but as far as first impressions go... It doesn't seem to have much to do with final fantasy, save for a few similar powers. Obviously some creative license is needed to make it fit 4e, and granted you do cite a few other sources of inspiration, but beyond making attacks with instruments I really don't see much of a connection.

Also, at first glance the cantrips seem rather strong. I would allow perhaps access to one of them as a class feature, not all.
 

The counter song cantrip is probably the one that makes the most trouble. I'll have to change it to affect only powers with the thunder keyword.

The Performer's Edge cantrip is typically used in non-combat situations and there are plenty of situations when using it might not be helpful. Magic-weary NPCs might take offense if you get caught in the act and they realize you're tyring to influence them with a spell. Plus, the check bonus isn't that high to start with at the heroic tier. There is still a respectable chance of failure with a bad roll.

The Inspire Competence cantrip only affects one person for a short amount of time and is wasted on a bad roll by the affected target.

The Inspire Courage cantrip is very situational and will be used maybe 1 out of every 10 encounters.

With Counter Song reduced to just affecting thunder powers, I think it should be fine.
 

Tonester

First Post
I commend you for your work, but yes, the cantrips and at-wills are pretty broken balance-wise, imo.

Having an at-will that grants CA on a hit? Cantrips that grant saving throws? Cantrips that give pretty big bonuses to skill checks? These sorts of things would set new precedence for all the existing classes.

I understand it is a work in progress, but without even looking beyond level 1 skills, I can already say with confidence that this class would break tons of design and mechanics in a 4e campaign.

Critique:

1) No other class has more than 2 defenses to attack for their At-Wills and your bard happens to have all 4 covered. Classes are meant to be less reliable against certain types of defenses. I.E. Fighters can't challenge much more than a defender's armor. If a particular opponent has impenetrable armor (high AC), the fighter will be less effective than other classes against that target most likely.

2) The cantrips are more in line with level 1 At-Wills or the Divine Channeling (which are encounter). Take a closer look at Wizard Cantrips for a comparison.

3) Too many skill choices. If you look at a Rogue as being the baseline for the skill class, then this blows it away. Furthermore, the skills don't match your particular vision of the Bard. Is it a motivator, a healer, a rogue, or a controller? Your interpretation seems to be all - also overpowered. This opinion is further supported by the Bardic Knowlege class feature.

4) Being able to essentially use melee weapons as ranged 20 weapons at-will? This is definitely overpowered - especially when you consider some of the higher level magical weapons.

5) An At-Will that grants Combat Advantage on a hit and also marks a target? You understand that marking is one of the core mechanics that makes up the Defender Role, correct? And here, you give it away for free every attack - essentially making the Bard a Controller/Defender Multiclass at level 1.


Summary:
It needs a ton of work to bring it in line with the classes already available. At-Wills and Basic Attacks make up (estimating) around 80 to 85 percent of an encounter. This class has At-Wills that dwarf the other classes. A level 1 Human Bard (2 additional Feats, 7 useful At-Wills, an attack that works against any defense, etc) would be severely broken.

I say it not to discourage you... I know this takes a ton of work. I say it because it is something that isn't to be taken lightly or just kind of thrown together because it sounds cool or useful. This is why class design takes months or years to get right.

As a final suggestion, and as someone else already pointed out, it doesn't really feel that "bard-like" other than the implement and names. Try to find a way to leverage a bard's ability to inspire, revitalize, and turn the tide. I'm thinking something to do with Action Point(s), a daily buff that allows a party member's next attack to be reliable, things that allow a group to need less rest than normal or to allow a group to push beyond the normal physical boundary (temporarily) to get through a hairy situation but then require more rest afterwards. I'm not really sure... but those are things that sound more bard-like to me.

Just my 2 cen....er dollars.
 

The work looks great. I agree that balance is a problem. Perhaps removing some of the at-will powers that target AC and Reflex (which seem like the most out of flavor for a Bard) and moving some cantrips into there could help. I didn't look a lot higher.

Constitution does not seem like a key skill (about as key as Dex for wizards!) unless you take the wind path.

I might remove the inherit +1 for implements. See also: Wizard. There exist +1 versions of these (same as a +1 wand for example), but you can't have that for free. The once per day ability is fine and could possibly be moved to once per encounter.

I worry that +2 to all knowledge checks is overpowered but hard to know. I'm not sure I see the 4E Rogue as a skill monkey as everyone seems to have in their head from 3.5E. Perhaps a once-per-day reroll any knowledge check with a +5 modifier might simulate that bardic knowledge. Or maybe the ability to use the lower of 15 + half level or the actual DC in any knowledge check.

All that said, I can actually see pieces of the FF Bard in here. The FF Bard is a hybrid Controller/Leader, debuffing enemies and buffing allies, rarely doing direct damage, but I'm not sure a character that deals no damage would be great to play, so you have to make some concessions.

Templating questions: Eternal voice grants +CHA with healing. All the healing powers ALREADY have this bonus (which maybe steps on Leaders too much?). Does this stack?
Distracting Tune gives "Target" for "Hit" instead of actually naming the target (Each creature in burst?).
 

saric

First Post
Captain_Commando said:
Song of Timelessness [Sublime Chord Attack 11]
"Your music carries through the air and wraps itself around your foe, causing time itself to stop in the very space filled by your foe."
Encounter * Arcane, Implement
Standard Action Close Burst 10
Target: One creature
Attack: Charisma vs. Will
Hit: The target cannot take any actions and is unaffected by any effects, actions, or changes in environment (save ends).

If you haven't noticed, almost all encounter powers in 4e do not have lingering effects that last longer than one round. It is very rare. I haven't read the entire class entirely, but I will have to agree with the others, a lot of this stuff is a little too good to be true. Also another note, you claim the class is a controller yet you granted it access to some healing powers that affected other allies.

Here's another example;
Insidious Rhythm [Bard Attack 17]
"You play a catchy tune that repeats endlessly in an enemy's mind, preventing him from thinking straight and distracting him from his objective."
Encounter * Arcane, Charm, Implement
Standard Action Close Burst 10
Target: One creature
Attack: Charisma vs. Will
Hit: The target must make a saving throw each time it attempts to perform an action or the action is wasted (two saves end).
Basically if you hit a creature with this, it will do nothing for two rounds? Are the saves simultaneous or does he just get one/round?
And once again, why did you put a duration effect on an encounter power?


Another thing, The bladesinger is way too out of line for a single feat. For the cost of a single feat I am almost like a fighter. Why on earth would someone be a fighter when they can pick up that feat and gain some of the benefits of combat challenge not just 1/encounter but at will. This feat goes against the philosophy of multi-classing in 4e.



Another suggestion, some of the powers are way too specific to be useful.
Earth Jazz [Bard Attack 15]
"The earth shakes and breaks around you, as if dancing to your rhythm."
Daily * Arcane, Implement
Standard Action Close Burst 5
Target: Each creature in burst
Attack: Charisma vs. Reflex
Hit: 1d4 damage and the target is prone.
Special: Stationary structures within the burst take 10d4 damage.

Earth Jazz? I think the blues brothers are in town. ;) Anyways, why would anyone pick up a daily power that does 1d4 damage and grants combat advantage if at most one turn. For a level 15 DAILY power it seems like something not many players would ever pick up.

The best advice I can give you is when making the powers in a checklist which is what I tried to do when I made my bard and other classes.
#1. Be creative with the power. Be diffrent and interesting however, don't overshadow the other classes or your other builds.

#2. Is this power too limited? Is it only useful once in a blue moon? Would I ever pick this power up if I were a player?

#3. Is this power too good? What are the ways I can exploit this power if I were a player. Is this power better than every other choice at the level for this class and other classes of the same role?

#4. Is this power fun? Is it boring or dull? Does it sound corny? Will the players laugh when they say I attack with "Duck Slam"?

#5. Encounter powers usually shouldn't have lingering effects that last longer than 1 round.

#6. Most of the time daily's should have some sort of effect on misses. Nothing sucks more than missing with a 1/day power and nothing happening.

Thats about all I can think of now. If you like you can check my bard out for inspiration or ideas at http://www.badongo.com/file/10099912. The discussion thread is located at this link.http://www.enworld.org/forum/showthread.php?t=231413
 

Hmmm. It looks like I'm going to have to do a bit of a rebuild. Ah well. The second draft should be up to par thanks to the great feedback you guys have given me. If you have any more advice or observations to share, please keep it coming.

FF Bard 2.0 will probably be a leader type build, and the attacks will probably focus on just Fortitude and Will. I'll also tone down the cantrips.

I finished this design in a rush to get a feel for class design fundamentals. Now with the experience of the first draft plus the guidelines you guys have shared with me, my design efforts should be much better from here on.

After I finish fixing my bard, I'll be working on the dragoon.
 

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