The Enchanter Bards of Alavir are a unique lineage of musicians and spellcasters, believed to have originated from the legendary bard Lyra. Gifted with an innate talent for music, Lyra discovered her ability to channel magical energies through her melodies, healing wounds and fortifying the spirits of those who listened. Her legacy gave birth to the Enchanter Bards, who continue to blend the arcane with the art of music.
The Enchanter Bards have a storied history that spans across the lands of Alavir. From the bustling Capital City to the mystical realms beyond, these bards have served as beacons of hope and strength. Their music not only heals but also empowers, making them invaluable assets in times of war and peace alike. They are often seen as the embodiment of unity and hope, their enchanting melodies capable of turning the tide in the most desperate of situations.
Enchanter Bards form deep connections with their companions, often seeking out like-minded individuals who can lend them strength and share in their magical journey. These bonds are fortified by shared experiences and the magical energies that flow between them. In addition to their companions, they often have strong affiliations with academies of music and magic, as well as various guilds and organizations across Alavir.
In the diverse world of Alavir, Enchanter Bards serve multiple roles. They are heralds of hope, their music uplifting the spirits of the downtrodden. They are also scholars, delving into the arcane to expand their repertoire of enchanting melodies. In times of conflict, their presence on the battlefield can be a game-changer, their spells bolstering allies and demoralizing foes.
At 1st level, your healing spells & features heal for an additional 10% of missing life rounded up. When you cast a spell, you can make a Performance skill check.
Once per round, you can grant a creature within 60 feet of you 1d4 + SM temporary hit points until the start of your next turn.
When you cast a spell you can make a Performance skill check (once per round).
The feature’s temporary HP increases by 1d4 when you reach 6th level (2d4), 10th level (3d4), 14th level (4d4), and 18th level (5d4).
At 3rd level, at the start of your turn, choose an ally within 120 feet of you, shine a healing spotlight on them healing them for an amount equal to your proficiency modifier d8 + SM. In addition, any enemies within 20 feet of your target take damage equal to the damage healed.
At 7th level, when you succeed on a performance check you can force an enemy within 60 feet of you to applaud your performance. They must make a CON saving throw equal to your Spellcasting DC or suffer 1 level of exhaustion.
At 11th level, any creature who has bardic inspiration within 60 feet of you has advantage on attack rolls and saving throws.
On a successful Performance skill check, you can heal the creature you buff for 1d8 + SM.
At 15th level, when you damage an enemy, they subtract 1d4 from attack rolls and saving throws until the start of your next turn. This effect stacks per instance of damage you inflict.
Standard Starting Class Equipment
2 health potions.
A backpack with 10 rations, tent & bedroll, cooking utensils, mess kit, tinderbox, 3 torches, roper and a waterskin.
Mystic Amulet: (Arcane Focus) Your healing spells & features heal for an additional amount equal to your proficiency modifier.
Robes
Ring
Cavalry Pistol