Cheerleader
Cheerleader bards excel at bringing their allies up when times are the toughest with encouraging words and healing effects.
1 - Malefic Performance
Blues bards have the bardic performance ability, but with a few key differences.
Their performances vary in action type, with some of the more powerful performances requiring a standard action to begin.
They can only ever effect enemies with their performances.
1 - Performance: Raise Morale
The cheerleader only ever gets a singular performance, and allies can choose to gain any one benefit from the performance, deciding at the start of their turn. Below are level requirements for providing a particular benefit.
1 - Raise Morale - Increase allied speed by 10 and give them advantage on saves against fear
1 - Inspire Courage - +2 attack
4 - Song of [Healing] - Restore 3 hp.
1 - Raise Dongers - ???
1 - Inspire Competence
A cheerleader can use the aid action as a swift action. They are always grant the improved +2 bonus when aiding in a skill check through their tunes.
1 - Finale: Purging Finale [healing]
You automatically remove all non-permanent negative status effects from an ally within 30 ft of you. They can take a swift or immediate action as an instant action.
2 - Inspiration [mana burn]
By burning 1 mana as an immediate action, you can allow a creature within 30 ft to add d6 to a d20 roll (minus luck checks). @6 increase to d8 @11 increase to d10
4 - Finale: Reviving Finale [healing]
Restore (3*lvl) hp to all allies within 30 ft. Defeated creatures healed are not dazed on their next turn.
6 - Finale: Bass Drop
The music sticks with your allies even after the performance ends. They gain (5*lvl) temp hp. This temp hp disappears at the end of your next turn.
6 - Finale: Stoccato of Surrender
Enemies within 60 ft are pacified for 1 round (will negates). When they are attacked by you or your allies, they get a new save against the effect.
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