(s) signifies a signature spell, bards get to make one spell per spell level a signature spell. Signature spells may be heightened without needing to learn the heightened version
(m) signifies an ability granted by the muse
(c) signifies a bonus spell granted by the class
(f) signifies a bonus spell granted by a feat
Cantrips are automatically heightened to level/2 rounded up
Focus Spell Attributes
Focus spells cost a focus point to cast but do not costs a spell slot
May regain a focus point using refocus action and 10 minutes
Composition cantrips are a type of focus spell that does not require the expenditure of focus points.
Focus Spells
(c) Inspire Courage, composition cantrip 1, verbal, 60' aura, 1 round, +1 conditional bonus to attacks, damage, and saves vs. fear
(f) Inspire Competence, composition cantrip 1, verbal, 60', 1 round, Your encouragement inspires your ally to succeed at a task. This counts as having taken sufficient preparatory actions to Aid your ally on a skill check of your choice, regardless of the circumstances. When you later use the Aid reaction, you can roll Performance instead of the normal skill check, and if you roll a failure, you get a success instead. If you are legendary in Performance, you automatically critically succeed.
(c) Counter Performance, focus 1, verbal or somatic reaction, triggered by you or an ally within 60 feet must roll a saving throw against an auditory or visual effect. 1 focus point to use.
(mf) Lingering Composition, focus 1, You add a flourish to your composition to extend its benefits. If your next action is to cast a cantrip composition with a duration of 1 round, attempt a Performance check. The DC is usually a standard-difficulty DC of a level equal to the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check.
Cantrips infinite/day
Daze, somatic and verbal, 60', You cloud the target's mind and daze it with a mental jolt. The jolt deals mental damage equal to your spellcasting ability modifier; the target must attempt a basic Will save. If the target critically fails the save, it is also stunned 1; Heightened (+2) The damage increases by 1d6.
Prestidigitation, somatic and verbal, 10' range, lift light object 10' off ground, make useless object of negligible bulk
Read Aura, somatic and verbal, 30' range, check item(s) for magic and school
Shield, verbal, You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use. While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell's reaction against the magic missile spell. Heightening the spell increases the shield's Hardness.
Telekenetic Projectile, somatic and verbal, 30' range, 2d6+4 {1d6 +1d6[heightened] +[cha]} damage; Heightened (+1) The damage increases by 1d6.
1st level 3/day
Color Spray, somatic and verbal, 15' cone, stunned, blinded, and dazzled
Illusory Object, somatic and verbal, 500', 20' burst, 10 minutes, stationary object with animation.
(s) Phantom Pain, somatic and verbal, 30', 1 minute, 2d4 mental damage, 1d4 persistent damage and sick 1 on failed Will ST. Recover from sick to stop damage. 1d4 mental damage on successful ST. Sick 2 on crit failure. (Heightened +1: +2d4 and +1 persistent)
(m) Soothe, somatic and verbal, 30' range, 1 willing creature, You grace the target's mind, boosting its mental defenses and healing its wounds. The target regains 1d10+4 Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration; Heightened (+1) The amount of healing increases by 1d10+4.
2nd level 2/day
Illusory Creature, somatic and verbal, 500', concentration, huge or smaller creature, can't speak unless you use action, flanks, do 1d4 +4[cha] mental damage on successful strike. Seek action to disbelieve.
(s) Sound Burst, somatic and verbal, 30', 10' burst, 2d10 sonic damage and deafened for 1 round; Heightened (+1) The damage increases by 1d10.
- Level 1: discerning smell feat: You can smell and taste all sorts of exotic flavors that are too nuanced for a human palate. You gain a +2 circumstance bonus to sense an unseen creature that is close enough for you to smell (typically within 30 feet, though halve the distance if you are upwind and double the distance if you are downwind). For more information about senses, see page 301.
Background
- Circus
- Trained in Acrobatics skill
- Trained in Circus Lore skill
- Steady Balance - You can keep your balance easily, even when balancing in adverse conditions. You treat a success using the Balance action as a critical success. You’re not flat-footed while attempting to Balance on narrow surfaces and uneven ground, and if you’re the target of an attack or effect that requires a saving throw, you fall only if you critically fail your attempt to Maintain Balance.
- Lingering Composition feat. By adding a flourish, you make your compositions last longer. You learn the lingering composition focus spell. Increase the number of Focus Points in your focus pool by 1.
- Level 2: Inspire Competence feat. You learn the inspire competence composition cantrip, which aids your allies’ skills.
Skill Feats
- Level 2: Fascinating Performance - Fascinates four observers on a on missed Will ST
General feats
- level 2: Fast Recovery - heal from rest x2, extra reduction vs. poisons, drained, and enervation
Lightning Reflexes
- Your reflexes are lightning fast. Your proficiency rank in Reflex saves increases to expert.
Signature Spells
- Choose 1 spell at each level. These spells may be heightened
- Spell Level 1: Phantom Pain
- Spell Level 2: Sound Burst
Skill Increases
- At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert. At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you’re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you’re already a master.
Ability Boosts
- Boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.
- Level 5: boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.