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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